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Module Ops.Cohort

Ops - Cohort encompassed all characteristics of SQUADRONs, PLATOONs and FLOTILLAs.

Main Features:

  • Set parameters like livery, skill valid for all cohort members.
  • Define modex and callsigns.
  • Define mission types, this cohort can perform (see Ops.Auftrag#AUFTRAG).
  • Pause/unpause cohort operations.

Author: funkyfranky

Global(s)

Global COHORT

It is unbelievable what a platoon of twelve aircraft did to tip the balance. -- Adolf Galland


The COHORT Concept

A COHORT is essential part of a LEGION and consists of one unit type.

#COHORT COHORT

It is unbelievable what a platoon of twelve aircraft did to tip the balance. -- Adolf Galland


The COHORT Concept

A COHORT is essential part of a LEGION and consists of one unit type.

Type(s)

COHORT , extends Core.Fsm#FSM , extends Core.Base#BASE
Fields and Methods inherited from COHORT Description

COHORT:AddAsset(Asset)

Add asset to cohort.

COHORT:AddMissionCapability(MissionTypes, Performance)

Set mission types this cohort is able to perform.

COHORT:AddTacanChannel(ChannelMin, ChannelMax)

Add TACAN channels to the cohort.

COHORT:CanMission(Mission)

Check if there is a cohort that can execute a given mission.

COHORT:CheckAttribute(Attributes)

Check if the cohort attribute matches the given attribute(s).

COHORT.ClassName

Name of the class.

COHORT:CountAssets(InStock, MissionTypes, Attributes)

Count assets in legion warehouse stock.

COHORT:DelAsset(Asset)

Remove asset from chort.

COHORT:DelGroup(GroupName)

Remove asset group from cohort.

COHORT:FetchTacan()

Get an unused TACAN channel.

COHORT:GetCallsign(Asset)

Create a callsign for the asset.

COHORT:GetMissionCapabilities()

Get mission capabilities of this cohort.

COHORT:GetMissionPeformance(MissionType)

Get mission performance for a given type of misson.

COHORT:GetMissionTypes()

Get mission types this cohort is able to perform.

COHORT:GetModex(Asset)

Create a modex for the asset.

COHORT:GetName()

Get name of the cohort.

COHORT:GetRadio()

Get radio frequency and modulation.

COHORT:GetRepairTime(Asset)

Get the time an asset needs to be repaired.

COHORT:IsOnDuty()

Check if cohort is "OnDuty".

COHORT:IsPaused()

Check if cohort is "Paused".

COHORT:IsRepaired(Asset)

Checks if a mission type is contained in a table of possible types.

COHORT:IsStopped()

Check if cohort is "Stopped".

COHORT:New(TemplateGroupName, Ngroups, CohortName)

Create a new COHORT object and start the FSM.

COHORT.Ngroups

Number of asset OPS groups this cohort has.

COHORT:RecruitAssets(MissionType, Npayloads)

Get assets for a mission.

COHORT:ReturnTacan(channel)

"Return" a used TACAN channel.

COHORT:SetCallsign(Callsign, Index)

Set call sign.

COHORT:SetGrouping(nunits)

Set number of units in groups.

COHORT:SetLegion(Legion)

Set Legion.

COHORT:SetLivery(LiveryName)

Set livery painted on all cohort units.

COHORT:SetMissionRange(Range)

Set max mission range.

COHORT:SetModex(Modex, Prefix, Suffix)

Set modex.

COHORT:SetRadio(Frequency, Modulation)

Set radio frequency and modulation the cohort uses.

COHORT:SetSkill(Skill)

Set skill level of all cohort team members.

COHORT:SetTurnoverTime(MaintenanceTime, RepairTime)

Set turnover and repair time.

COHORT:SetVerbosity(VerbosityLevel)

Set verbosity level.

COHORT:Start()

Triggers the FSM event "Start".

COHORT:Status()

Triggers the FSM event "Status".

