Module Ops.Commander
Ops - Commander of Airwings, Brigades and Fleets.
Main Features:
- Manages AIRWINGS, BRIGADEs and FLEETs
- Handles missions (AUFTRAG) and finds the best assets for the job
Author: funkyfranky
Global(s)
Global COMMANDER |
He who has never leared to obey cannot be a good commander. -- Aristotle The COMMANDER ConceptA commander is the head of legions. |
He who has never leared to obey cannot be a good commander. -- Aristotle
The COMMANDER Concept
A commander is the head of legions.
He/she will find the best LEGIONs to perform an assigned AUFTRAG (mission) or OPSTRANSPORT. A legion can be an AIRWING, BRIGADE or FLEET.
Constructor
A new COMMANDER object is created with the COMMANDER.New(Coalition, Alias) function, where the parameter Coalition is the coalition side.
It can be coalition.side.RED
, coalition.side.BLUE
or coalition.side.NEUTRAL
. This parameter is mandatory!
The second parameter Alias is optional and can be used to give the COMMANDER a "name", which is used for output in the dcs.log file.
local myCommander=COMANDER:New(coalition.side.BLUE, "General Patton")
Adding Legions
Legions, i.e. AIRWINGS, BRIGADES and FLEETS can be added via the COMMANDER.AddLegion(Legion) command:
myCommander:AddLegion(myLegion)
Adding Airwings
It is also possible to use COMMANDER.AddAirwing(myAirwing) function. This does the same as the AddLegion
function but might be a bit more intuitive.
Adding Brigades
It is also possible to use COMMANDER.AddBrigade(myBrigade) function. This does the same as the AddLegion
function but might be a bit more intuitive.
Adding Fleets
It is also possible to use COMMANDER.AddFleet(myFleet) function. This does the same as the AddLegion
function but might be a bit more intuitive.
Adding Missions
Mission can be added via the COMMANDER.AddMission(myMission) function.
Adding OPS Transports
Transportation assignments can be added via the COMMANDER.AddOpsTransport(myTransport) function.
Adding CAP Zones
A CAP zone can be added via the COMMANDER.AddCapZone() function.
Adding Rearming Zones
A rearming zone can be added via the COMMANDER.AddRearmingZone() function.
Adding Refuelling Zones
A refuelling zone can be added via the COMMANDER.AddRefuellingZone() function.
FSM Events
The COMMANDER will
OPSGROUP on Mission
Whenever an OPSGROUP (FLIGHTGROUP, ARMYGROUP or NAVYGROUP) is send on a mission, the OnAfterOpsOnMission()
event is triggered.
Mission designers can hook into the event with the COMMANDER.OnAfterOpsOnMission() function
function myCommander:OnAfterOpsOnMission(From, Event, To, OpsGroup, Mission)
-- Your code
end
Canceling a Mission
A mission can be cancelled with the COMMMANDER.MissionCancel() function
myCommander:MissionCancel(myMission)
or
myCommander:__MissionCancel(5*60, myMission)
The last commander cancels the mission after 5 minutes (300 seconds).
The cancel command will be forwarded to all assigned legions and OPS groups, which will abort their mission or remove it from their queue.
