Module Ops.Flotilla
Ops - Flotilla is a small naval group belonging to a fleet.
Main Features:
- Set parameters like livery, skill valid for all flotilla members.
- Define mission types, this flotilla can perform (see Ops.Auftrag#AUFTRAG).
- Pause/unpause flotilla operations.
Author: funkyfranky
Global(s)
Global FLOTILLA |
No captain can do very wrong if he places his ship alongside that of an enemy. -- Horation Nelson The FLOTILLA ConceptA FLOTILLA is an essential part of a FLEET. |
Type(s)
Fields and Methods inherited from FLOTILLA | Description |
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Name of the class. |
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Get fleet of this flotilla. |
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Create a new FLOTILLA object and start the FSM. |
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Set fleet of this flotilla. |
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On after Start event. |
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On after "Status" event. |
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Verbosity level. |
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FLOTILLA class version. |
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Weapon data table with key=BitType. |
Fields and Methods inherited from COHORT | Description |
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Add asset to cohort. |
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Set mission types this cohort is able to perform. |
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Add TACAN channels to the cohort. |
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Add a weapon range for ARTY missions (Ops.Auftrag#AUFTRAG). |
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Check if there is a cohort that can execute a given mission. |
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Check if the cohort attribute matches the given attribute(s). |
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Name of the class. |
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Count assets in legion warehouse stock. |
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Remove specific asset from chort. |
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Remove asset group from cohort. |
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Get an unused TACAN channel. |
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Get generalized attribute. |
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Create a callsign for the asset. |
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Get group category. |
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Get mission capabilities of this cohort. |
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Get missin capability for a given mission type. |
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Get mission performance for a given type of misson. |
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Get max mission range. |
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Get mission types this cohort is able to perform. |
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Create a modex for the asset. |
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Get name of the cohort. |
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Get OPSGROUPs. |
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Get properties, i.e. DCS attributes. |
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Get radio frequency and modulation. |
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Get the time an asset needs to be repaired. |
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Get weapon range for given bit type. |
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Check if cohort assets have a given property (DCS attribute). |
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Check if cohort is "OnDuty". |
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Check if cohort is "Paused". |
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Check if cohort is "Relocating". |
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Checks if a mission type is contained in a table of possible types. |
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Check if cohort is "Stopped". |
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Create a new COHORT object and start the FSM. |
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Number of asset OPS groups this cohort has. |
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Number of destroyed asset groups. |
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On after "Pause" event. |
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On after "Relocate" event. |
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On after "Relocated" event. |
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On after "Unpause" event. |
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Triggers the FSM event "Pause". |
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Get assets for a mission. |
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Triggers the FSM event "Relocate". |
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Triggers the FSM event "Relocated". |
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Remove assets from pool. |
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"Return" a used TACAN channel. |
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Set generalized attribute. |
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Set call sign. |
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Set number of units in groups. |
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Set Legion. |
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Set livery painted on all cohort units. |
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Set max mission range. |
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Set modex. |
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Set radio frequency and modulation the cohort uses. |
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Set skill level of all cohort team members. |
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Set turnover and repair time. |
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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 "Unpause". |
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Add an OPERATION. |
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Check ammo. |
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Check asset status. |
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Returns a name of a missile category. |
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Triggers the FSM event "Pause" after a delay. |
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Triggers the FSM event "Relocate" after a delay. |
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Triggers the FSM event "Relocated" 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 "Unpause" after a delay. |
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Type of the units the cohort is using. |
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Cohort assets. |
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Generalized attribute of the cohort template group. |
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Cargo bay capacity in kg. |
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Group category of the assets: |
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DCS descriptors. |
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Mission range in meters. |
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Is ground. |
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Is naval. |
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The LEGION object the cohort belongs to. |
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Class id string for output to DCS log file. |
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Livery of the cohort. |
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Time in seconds needed for maintenance of a returned flight. |
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Capabilities (mission types and performances) of the cohort. |
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Name of the cohort. |
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On after Start event. |
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On after "Stop" event. |
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Operations this cohort is part of. |
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DCS attributes. |
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Radio frequency in MHz the cohort uses. |
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Radio modulation the cohort uses. |
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Time in seconds for each |
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Skill of cohort members. |
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List of TACAN channels available to the cohort. |
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Template group. |
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Name of the template group. |
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Verbosity level. |
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COHORT class version. |
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Weight of one assets group in kg. |
Fields and Methods inherited from FSM | Description |
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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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FLOTILLA: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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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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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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Check if FSM is in state. |
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FLOTILLA class.
Field(s)
Name of the class.
Get initial ammo.
Is naval.
Verbosity level.
FLOTILLA class version.
Function(s)
Get fleet of this flotilla.
Create a new FLOTILLA object and start the FSM.
Defined in:
FLOTILLA
Parameters:
#string TemplateGroupName
Name of the template group.
#number Ngroups
Number of asset groups of this flotilla. Default 3.
#string FlotillaName
Name of the flotilla. Must be unique!
Return value:
self
Set fleet of this flotilla.
On after Start event.
Starts the FLIGHTGROUP FSM and event handlers.
Defined in:
FLOTILLA
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
On after "Status" event.
Defined in:
FLOTILLA
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Field(s)
Name of the class.
Get initial ammo.
Is naval.
Verbosity level.
FLOTILLA class version.
Function(s)
Add asset to cohort.