COHORT:_CheckAssetStatus()

Check asset status.

COHORT:__Start(delay)

Triggers the FSM event "Start" after a delay.

COHORT:__Status(delay)

Triggers the FSM event "Status" after a delay.

COHORT:__Stop(delay)

Triggers the FSM event "Stop" after a delay.

COHORT.aircrafttype

Type of the units the cohort is using.

COHORT.assets

Cohort assets.

COHORT.attribute

Generalized attribute of the cohort template group.

COHORT.callsignIndex

COHORT.callsignName

COHORT.callsigncounter

COHORT.cargobayLimit

Cargo bay capacity in kg.

COHORT.category

Group category of the assets: Group.Category.AIRPLANE, Group.Category.HELICOPTER, Group.Category.GROUND, Group.Category.SHIP, Group.Category.TRAIN.

COHORT.engageRange

Mission range in meters.

COHORT.legion

The LEGION object the cohort belongs to.

COHORT.lid

Class id string for output to DCS log file.

COHORT.livery

Livery of the cohort.

COHORT.maintenancetime

Time in seconds needed for maintenance of a returned flight.

COHORT.missiontypes

Capabilities (mission types and performances) of the cohort.

COHORT.modex

COHORT.modexPrefix

COHORT.modexSuffix

COHORT.modexcounter

COHORT.name

Name of the cohort.

COHORT.ngrouping

COHORT:onafterStart(From, Event, To)

On after Start event.

COHORT:onafterStop(From, Event, To)

On after "Stop" event.

COHORT.radioFreq

Radio frequency in MHz the cohort uses.

COHORT.radioModu

Radio modulation the cohort uses.

COHORT.repairtime

Time in seconds for each

COHORT.skill

Skill of cohort members.

COHORT.tacanChannel

List of TACAN channels available to the cohort.

COHORT.templategroup

Template group.

COHORT.templatename

Name of the template group.

COHORT.verbose

Verbosity level.

COHORT.version

COHORT class version.

COHORT.weightAsset

Weight of one assets group in kg.

Fields and Methods inherited from FSM Description

COHORT:AddEndState(State)

Adds an End state.

COHORT:AddProcess(From, Event, Process, ReturnEvents)

Set the default Process template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

COHORT:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

COHORT:AddScoreProcess(From, Event, State, ScoreText, Score)

Adds a score for the FSM_PROCESS to be achieved.

COHORT:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

COHORT.CallScheduler

Call scheduler.

COHORT.ClassName

Name of the class.

COHORT.Events

COHORT:GetCurrentState()

Get current state.

COHORT:GetEndStates()

Returns the End states.

COHORT:GetProcess(From, Event)

COHORT:GetProcesses()

Returns a table of the SubFSM rules defined within the FSM.

COHORT:GetScores()

Returns a table with the scores defined.

COHORT:GetStartState()

Returns the start state of the FSM.

COHORT:GetState()

Get current state.

COHORT:GetSubs()

Returns a table with the Subs defined.

COHORT:GetTransitions()

Returns a table of the transition rules defined within the FSM.

COHORT:Is(State)

Check if FSM is in state.

COHORT:LoadCallBacks(CallBackTable)

Load call backs.

COHORT:New()

Creates a new FSM object.

COHORT.Scores

Scores.

COHORT:SetProcess(From, Event, Fsm)

COHORT:SetStartState(State)

Sets the start state of the FSM.

COHORT._EndStates

COHORT._EventSchedules

COHORT._Processes

COHORT._Scores

COHORT._StartState

COHORT._Transitions

COHORT:_add_to_map(Map, Event)

Add to map.

COHORT:_call_handler(step, trigger, params, EventName)

Call handler.

COHORT:_create_transition(EventName)

Create transition.

COHORT:_delayed_transition(EventName)

Delayed transition.

COHORT:_eventmap(Events, EventStructure)

Event map.

COHORT:_gosub(ParentFrom, ParentEvent)

Go sub.