Type(s)
Fields and Methods inherited from COMMANDER | Description |
---|---|
Add an AIRWING to the commander. |
|
Add an AWACS zone. |
|
Add a BRIGADE to the commander. |
|
Add a CAP zone. |
|
Add a FLEET to the commander. |
|
COMMANDER:AddGciCapZone(Zone, Altitude, Speed, Heading, Leg) |
Add a GCICAP zone. |
Add a LEGION to the commander. |
|
Add mission to mission queue. |
|
Add operation. |
|
Add transport to queue. |
|
Add a rearming zone. |
|
Add a refuelling zone. |
|
COMMANDER:AddTankerZone(Zone, Altitude, Speed, Heading, Leg, RefuelSystem) |
Add a refuelling tanker zone. |
Add target. |
|
Check mission queue and assign ONE planned mission. |
|
Check OPERATIONs queue. |
|
Check target queue and assign ONE valid target by adding it to the mission queue of the COMMANDER. |
|
Check transport queue and assign ONE planned transport. |
|
Name of the class. |
|
Count assets of all assigned legions. |
|
Count assets of all assigned legions. |
|
COMMANDER:GetAssets(InStock, Legions, MissionTypes, Attributes) |
Count assets of all assigned legions. |
Get assets on given mission or missions. |
|
Get coalition. |
|
Check all legions if they are able to do a specific mission type at a certain location with a given number of assets. |
|
Check if this mission is already in the queue. |
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Check if a TARGET is already in the queue. |
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Triggers the FSM event "LegionLost". |
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Triggers the FSM event "MissionAssign". |
|
Triggers the FSM event "MissionCancel". |
|
Create a new COMMANDER object and start the FSM. |
|
COMMANDER:OnAfterLegionLost(From, Event, To, Legion, Coalition, Country) |
On after "LegionLost" event. |
COMMANDER:OnAfterMissionAssign(From, Event, To, Mission, Legions) |
On after "MissionAssign" event. |
On after "MissionCancel" event. |
|
COMMANDER:OnAfterOpsOnMission(From, Event, To, OpsGroup, Mission) |
On after "OpsOnMission" event. |
COMMANDER:OnAfterTransportAssign(From, Event, To, Transport, Legions) |
On after "TransportAssign" event. |
COMMANDER:OnAfterTransportCancel(From, Event, To, Transport) |
On after "TransportCancel" event. |
Triggers the FSM event "OpsOnMission". |
|
Recruit assets performing an escort mission for a given asset. |
|
Recruit assets for a given mission. |
|
COMMANDER:RecruitAssetsForTarget(Target, MissionType, NassetsMin, NassetsMax) |
Recruit assets for a given TARGET. |
COMMANDER:RecruitAssetsForTransport(Transport, CargoWeight, TotalWeight) |
Recruit assets for a given OPS transport. |
COMMANDER:RelocateCohort(Cohort, Legion, Delay, NcarriersMin, NcarriersMax, TransportLegions) |
Relocate a cohort to another legion. |
Remove a AWACS zone. |
|
Remove a GCI CAP. |
|
Remove a LEGION to the commander. |
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Remove mission from queue. |
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Remove a refuelling tanker zone. |
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Remove target from queue. |
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Remove transport from queue. |
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Set limit for number of total or specific missions to be executed simultaniously. |
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Set verbosity level. |
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Triggers the FSM event "Start". |
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Triggers the FSM event "Status". |
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Triggers the FSM event "TransportAssign". |
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Triggers the FSM event "TransportCancel". |
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Check if limit of missions has been reached. |
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Get cohorts. |
|
Triggers the FSM event "LegionLost". |
|
Triggers the FSM event "MissionAssign" after a delay. |
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Triggers the FSM event "MissionCancel" after a delay. |
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Triggers the FSM event "OpsOnMission" after a delay. |
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Triggers the FSM event "Start" after a delay. |
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Triggers the FSM event "Status" after a delay. |
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Triggers the FSM event "Stop" after a delay. |
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Triggers the FSM event "TransportAssign" after a delay. |
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Triggers the FSM event "TransportCancel" after a delay. |
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Alias name. |
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AWACS zones. Each element is of type |
|
CAP zones. Each element is of type |
|
Chief of staff. |
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Coalition side of the commander. |
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GCICAP zones. Each element is of type |
|
Table of legions which are commanded. |
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Class id string for output to DCS log file. |
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Table of limits for mission types. |
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Mission queue. |
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COMMANDER:onafterMissionAssign(From, Event, To, Mission, Legions) |
On after "MissionAssign" event. |
On after "MissionCancel" event. |
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COMMANDER:onafterOpsOnMission(From, Event, To, OpsGroup, Mission) |
On after "OpsOnMission". |
On after Start event. |
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On after "Status" event. |
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COMMANDER:onafterTransportAssign(From, Event, To, Transport, Legions) |
On after "TransportAssign" event. |
COMMANDER:onafterTransportCancel(From, Event, To, Transport) |
On after "TransportCancel" event. |
Operations queue. |
|
Rearming zones. Each element is of type |
|
Refuelling zones. Each element is of type |
|
Tanker zones. Each element is of type |
|
Target queue. |
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Transport queue. |
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Verbosity level. |
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COMMANDER class version. |
Fields and Methods inherited from FSM | Description |
---|---|
Adds an End state. |
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Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task. |
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Adds a score for the FSM to be achieved. |
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COMMANDER:AddScoreProcess(From, Event, State, ScoreText, Score) |
Adds a score for the FSM_PROCESS to be achieved. |
Add a new transition rule to the FSM. |
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Call scheduler. |
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Name of the class. |
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Get current state. |
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Returns the End states. |
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Returns a table of the SubFSM rules defined within the FSM. |
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Returns a table with the scores defined. |
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Returns the start state of the FSM. |
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Get current state. |
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Returns a table with the Subs defined. |
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Returns a table of the transition rules defined within the FSM. |