Defined in:
Parameter:
The warehouse asset.
Return value:
self
Set mission types this cohort is able to perform.
Defined in:
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:
Parameters:
#number ChannelMin
Channel.
#number ChannelMax
Channel.
Return value:
self
Usage:
mysquad:AddTacanChannel(64,69) -- adds channels 64, 65, 66, 67, 68, 69
Add a weapon range for ARTY missions (Ops.Auftrag#AUFTRAG).
Defined in:
Parameters:
#number RangeMin
Minimum range in nautical miles. Default 0 NM.
#number RangeMax
Maximum range in nautical miles. Default 10 NM.
#number BitType
Bit mask of weapon type for which the given min/max ranges apply. Default is ENUMS.WeaponFlag.Auto
, i.e. for all weapon types.
Return value:
self
Check if there is a cohort that can execute a given mission.
We check the mission type, the refuelling system, mission range.
Defined in:
Parameter:
Ops.Auftrag#AUFTRAG Mission
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:
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:
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 specific asset from chort.
Defined in:
Parameter:
The asset.
Return value:
self
Remove asset group from cohort.
Defined in:
Parameter:
#string GroupName
Name of the asset group.
Return value:
self
Get an unused TACAN channel.
Get generalized attribute.
Defined in:
Return value:
#string:
Generalized attribute, e.g. GROUP.Attribute.Ground_Infantry
.
Create a callsign for the asset.
Defined in:
Parameter:
The warehouse asset.
Return value:
self
Get group category.
Get mission capabilities of this cohort.
Get missin capability for a given mission type.
Defined in:
Parameter:
#string MissionType
Mission type, e.g. AUFTRAG.Type.BAI
.
Return value:
Capability table or nil
if the capability does not exist.
Get mission performance for a given type of misson.
Defined in:
Parameter:
#string MissionType
Type of mission.
Return value:
#number:
Performance or -1.
Get max mission range.
We add the largest weapon range, e.g. for arty or naval if weapon data is available.
Defined in:
Parameter:
#table WeaponTypes
(Optional) Weapon bit type(s) to add to the total range. Default is the max weapon type available.
Return value:
#number:
Range in meters.
Get mission types this cohort is able to perform.
Create a modex for the asset.
Defined in:
Parameter:
The warehouse asset.
Return value:
self
Get name of the cohort.
Get OPSGROUPs.
Defined in:
Parameters:
#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:
Ops groups set.
Get properties, i.e. DCS attributes.
Get radio frequency and modulation.
Defined in:
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:
Parameter:
The asset.
Return value:
#number:
Time in seconds until asset is repaired.
Get weapon range for given bit type.
Defined in:
Parameter:
#number BitType
Bit mask of weapon type.
Return value:
Weapon data.
Check if cohort assets have a given property (DCS attribute).
Defined in:
Parameter:
#string Property
The property.
Return value:
#boolean:
If true
, cohort assets have the attribute.
Check if cohort is "OnDuty".
Check if cohort is "Paused".
Check if cohort is "Relocating".
Checks if a mission type is contained in a table of possible types.
Defined in:
Parameter:
The asset.
Return value:
#boolean:
If true, the requested mission type is part of the possible mission types.
Check if cohort is "Stopped".
Create a new COHORT object and start the FSM.
Defined in:
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
On after "Pause" event.
Defined in:
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
On after "Relocate" event.
Defined in:
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
On after "Relocated" event.
Defined in:
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
On after "Unpause" event.
Defined in:
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Get assets for a mission.
Defined in:
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.
Remove assets from pool.
Not that assets must not be spawned or already reserved or requested.
Defined in:
Parameter:
#number N
Number of assets to be removed. Default 1.
Return value:
self
"Return" a used TACAN channel.
Set generalized attribute.
Defined in:
Parameter:
#string Attribute
Generalized attribute, e.g. GROUP.Attribute.Ground_Infantry
.
Return value:
self
Set call sign.
Defined in:
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:
Parameter:
#number nunits
Number of units. Default 2.
Return value:
self
Set Legion.
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:
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:
Parameter:
#number Range
Range in NM. Default 150 NM.
Return value:
self
Set modex.
Defined in:
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:
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:
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:
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:
Parameter:
#number VerbosityLevel
Level of output (higher=more). Default 0.
Return value:
self
Add an OPERATION.
Defined in:
Parameter:
Ops.Operation#OPERATION Operation
The operation this cohort is part of.
Return value:
self
Check ammo.
Returns a name of a missile category.
Defined in:
Parameter:
#number categorynumber
Number of missile category from weapon missile category enumerator. See https://wiki.hoggitworld.com/view/DCS_Class_Weapon
Return value:
#string:
Missile category name.
Triggers the FSM event "Pause" after a delay.
Triggers the FSM event "Relocate" after a delay.
Triggers the FSM event "Relocated" after a delay.
Triggers the FSM event "Start" after a delay.
Starts the COHORT.
Triggers the FSM event "Status" after a delay.
Triggers the FSM event "Stop" after a delay.
Stops the COHORT and all its event handlers.
Triggers the FSM event "Unpause" after a delay.
On after Start event.
Starts the FLIGHTGROUP FSM and event handlers.
Defined in:
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
On after "Stop" event.
Defined in:
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Field(s)
Name of the class.
Get initial ammo.
Is naval.
Verbosity level.
FLOTILLA 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.