COHORT:_handler(EventName, ...)

Handler.

COHORT:_isendstate(Current)

Is end state.

COHORT:_submap(subs, sub, name)

Sub maps.

COHORT:can(e)

Check if can do an event.

COHORT:cannot(e)

Check if cannot do an event.

COHORT.current

Current state name.

COHORT.endstates

COHORT:is(State, state)

Check if FSM is in state.

COHORT.options

Options.

COHORT.subs

Subs.

Fields and Methods inherited from BASE Description

COHORT.ClassID

The ID number of the class.

COHORT.ClassName

The name of the class.

COHORT.ClassNameAndID

The name of the class concatenated with the ID number of the class.

COHORT:ClearState(Object, StateName)

Clear the state of an object.

COHORT:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

Creation of a Birth Event.

COHORT:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

COHORT:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

COHORT:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

COHORT:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

COHORT:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

COHORT:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

COHORT:E(Arguments)

Log an exception which will be traced always.

COHORT:EventDispatcher()

Returns the event dispatcher

COHORT:EventRemoveAll()

Remove all subscribed events

COHORT:F(Arguments)

Trace a function call.

COHORT:F2(Arguments)

Trace a function call level 2.

COHORT:F3(Arguments)

Trace a function call level 3.

COHORT:GetClassID()

Get the ClassID of the class instance.

COHORT:GetClassName()

Get the ClassName of the class instance.

COHORT:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

COHORT:GetEventPriority()

Get the Class Event processing Priority.

COHORT:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

COHORT:GetState(Object, Key)

Get a Value given a Key from the Object.

COHORT:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

COHORT:I(Arguments)

Log an information which will be traced always.

COHORT:Inherit(Child, Parent)

This is the worker method to inherit from a parent class.

COHORT:IsInstanceOf(ClassName)

This is the worker method to check if an object is an (sub)instance of a class.

COHORT:IsTrace()

Enquires if tracing is on (for the class).

COHORT:New()

BASE constructor.

COHORT:OnEvent(EventData)

Occurs when an Event for an object is triggered.

COHORT:OnEventBDA(EventData)

BDA.

COHORT:OnEventBaseCaptured(EventData)

Occurs when a ground unit captures either an airbase or a farp.

COHORT:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

COHORT:OnEventCrash(EventData)

Occurs when any aircraft crashes into the ground and is completely destroyed.

COHORT:OnEventDead(EventData)

Occurs when an object is dead.

COHORT:OnEventDetailedFailure(EventData)

Unknown precisely what creates this event, likely tied into newer damage model.

COHORT:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

COHORT:OnEventEjection(EventData)

Occurs when a pilot ejects from an aircraft Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

COHORT:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

COHORT:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

COHORT:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

COHORT:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

COHORT:OnEventKill(EventData)

Occurs on the death of a unit.

COHORT:OnEventLand(EventData)

Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

COHORT:OnEventLandingAfterEjection(EventData)

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

COHORT:OnEventLandingQualityMark(EventData)

Landing quality mark.

COHORT:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

COHORT:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

COHORT:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

COHORT:OnEventMissionEnd(EventData)

Occurs when a mission ends Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

COHORT:OnEventMissionStart(EventData)

Occurs when a mission starts Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

COHORT:OnEventParatrooperLanding(EventData)

Weapon add.

COHORT:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

COHORT:OnEventPlayerEnterAircraft(EventData)

Occurs when a player enters a slot and takes control of an aircraft.

COHORT:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

COHORT:OnEventPlayerLeaveUnit(EventData)

Occurs when any player relieves control of a unit to the AI.

COHORT:OnEventRefueling(EventData)

Occurs when an aircraft connects with a tanker and begins taking on fuel.

COHORT:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

COHORT:OnEventScore(EventData)

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

COHORT:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

COHORT:OnEventShootingStart(EventData)

Occurs when any unit begins firing a weapon that has a high rate of fire.