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Check if FSM is in state. |
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Load call backs. |
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Creates a new FSM object. |
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Scores. |
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Sets the start state of the FSM. |
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Add to map. |
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Call handler. |
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Create transition. |
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Delayed transition. |
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Event map. |
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Go sub. |
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Handler. |
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Is end state. |
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Sub maps. |
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Check if can do an event. |
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Check if cannot do an event. |
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Current state name. |
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Check if FSM is in state. |
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Options. |
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Subs. |
Fields and Methods inherited from BASE | Description |
---|---|
The ID number of the class. |
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The name of the class. |
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The name of the class concatenated with the ID number of the class. |
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Clear the state of an object. |
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COMMANDER:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
COMMANDER:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
COMMANDER:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
Creation of a Dead Event. |
Creation of a |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Creation of a Crash Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Core.Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
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Log an information which will be traced always. |
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This is the worker method to inherit from a parent class. |
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This is the worker method to check if an object is an (sub)instance of a class. |
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Enquires if tracing is on (for the class). |
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BASE constructor. |
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Occurs when an Event for an object is triggered. |
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BDA. |
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Occurs when a ground unit captures either an airbase or a farp. |
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Occurs when any object is spawned into the mission. |
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Occurs when any aircraft crashes into the ground and is completely destroyed. |
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Occurs when an object is dead. |
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Unknown precisely what creates this event, likely tied into newer damage model. |
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Discard chair after ejection. |
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Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when any aircraft shuts down its engines. |
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Occurs when any aircraft starts its engines. |
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Occurs whenever an object is hit by a weapon. |
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Occurs when any system fails on a human controlled aircraft. |
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Occurs on the death of a unit. |
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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. |
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Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
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Landing quality mark. |
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Occurs when a new mark was added. |
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Occurs when a mark text was changed. |
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Occurs when a mark was removed. |
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Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Weapon add. |
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Occurs when the pilot of an aircraft is killed. |
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Occurs when a player enters a slot and takes control of an aircraft. |
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Occurs when any player assumes direct control of a unit. |
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Occurs when any player relieves control of a unit to the AI. |
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Occurs when an aircraft connects with a tanker and begins taking on fuel. |
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Occurs when an aircraft is finished taking fuel. |
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Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
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Occurs when any unit stops firing its weapon. |
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Occurs when any unit begins firing a weapon that has a high rate of fire. |
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Occurs whenever any unit in a mission fires a weapon. |
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Occurs when an aircraft takes off from an airbase, farp, or ship. |
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Trigger zone. |
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Occurs when the game thinks an object is destroyed. |
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Schedule a new time event. |
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COMMANDER:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
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Set the Class Core.Event processing Priority. |
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Set a state or property of the Object given a Key and a Value. |
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Trace a function logic level 1. |
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Trace a function logic level 2. |
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Trace a function logic level 3. |
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Trace all methods in MOOSE |
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Set tracing for a class |
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Set tracing for a specific method of class |
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Set trace level |
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Set trace off. |
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Set trace on. |
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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. |
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UnSubscribe to a DCS event. |
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COMMANDER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
COMMANDER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
COMMANDER class.
Field(s)
Name of the class.
Alias name.
AWACS zones. Each element is of type #AIRWING.PatrolZone
.
CAP zones. Each element is of type #AIRWING.PatrolZone
.
Coalition side of the commander.
GCICAP zones. Each element is of type #AIRWING.PatrolZone
.
Table of legions which are commanded.
Class id string for output to DCS log file.
Table of limits for mission types.
Mission queue.
Operations queue.
Rearming zones. Each element is of type #BRIGADE.SupplyZone
.
Refuelling zones. Each element is of type #BRIGADE.SupplyZone
.
Tanker zones. Each element is of type #AIRWING.TankerZone
.
Target queue.
Transport queue.
Verbosity level.
COMMANDER class version.
Function(s)
Add an AIRWING to the commander.
Add an AWACS zone.
Defined in:
COMMANDER
Parameters:
Core.Zone#ZONE Zone
Zone.
#number Altitude
Orbit altitude in feet. Default is 12,0000 feet.
#number Speed
Orbit speed in KIAS. Default 350 kts.
#number Heading
Heading of race-track pattern in degrees. Default 270 (East to West).
#number Leg
Length of race-track in NM. Default 30 NM.
Return value:
The AWACS zone data.
Add a BRIGADE to the commander.
Add a CAP zone.
Defined in:
COMMANDER
Parameters:
Core.Zone#ZONE Zone
CapZone Zone.
#number Altitude
Orbit altitude in feet. Default is 12,0000 feet.
#number Speed
Orbit speed in KIAS. Default 350 kts.
#number Heading
Heading of race-track pattern in degrees. Default 270 (East to West).
#number Leg
Length of race-track in NM. Default 30 NM.
Return value:
The CAP zone data.
Add a FLEET to the commander.
Add a GCICAP zone.
Defined in:
COMMANDER
Parameters:
Core.Zone#ZONE Zone
CapZone Zone.
#number Altitude
Orbit altitude in feet. Default is 12,0000 feet.
#number Speed
Orbit speed in KIAS. Default 350 kts.
#number Heading
Heading of race-track pattern in degrees. Default 270 (East to West).
#number Leg
Length of race-track in NM. Default 30 NM.
Return value:
The CAP zone data.
Add a LEGION to the commander.
Add mission to mission queue.
Defined in:
COMMANDER
Parameter:
Ops.Auftrag#AUFTRAG Mission
Mission to be added.
Return value:
self
Add operation.
Defined in:
COMMANDER
Parameter:
Ops.Operation#OPERATION Operation
The operation to be added.
Return value:
self
Add transport to queue.
Defined in:
COMMANDER
Parameter:
Ops.OpsTransport#OPSTRANSPORT Transport
The OPS transport to be added.
Return value:
self
Add a rearming zone.
Defined in:
COMMANDER
Parameter:
Core.Zone#ZONE RearmingZone
Rearming zone.
Return value:
The rearming zone data.
Add a refuelling zone.
Defined in:
COMMANDER
Parameter:
Core.Zone#ZONE RefuellingZone
Refuelling zone.
Return value:
The refuelling zone data.
Add a refuelling tanker zone.
Defined in:
COMMANDER
Parameters:
Core.Zone#ZONE Zone
Zone.
#number Altitude
Orbit altitude in feet. Default is 12,0000 feet.