COHORT:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

COHORT:OnEventTakeoff(EventData)

Occurs when an aircraft takes off from an airbase, farp, or ship.

COHORT:OnEventTriggerZone(EventData)

Trigger zone.

COHORT:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

COHORT:ScheduleOnce(Start, SchedulerFunction, ...)

Schedule a new time event.

COHORT:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

Schedule a new time event.

COHORT:ScheduleStop(SchedulerID)

Stops the Schedule.

COHORT.Scheduler

COHORT:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

COHORT:SetState(Object, Key, Value)

Set a state or property of the Object given a Key and a Value.

COHORT:T(Arguments)

Trace a function logic level 1.

COHORT:T2(Arguments)

Trace a function logic level 2.

COHORT:T3(Arguments)

Trace a function logic level 3.

COHORT:TraceAll(TraceAll)

Trace all methods in MOOSE

COHORT:TraceClass(Class)

Set tracing for a class

COHORT:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

COHORT:TraceLevel(Level)

Set trace level

COHORT:TraceOff()

Set trace off.

COHORT:TraceOn()

Set trace on.

COHORT:TraceOnOff(TraceOnOff)

Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.

COHORT:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

COHORT._

COHORT:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

COHORT:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

COHORT.__

COHORT:onEvent(event)

The main event handling function...

COHORT class.

Field(s)

#string COHORT.ClassName

Name of the class.

#number COHORT.Ngroups

Number of asset OPS groups this cohort has.

#string COHORT.aircrafttype

Type of the units the cohort is using.

#table COHORT.assets

Cohort assets.

#string COHORT.attribute

Generalized attribute of the cohort template group.

#number COHORT.cargobayLimit

Cargo bay capacity in kg.

#number COHORT.category

Group category of the assets: Group.Category.AIRPLANE, Group.Category.HELICOPTER, Group.Category.GROUND, Group.Category.SHIP, Group.Category.TRAIN.

#number COHORT.engageRange

Mission range in meters.

Ops.Legion#LEGION COHORT.legion

The LEGION object the cohort belongs to.

#string COHORT.lid

Class id string for output to DCS log file.

#string COHORT.livery

Livery of the cohort.

#number COHORT.maintenancetime

Time in seconds needed for maintenance of a returned flight.

#table COHORT.missiontypes

Capabilities (mission types and performances) of the cohort.

#string COHORT.name

Name of the cohort.

#number COHORT.radioFreq

Radio frequency in MHz the cohort uses.

#number COHORT.radioModu

Radio modulation the cohort uses.

#number COHORT.repairtime

Time in seconds for each

#number COHORT.skill

Skill of cohort members.

#table COHORT.tacanChannel

List of TACAN channels available to the cohort.

#string COHORT.templatename

Name of the template group.

#number COHORT.verbose

Verbosity level.

#string COHORT.version

COHORT class version.

#number COHORT.weightAsset

Weight of one assets group in kg.

Function(s)

Add asset to cohort.

Defined in:

COHORT

Parameter:

The warehouse asset.

Return value:

self

Set mission types this cohort is able to perform.

Defined in:

COHORT

Parameters:

#table MissionTypes

Table of mission types. Can also be passed as a #string if only one type.

#number Performance

Performance describing how good this mission can be performed. Higher is better. Default 50. Max 100.

Return value:

self

Add TACAN channels to the cohort.

Note that channels can only range from 1 to 126.

Defined in:

COHORT

Parameters:

#number ChannelMin

Channel.

#number ChannelMax

Channel.

Return value:

self

Usage:

mysquad:AddTacanChannel(64,69)  -- adds channels 64, 65, 66, 67, 68, 69

Check if there is a cohort that can execute a given mission.

We check the mission type, the refuelling system, mission range.

Defined in:

COHORT

Parameter:

The mission.

Return value:

#boolean:

If true, Cohort can do that type of mission.

Check if the cohort attribute matches the given attribute(s).

Defined in:

COHORT

Parameter:

#table Attributes

The requested attributes. See WAREHOUSE.Attribute enum. Can also be passed as a single attribute #string.