#number Speed
Orbit speed in KIAS. Default 350 kts.
#number Heading
Heading of race-track pattern in degrees. Default 270 (East to West).
#number Leg
Length of race-track in NM. Default 30 NM.
#number RefuelSystem
Refuelling system.
Return value:
The tanker zone data.
Add target.
Defined in:
COMMANDER
Parameter:
Ops.Target#TARGET Target
Target object to be added.
Return value:
self
Check mission queue and assign ONE planned mission.
Defined in:
COMMANDER
Check target queue and assign ONE valid target by adding it to the mission queue of the COMMANDER.
Defined in:
COMMANDER
Check transport queue and assign ONE planned transport.
Defined in:
COMMANDER
Count assets of all assigned legions.
Defined in:
COMMANDER
Parameters:
#boolean InStock
If true, only assets that are in the warehouse stock/inventory 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:
Amount of asset groups.
Count assets of all assigned legions.
Defined in:
COMMANDER
Parameters:
#table MissionTypes
(Optional) Count only missions of these types. Default is all types.
#boolean OnlyRunning
If true
, only count running missions.
Return value:
#number:
Amount missions.
Count assets of all assigned legions.
Defined in:
COMMANDER
Parameters:
#boolean InStock
If true, only assets that are in the warehouse stock/inventory are counted.
#table Legions
(Optional) Table of legions. Default is all legions.
#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:
Amount of asset groups.
Get assets on given mission or missions.
Defined in:
COMMANDER
Parameter:
#table MissionTypes
Types on mission to be checked. Default all.
Return value:
#table:
Assets on pending requests.
Check all legions if they are able to do a specific mission type at a certain location with a given number of assets.
Defined in:
COMMANDER
Parameter:
Ops.Auftrag#AUFTRAG Mission
The mission.
Return value:
#table:
Table of LEGIONs that can do the mission and have at least one asset available right now.
Check if this mission is already in the queue.
Defined in:
COMMANDER
Parameter:
Ops.Auftrag#AUFTRAG Mission
The mission.
Return value:
#boolean:
If true
, this mission is in the queue.
Check if a TARGET is already in the queue.
Defined in:
COMMANDER
Parameter:
Ops.Target#TARGET Target
Target object to be added.
Return value:
#boolean:
If true
, target exists in the target queue.
Triggers the FSM event "LegionLost".
Defined in:
COMMANDER
Parameters:
Ops.Legion#LEGION Legion
The legion that was lost.
DCS#coalition.side Coalition
which captured the warehouse.
DCS#country.id Country
which has captured the warehouse.
Triggers the FSM event "MissionAssign".
Mission is added to a LEGION mission queue and already requested. Needs assets to be added to the mission!
Defined in:
COMMANDER
Parameters:
Ops.Auftrag#AUFTRAG Mission
The mission.
#table Legions
The Legion(s) to which the mission is assigned.
Triggers the FSM event "MissionCancel".
Create a new COMMANDER object and start the FSM.
Defined in:
COMMANDER
Parameters:
#number Coalition
Coaliton of the commander.
#string Alias
Some name you want the commander to be called.
Return value:
self
On after "LegionLost" event.
Defined in:
COMMANDER
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Ops.Legion#LEGION Legion
The legion that was lost.
DCS#coalition.side Coalition
which captured the warehouse.
DCS#country.id Country
which has captured the warehouse.
On after "MissionAssign" event.
Defined in:
COMMANDER
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Ops.Auftrag#AUFTRAG Mission
The mission.
#table Legions
The Legion(s) to which the mission is assigned.
On after "MissionCancel" event.
Defined in:
COMMANDER
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Ops.Auftrag#AUFTRAG Mission
The mission.
On after "OpsOnMission" event.
Defined in:
COMMANDER
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Ops.OpsGroup#OPSGROUP OpsGroup
The OPS group on mission.
Ops.Auftrag#AUFTRAG Mission
The mission.
On after "TransportAssign" event.
Defined in:
COMMANDER
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Ops.OpsTransport#OPSTRANSPORT Transport
The transport.
#table Legions
The legion(s) to which this transport is assigned.
On after "TransportCancel" event.
Defined in:
COMMANDER
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Ops.OpsTransport#OPSTRANSPORT Transport
The transport.
Triggers the FSM event "OpsOnMission".
Defined in:
COMMANDER
Parameters:
Ops.OpsGroup#OPSGROUP OpsGroup
The OPS group on mission.
Ops.Auftrag#AUFTRAG Mission
The mission.
Recruit assets performing an escort mission for a given asset.
Defined in:
COMMANDER
Parameters:
Ops.Auftrag#AUFTRAG Mission
The mission.
#table Assets
Table of assets to be escorted.
Return value:
#boolean:
If true
, enough assets could be recruited or no escort was required in the first place.
Recruit assets for a given mission.
Defined in:
COMMANDER
Parameter:
Ops.Auftrag#AUFTRAG Mission
The mission.
Return values:
#boolean:
If true
enough assets could be recruited.
#table:
Recruited assets.
#table:
Legions that have recruited assets.
Recruit assets for a given TARGET.
Defined in:
COMMANDER
Parameters:
Ops.Target#TARGET Target
The target.
#string MissionType
Mission Type.
#number NassetsMin
Min number of required assets.
#number NassetsMax
Max number of required assets.
Return values:
#boolean:
If true
enough assets could be recruited.
#table:
Assets that have been recruited from all legions.
#table:
Legions that have recruited assets.
Recruit assets for a given OPS transport.
Defined in:
COMMANDER
Parameters:
Ops.OpsTransport#OPSTRANSPORT Transport
The OPS transport.
#number CargoWeight
Weight of the heaviest cargo group.
#number TotalWeight
Total weight of all cargo groups.
Return values:
#boolean:
If true
, enough assets could be recruited.
#table:
Recruited assets.
#table:
Legions that have recruited assets.
Relocate a cohort to another legion.
Assets in stock are spawned and routed to the new legion. If assets are spawned, running missions will be cancelled. Cohort assets will not be available until relocation is finished.
Defined in:
COMMANDER
Parameters:
Ops.Cohort#COHORT Cohort
The cohort to be relocated.
Ops.Legion#LEGION Legion
The legion where the cohort is relocated to.
#number Delay
Delay in seconds before relocation takes place. Default nil
, i.e. ASAP.
#number NcarriersMin
Min number of transport carriers in case the troops should be transported. Default nil
for no transport.
#number NcarriersMax
Max number of transport carriers.
#table TransportLegions
Legion(s) assigned for transportation. Default is all legions of the commander.
Return value:
self
Remove a AWACS zone.
Remove a GCI CAP.
Remove a LEGION to the commander.
Defined in:
COMMANDER
Parameter:
Ops.Legion#LEGION Legion
The legion to be removed.
Return value:
self
Remove mission from queue.
Defined in:
COMMANDER
Parameter:
Ops.Auftrag#AUFTRAG Mission
Mission to be removed.
Return value:
self
Remove a refuelling tanker zone.
Remove target from queue.
Remove transport from queue.
Defined in:
COMMANDER
Parameter:
Ops.OpsTransport#OPSTRANSPORT Transport
The OPS transport to be removed.
Return value:
self
Set limit for number of total or specific missions to be executed simultaniously.
Defined in:
COMMANDER
Parameters:
#number Limit
Number of max. mission of this type. Default 10.
#string MissionType
Type of mission, e.g. AUFTRAG.Type.BAI
. Default "Total"
for total number of missions.
Return value:
self
Set verbosity level.
Defined in:
COMMANDER
Parameter:
#number VerbosityLevel
Level of output (higher=more). Default 0.
Return value:
self
Triggers the FSM event "TransportAssign".