Return value:

#boolean:

If true, the cohort has the requested attribute.

Count assets in legion warehouse stock.

Defined in:

COHORT

Parameters:

#boolean InStock

If true, only assets that are in the warehouse stock/inventory are counted. If false, only assets that are NOT in stock (i.e. spawned) are counted. If nil, all assets are counted.

#table MissionTypes

(Optional) Count only assest that can perform certain mission type(s). Default is all types.

#table Attributes

(Optional) Count only assest that have a certain attribute(s), e.g. WAREHOUSE.Attribute.AIR_BOMBER.

Return value:

#number:

Number of assets.

Remove asset from chort.

Defined in:

COHORT

Parameter:

Return value:

self

Remove asset group from cohort.

Defined in:

COHORT

Parameter:

#string GroupName

Name of the asset group.

Return value:

self

Get an unused TACAN channel.

Defined in:

COHORT

Return value:

#number:

TACAN channel or nil if no channel is free.

Create a callsign for the asset.

Defined in:

COHORT

Parameter:

The warehouse asset.

Return value:

self

Get mission capabilities of this cohort.

Defined in:

COHORT

Return value:

#table:

Table of mission capabilities.

Get mission performance for a given type of misson.

Defined in:

COHORT

Parameter:

#string MissionType

Type of mission.

Return value:

#number:

Performance or -1.

Get mission types this cohort is able to perform.

Defined in:

COHORT

Return value:

#table:

Table of mission types. Could be empty {}.

Create a modex for the asset.

Defined in:

COHORT

Parameter:

The warehouse asset.

Return value:

self

Get name of the cohort.

Defined in:

COHORT

Return value:

#string:

Name of the cohort.

Get radio frequency and modulation.

Defined in:

COHORT

Return values:

#number:

Radio frequency in MHz.

#number:

Radio Modulation (0=AM, 1=FM).

Get the time an asset needs to be repaired.

Defined in:

COHORT

Parameter:

Return value:

#number:

Time in seconds until asset is repaired.

Check if cohort is "OnDuty".

Defined in:

COHORT

Return value:

#boolean:

If true, squdron is in state "OnDuty".

Check if cohort is "Paused".

Defined in:

COHORT

Return value:

#boolean:

If true, squdron is in state "Paused".

Checks if a mission type is contained in a table of possible types.

Defined in:

COHORT

Parameter:

Return value:

#boolean:

If true, the requested mission type is part of the possible mission types.

Check if cohort is "Stopped".

Defined in:

COHORT

Return value:

#boolean:

If true, squdron is in state "Stopped".

Create a new COHORT object and start the FSM.

Defined in:

COHORT

Parameters:

#string TemplateGroupName

Name of the template group.

#number Ngroups

Number of asset groups of this Cohort. Default 3.

#string CohortName

Name of the cohort.

Return value:

self

Get assets for a mission.

Defined in:

COHORT

Parameters:

#string MissionType

Mission type.

#number Npayloads

Number of payloads available.

Return values:

#table:

Assets that can do the required mission.

#number:

Number of payloads still available after recruiting the assets.

"Return" a used TACAN channel.

Defined in:

COHORT

Parameter:

#number channel

The channel that is available again.

Set call sign.

Defined in:

COHORT

Parameters:

#number Callsign

Callsign from CALLSIGN.Aircraft, e.g. "Chevy" for CALLSIGN.Aircraft.CHEVY.

#number Index

Callsign index, Chevy-1.

Return value:

self

Set number of units in groups.

Defined in:

COHORT

Parameter:

#number nunits

Number of units. Must be >=1 and <=4. Default 2.

Return value:

self

Set Legion.

Defined in:

COHORT

Parameter:

The Legion.

Return value:

self

Set livery painted on all cohort units.

Note that the livery name in general is different from the name shown in the mission editor.