Defined in:
COMMANDER
Parameters:
Ops.OpsTransport#OPSTRANSPORT Transport
The transport.
#table Legions
The legion(s) to which this transport is assigned.
Triggers the FSM event "TransportCancel".
Check if limit of missions has been reached.
Defined in:
COMMANDER
Parameter:
#string MissionType
Type of mission.
Return value:
#boolean:
If true
, mission limit has not been reached. If false
, limit has been reached.
Get cohorts.
Defined in:
COMMANDER
Parameters:
#table Legions
Special legions.
#table Cohorts
Special cohorts.
Ops.Operation#OPERATION Operation
Operation.
Return value:
#table:
Cohorts.
Triggers the FSM event "LegionLost".
Defined in:
COMMANDER
Parameters:
#number delay
Delay in seconds.
Ops.Legion#LEGION Legion
The legion that was lost.
DCS#coalition.side Coalition
which captured the warehouse.
DCS#country.id Country
which has captured the warehouse.
Triggers the FSM event "MissionAssign" after a delay.
Mission is added to a LEGION mission queue and already requested. Needs assets to be added to the mission!
Defined in:
COMMANDER
Parameters:
#number delay
Delay in seconds.
Ops.Auftrag#AUFTRAG Mission
The mission.
#table Legions
The Legion(s) to which the mission is assigned.
Triggers the FSM event "MissionCancel" after a delay.
Defined in:
COMMANDER
Parameters:
#number delay
Delay in seconds.
Ops.Auftrag#AUFTRAG Mission
The mission.
Triggers the FSM event "OpsOnMission" after a delay.
Defined in:
COMMANDER
Parameters:
#number delay
Delay in seconds.
Ops.OpsGroup#OPSGROUP OpsGroup
The OPS group on mission.
Ops.Auftrag#AUFTRAG Mission
The mission.
Triggers the FSM event "Start" after a delay.
Starts the COMMANDER.
Defined in:
COMMANDER
Parameter:
#number delay
Delay in seconds.
Triggers the FSM event "Status" after a delay.
Defined in:
COMMANDER
Parameter:
#number delay
Delay in seconds.
Triggers the FSM event "Stop" after a delay.
Stops the COMMANDER.
Defined in:
COMMANDER
Parameter:
#number delay
Delay in seconds.
Triggers the FSM event "TransportAssign" after a delay.
Defined in:
COMMANDER
Parameters:
#number delay
Delay in seconds.
Ops.OpsTransport#OPSTRANSPORT Transport
The transport.
#table Legions
The legion(s) to which this transport is assigned.
Triggers the FSM event "TransportCancel" after a delay.
Defined in:
COMMANDER
Parameters:
#number delay
Delay in seconds.
Ops.OpsTransport#OPSTRANSPORT Transport
The transport.
On after "MissionAssign" event.
Mission is added to a LEGION mission queue and already requested. Needs assets to be added to the mission already.
Defined in:
COMMANDER
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Ops.Auftrag#AUFTRAG Mission
The mission.
#table Legions
The Legion(s) to which the mission is assigned.
On after "MissionCancel" event.
Defined in:
COMMANDER
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Ops.Auftrag#AUFTRAG Mission
The mission.
On after "OpsOnMission".
Defined in:
COMMANDER
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Ops.OpsGroup#OPSGROUP OpsGroup
Ops group on mission
Ops.Auftrag#AUFTRAG Mission
The requested mission.
On after Start event.
Starts the FLIGHTGROUP FSM and event handlers.
Defined in:
COMMANDER
Parameters:
Wrapper.Group#GROUP Group
Flight group.
#string From
From state.
#string Event
Event.
#string To
To state.
On after "Status" event.
Defined in:
COMMANDER
Parameters:
Wrapper.Group#GROUP Group
Flight group.
#string From
From state.
#string Event
Event.
#string To
To state.