Valid names are the names of the livery directories. Check out the folder in your DCS installation for:

  • Full modules: DCS World OpenBeta\CoreMods\aircraft\<Aircraft Type>\Liveries\<Aircraft Type>\<Livery Name>
  • AI units: DCS World OpenBeta\Bazar\Liveries\<Aircraft Type>\<Livery Name>

The folder name <Livery Name> is the string you want.

Or personal liveries you have installed somewhere in your saved games folder.

Defined in:

COHORT

Parameter:

#string LiveryName

Name of the livery.

Return value:

self

Set max mission range.

Only missions in a circle of this radius around the cohort base are executed.

Defined in:

COHORT

Parameter:

#number Range

Range in NM. Default 150 NM.

Return value:

self

Set modex.

Defined in:

COHORT

Parameters:

#number Modex

A number like 100.

#string Prefix

A prefix string, which is put before the Modex number.

#string Suffix

A suffix string, which is put after the Modex number.

Return value:

self

Set radio frequency and modulation the cohort uses.

Defined in:

COHORT

Parameters:

#number Frequency

Radio frequency in MHz. Default 251 MHz.

#number Modulation

Radio modulation. Default 0=AM.

Return value:

self

Set skill level of all cohort team members.

Defined in:

COHORT

Parameter:

#string Skill

Skill of all flights.

Return value:

self

Usage:

mycohort:SetSkill(AI.Skill.EXCELLENT)

Set turnover and repair time.

If an asset returns from a mission, it will need some time until the asset is available for further missions.

Defined in:

COHORT

Parameters:

#number MaintenanceTime

Time in minutes it takes until a flight is combat ready again. Default is 0 min.

#number RepairTime

Time in minutes it takes to repair a flight for each life point taken. Default is 0 min.

Return value:

self

Set verbosity level.

Defined in:

COHORT

Parameter:

#number VerbosityLevel

Level of output (higher=more). Default 0.

Return value:

self

Triggers the FSM event "Start".

Starts the COHORT. Initializes parameters and starts event handlers.

Defined in:

COHORT

Triggers the FSM event "Status".

Defined in:

COHORT

Check asset status.

Defined in:

COHORT

Triggers the FSM event "Start" after a delay.

Starts the COHORT. Initializes parameters and starts event handlers.

Defined in:

COHORT

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Status" after a delay.

Defined in:

COHORT

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Stop" after a delay.

Stops the COHORT and all its event handlers.

Defined in:

COHORT

Parameter:

#number delay

Delay in seconds.

On after Start event.

Starts the FLIGHTGROUP FSM and event handlers.

Defined in:

COHORT

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Stop" event.

Defined in:

COHORT

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Field(s)

#string COHORT.ClassName

Name of the class.

#number COHORT.Ngroups

Number of asset OPS groups this cohort has.

#string COHORT.aircrafttype

Type of the units the cohort is using.

#table COHORT.assets

Cohort assets.

#string COHORT.attribute

Generalized attribute of the cohort template group.

#number COHORT.cargobayLimit

Cargo bay capacity in kg.

#number COHORT.category

Group category of the assets: Group.Category.AIRPLANE, Group.Category.HELICOPTER, Group.Category.GROUND, Group.Category.SHIP, Group.Category.TRAIN.

#number COHORT.engageRange

Mission range in meters.

Ops.Legion#LEGION COHORT.legion

The LEGION object the cohort belongs to.

#string COHORT.lid

Class id string for output to DCS log file.

#string COHORT.livery

Livery of the cohort.

#number COHORT.maintenancetime

Time in seconds needed for maintenance of a returned flight.

#table COHORT.missiontypes

Capabilities (mission types and performances) of the cohort.

#string COHORT.name

Name of the cohort.

#number COHORT.radioFreq

Radio frequency in MHz the cohort uses.

#number COHORT.radioModu

Radio modulation the cohort uses.

#number COHORT.repairtime

Time in seconds for each

#number COHORT.skill

Skill of cohort members.

#table COHORT.tacanChannel

List of TACAN channels available to the cohort.

#string COHORT.templatename

Name of the template group.

#number COHORT.verbose

Verbosity level.

#string COHORT.version

COHORT class version.

#number COHORT.weightAsset

Weight of one assets group in kg.

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM state.

Set the default Process template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

Defined in:

Parameters:

#table From

Can contain a string indicating the From state or a table of strings containing multiple From states.

#string Event

The Event name.

An sub-process FSM.

#table ReturnEvents

A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

Return value:

The SubFSM.

Adds a score for the FSM to be achieved.

Defined in:

Parameters:

#string State

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

#string ScoreText

is a text describing the score that is given according the status.

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Adds a score for the FSM_PROCESS to be achieved.

Defined in:

Parameters:

#string From

is the From State of the main process.

#string Event

is the Event of the main process.

#string State

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

#string ScoreText

is a text describing the score that is given according the status.

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Add a new transition rule to the FSM.

A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

Defined in:

Parameters:

#table From

Can contain a string indicating the From state or a table of strings containing multiple From states.

#string Event

The Event name.

#string To

The To state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns the End states.

Defined in:

Return value:

#table:

End states.

Defined in:

Parameters:

From

Event

Returns a table of the SubFSM rules defined within the FSM.

Defined in:

Return value:

#table:

Sub processes.

Returns a table with the scores defined.

Defined in:

Return value:

#table:

Scores.

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns a table with the Subs defined.

Defined in:

Return value:

#table:

Sub processes.

Returns a table of the transition rules defined within the FSM.

Defined in:

Return value:

#table:

Transitions.

Check if FSM is in state.

Defined in:

Parameter:

#string State

State name.

Return value:

#boolean:

If true, FSM is in this state.

Load call backs.

Defined in:

Parameter:

#table CallBackTable

Table of call backs.

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Defined in:

Parameters:

From

Event

Fsm

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Add to map.

Defined in:

Parameters:

#table Map

Map.

#table Event

Event table.

Call handler.

Defined in:

Parameters:

#string step

Step "onafter", "onbefore", "onenter", "onleave".

#string trigger

Trigger.

#table params

Parameters.

#string EventName

Event name.

Return value:

Value.

Create transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Delayed transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Event map.

Defined in:

Parameters:

#table Events

Events.

#table EventStructure

Event structure.

Go sub.

Defined in:

Parameters:

#string ParentFrom

Parent from state.

#string ParentEvent

Parent event name.

Return value:

#table:

Subs.

Handler.

Defined in:

Parameters:

#string EventName

Event name.

...

Arguments.

Is end state.

Defined in:

Parameter:

#string Current

Current state name.

Return values:

#table:

FSM parent.

#string:

Event name.

Sub maps.

Defined in:

Parameters:

#table subs

Subs.

#table sub

Sub.

#string name

Name.

Check if can do an event.

Defined in:

Parameter:

#string e

Event name.

Return values:

#boolean:

If true, FSM can do the event.

#string:

To state.

Check if cannot do an event.

Defined in:

Parameter:

#string e

Event name.

Return value:

#boolean:

If true, FSM cannot do the event.

Check if FSM is in state.

Defined in:

Parameters:

#string State

State name.

state

Return value:

#boolean:

If true, FSM is in this state.

Field(s)

#string COHORT.ClassName

Name of the class.

#number COHORT.Ngroups

Number of asset OPS groups this cohort has.

#string COHORT.aircrafttype

Type of the units the cohort is using.

#table COHORT.assets

Cohort assets.

#string COHORT.attribute

Generalized attribute of the cohort template group.

#number COHORT.cargobayLimit

Cargo bay capacity in kg.

#number COHORT.category

Group category of the assets: Group.Category.AIRPLANE, Group.Category.HELICOPTER, Group.Category.GROUND, Group.Category.SHIP, Group.Category.TRAIN.

#number COHORT.engageRange

Mission range in meters.