On after "TransportAssign" event.
Transport is added to a LEGION transport queue.
Defined in:
COMMANDER
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Ops.OpsTransport#OPSTRANSPORT Transport
The transport.
#table Legions
The legion(s) to which this transport is assigned.
On after "TransportCancel" event.
Defined in:
COMMANDER
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Ops.OpsTransport#OPSTRANSPORT Transport
The transport.
Field(s)
Name of the class.
Alias name.
AWACS zones. Each element is of type #AIRWING.PatrolZone
.
CAP zones. Each element is of type #AIRWING.PatrolZone
.
Coalition side of the commander.
GCICAP zones. Each element is of type #AIRWING.PatrolZone
.
Table of legions which are commanded.
Class id string for output to DCS log file.
Table of limits for mission types.
Mission queue.
Operations queue.
Rearming zones. Each element is of type #BRIGADE.SupplyZone
.
Refuelling zones. Each element is of type #BRIGADE.SupplyZone
.
Tanker zones. Each element is of type #AIRWING.TankerZone
.
Target queue.
Transport queue.
Verbosity level.
COMMANDER class version.
Function(s)
Adds an End state.
Set the default #FSM_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.
Core.Fsm#FSM_PROCESS Process
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.
Returns the End states.
Returns a table of the SubFSM rules defined within the FSM.
Returns a table with the scores defined.
Returns the start state of the FSM.
Get current state.
Returns a table with the Subs defined.
Returns a table of the transition rules defined within the FSM.
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.
Sets the start state of the FSM.
Add to map.
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.
Go sub.
Defined in:
Parameters:
#string ParentFrom
Parent from state.
#string ParentEvent
Parent event name.
Return value:
#table:
Subs.
Handler.
Is end state.
Defined in:
Parameter:
#string Current
Current state name.
Return values:
#table:
FSM parent.
#string:
Event name.
Sub maps.
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)
Name of the class.
Alias name.
AWACS zones. Each element is of type #AIRWING.PatrolZone
.
CAP zones. Each element is of type #AIRWING.PatrolZone
.
Coalition side of the commander.
GCICAP zones. Each element is of type #AIRWING.PatrolZone
.
Table of legions which are commanded.
Class id string for output to DCS log file.
Table of limits for mission types.
Mission queue.
Operations queue.
Rearming zones. Each element is of type #BRIGADE.SupplyZone
.
Refuelling zones. Each element is of type #BRIGADE.SupplyZone
.
Tanker zones. Each element is of type #AIRWING.TankerZone
.
Target queue.
Transport queue.
Verbosity level.
COMMANDER class version.
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.
IniObjectCategory
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.
IniObjectCategory
Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT
event.
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.
Returns the event dispatcher
Remove all subscribed events
Trace a function call.
Must be at the beginning of the function logic.
Trace a function call level 2.
Must be at the beginning of the function logic.
Trace a function call level 3.
Must be at the beginning of the function logic.
Get the ClassID of the class instance.
Get the ClassName of the class instance.
Get the ClassName + ClassID of the class instance.
The ClassName + ClassID is formatted as '%s#%09d'.
Get the Class Core.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.
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()
Get a Value given a Key from the Object.
Note that if the Object is destroyed, set to nil, 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:
Core.Event#EVENTS EventID
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.
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).
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
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.
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.
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
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
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.
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.
Discard chair after ejection.
Have a look at the class Core.Event#EVENT as these are just the prototypes.
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
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.
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.
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.
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
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
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
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.
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.
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.
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.
Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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 Core.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.
Set a state or property of the Object given a Key and a Value.
Note that if the Object is destroyed, set to nil, 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.
Trace a function logic level 2.
Can be anywhere within the function logic.
Trace a function logic level 3.
Can be anywhere within the function logic.
Trace all methods in MOOSE
Set tracing for a class
Set tracing for a specific method of class
Set trace off.
Set trace on.
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.
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.