Ops.Legion#LEGION COHORT.legion

The LEGION object the cohort belongs to.

#string COHORT.lid

Class id string for output to DCS log file.

#string COHORT.livery

Livery of the cohort.

#number COHORT.maintenancetime

Time in seconds needed for maintenance of a returned flight.

#table COHORT.missiontypes

Capabilities (mission types and performances) of the cohort.

#string COHORT.name

Name of the cohort.

#number COHORT.radioFreq

Radio frequency in MHz the cohort uses.

#number COHORT.radioModu

Radio modulation the cohort uses.

#number COHORT.repairtime

Time in seconds for each

#number COHORT.skill

Skill of cohort members.

#table COHORT.tacanChannel

List of TACAN channels available to the cohort.

#string COHORT.templatename

Name of the template group.

#number COHORT.verbose

Verbosity level.

#string COHORT.version

COHORT class version.

#number COHORT.weightAsset

Weight of one assets group in kg.

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

The ClassName + ClassID is formatted as '%s#%09d'.

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Event processing Priority.

The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.

Defined in:

Return value:

#number:

The Event processing Priority.

This is the worker method to retrieve the Parent class.

Note that the Parent class must be passed to call the parent class method.

self:GetParent(self):ParentMethod()


Defined in:

Parameters:

#BASE Child

This is the Child class from which the Parent class needs to be retrieved.

#BASE FromClass

(Optional) The class from which to get the parent.

Return value:

Get a Value given a Key from the Object.

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

Return value:

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

(optional) The function to be called when the event occurs for the unit.

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

This is the worker method to inherit from a parent class.

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

This is the worker method to check if an object is an (sub)instance of a class.

Examples:

  • ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false

Defined in:

Parameter:

ClassName

is the name of the class or the class itself to run the check against

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

function EVENT:New()
  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
  return self
end
  

Defined in:

Return value:

Occurs when an Event for an object is triggered.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that triggered the event.

Defined in:

Parameter:

The EventData structure.

BDA.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a ground unit captures either an airbase or a farp.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that was spawned

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft crashes into the ground and is completely destroyed.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that has crashed

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that is dead.

Defined in:

Parameter:

The EventData structure.

Unknown precisely what creates this event, likely tied into newer damage model.

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a pilot ejects from an aircraft Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that is stopping its engines.

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that is starting its engines.

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that had the failure

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

  • initiator: The unit that killed the target
  • target: Target Object
  • weapon: Weapon Object

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

initiator : The unit that has landed place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

  • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
  • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
  • subplace: is always 0 for unknown reasons.

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mission ends Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a mission starts Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Weapon add.

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that the pilot has died in.

Defined in:

Parameter:

The EventData structure.

Occurs when a player enters a slot and takes control of an aircraft.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes. NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

Note - not Mulitplayer safe. Use PlayerEnterAircraft. Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

Occurs when any player relieves control of a unit to the AI.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that the player left.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft connects with a tanker and begins taking on fuel.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that is receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that was receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

Event will always correspond with a shooting start event. Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that was doing the shooting.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit begins firing a weapon that has a high rate of fire.

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that is doing the shooting. target: The unit that is being targeted.

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft takes off from an airbase, farp, or ship.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

Trigger zone.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#function SchedulerFunction

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#string:

The Schedule ID of the planned schedule.

Schedule a new time event.

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#number Repeat

Specifies the interval in seconds when the scheduler will call the event function.

#number RandomizeFactor

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

#number Stop

Specifies the amount of seconds when the scheduler will be stopped.

#function SchedulerFunction

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

Set the Class Event processing Priority.

The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.

Defined in:

Parameter:

#number EventPriority

The Event processing Priority.

Return value:

self

Set a state or property of the Object given a Key and a Value.

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that will hold the Value set by the Key.

Key

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.

So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:

-- Switch the tracing On
BASE:TraceOnOff( true )

-- Switch the tracing Off
BASE:TraceOnOff( false )

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event