Banner Image

Module Ops.Operation

Ops - Operation with multiple phases.

Main Features:

  • Define operation phases
  • Define conditions when phases are over
  • Dedicate resources to operations

Example Missions:

Demo missions can be found on github.


Author: funkyfranky


Global(s)

Global OPERATION

Before this time tomorrow I shall have gained a peerage, or Westminster Abbey. -- Horatio Nelson


The OPERATION Concept

This class allows you to create complex operations, which consist of multiple phases.

#OPERATION OPERATION

Before this time tomorrow I shall have gained a peerage, or Westminster Abbey. -- Horatio Nelson


The OPERATION Concept

This class allows you to create complex operations, which consist of multiple phases.

Conditions can be specified, when a phase is over. If a phase is over, the next phase is started. FSM events can be used to customize code that is executed at each phase. Phases can also switched manually, of course.

In the simplest case, adding phases leads to a linear chain. However, you can also create branches to contruct a more tree like structure of phases. You can switch between branches manually or add "edges" with conditions when to switch branches. We are diving a bit into graph theory here. So don't feel embarrassed at all, if you stick to linear chains.

Constructor

A new operation can be created with the OPERATION.New(Name) function, where the parameter Name is a free to choose string.

Adding Phases

You can add phases with the OPERATION.AddPhase(Name, Branch) function. The first parameter Name is the name of the phase. The second parameter Branch is the branch to which the phase is added. If this is omitted (nil), the phase is added to the default, i.e. "master branch". More about adding branches later.

Global _OPERATIONID

Global mission counter.

#number _OPERATIONID

Global mission counter.

Type(s)

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

OPERATION:AddBranch(Name)

Add a new branch to the operation.

OPERATION:AddEdge(BranchTo, PhaseAfter, PhaseNext, ConditionSwitch)

Add an edge between two branches.

OPERATION:AddEdgeConditonSwitchAll(Edge, Function, ...)

Add condition function to an edge when branches are switched.

OPERATION:AddMission(Mission, Phase)

Add mission to operation.

OPERATION:AddPhase(Name, Branch)

Add a new phase to the operation.

OPERATION:AddPhaseConditonOverAll(Phase, Function, ...)

Add condition function when the given phase is over.

OPERATION:AddPhaseConditonOverAny(Phase, Function, ...)

Add condition function when the given phase is over.

OPERATION:AddTarget(Target, Phase)

Add Target to operation.

OPERATION:AssignCohort(Cohort)

Assign cohort to operation.

OPERATION:AssignLegion(Legion)

Assign legion to operation.

OPERATION:BranchSwitch(Branch)

Triggers the FSM event "BranchSwitch".

OPERATION.ClassName

Name of the class.

OPERATION:CountPhases(Status, Branch)

Count phases.

OPERATION:CountTargets(Phase)

Count targets alive.

OPERATION:GetBranchActive()

Get the currently active branch.

OPERATION:GetBranchName(Branch)

Get name of the branch.

OPERATION:GetPhaseActive()

Get currrently active phase.

OPERATION:GetPhaseByName(Name)

Get a phase by its name.

OPERATION:GetPhaseConditonOver(Phase, Condition)

Get codition when the given phase is over.

OPERATION:GetPhaseIndex(Phase)

Get index of phase.

OPERATION:GetPhaseName(Phase)

Get name of a phase.

OPERATION:GetPhaseNext(Branch, PhaseStatus)

Get next phase.

OPERATION:GetPhaseStatus(Phase)

Get status of a phase.

OPERATION:GetTargets(Phase)

Add Targets from operation.

OPERATION:InsertPhaseAfter(PhaseAfter, Name)

Insert a new phase after an already defined phase of the operation.

OPERATION:IsAssignedCohort(Cohort)

Check if a given cohort is assigned to this operation.

OPERATION:IsAssignedCohortOrLegion(Object)

Check if a given cohort or legion is assigned to this operation.

OPERATION:IsAssignedLegion(Legion)

Check if a given legion is assigned to this operation.

OPERATION:IsOver()

Check if operation is in FSM state "Over".

OPERATION:IsPaused()

Check if operation is in FSM state "Paused".

OPERATION:IsPhaseActive(Phase)

Check if a phase is the currently active one.

OPERATION:IsPlanned()

Check if operation is in FSM state "Planned".

OPERATION:IsRunning()

Check if operation is in FSM state "Running".

OPERATION:IsStopped()

Check if operation is in FSM state "Stopped".

OPERATION:New(Name)

Create a new generic OPERATION object.

OPERATION:OnAfterBranchSwitch(From, Event, To, Branch)

On after "BranchSwitch" event.

OPERATION:OnAfterOver(From, Event, To)

On after "Over" event.

OPERATION:OnAfterPhaseChange(From, Event, To, Phase)

On after "PhaseChange" event.

OPERATION:OnAfterPhaseNext(From, Event, To)

On after "PhaseNext" event.

OPERATION:OnAfterPhaseOver(From, Event, To, Phase)

On after "PhaseOver" event.

OPERATION:Over()

Triggers the FSM event "Over".

OPERATION:PhaseChange(Phase)

Triggers the FSM event "PhaseChange".

OPERATION:PhaseNext()

Triggers the FSM event "PhaseNext".

OPERATION:PhaseOver(Phase)

Triggers the FSM event "PhaseOver".

OPERATION.PhaseStatus

OPERATION:SetPhaseConditonOver(Phase, Condition)

Set condition when the given phase is over.

OPERATION:SetPhaseStatus(Phase, Status)

Set status of a phase.

OPERATION:SetTime(ClockStart, ClockStop)

Set start and stop time of the operation.

OPERATION:SetVerbosity(VerbosityLevel)

Set verbosity level.

OPERATION:Start()

Triggers the FSM event "Start".

OPERATION:StatusUpdate()

Triggers the FSM event "StatusUpdate".

OPERATION:Stop()

Triggers the FSM event "Stop".

OPERATION.Tstart

OPERATION.Tstop

OPERATION:_CheckPhases()

Check phases.

OPERATION:_CreateBranch(Name)

Create a new branch object.

OPERATION:_CreatePhase(Name)

Create a new phase object.

OPERATION:__BranchSwitch(delay, Branch)

Triggers the FSM event "BranchSwitch" after a delay.

OPERATION:__Over(delay)

Triggers the FSM event "Over" after a delay.

OPERATION:__PhaseChange(delay, Phase)

Triggers the FSM event "PhaseChange" after a delay.

OPERATION:__PhaseNext(delay)

Triggers the FSM event "PhaseNext" after a delay.

OPERATION:__PhaseOver(delay, Phase)

Triggers the FSM event "PhaseOver" after a delay.

OPERATION:__Start(delay)

Triggers the FSM event "Start" after a delay.

OPERATION:__StatusUpdate(delay)

Triggers the FSM event "Status" after a delay.

OPERATION:__Stop(delay)

Triggers the FSM event "Stop" after a delay.

OPERATION.branchActive

Active branch.

OPERATION.branchMaster

Master branch.

OPERATION.branches

Branches.

OPERATION.cohorts

Dedicated cohorts.

OPERATION.conditionStart

Start condition.

OPERATION.conditionStop

Stop condition.

OPERATION.counterBranch

Running number counting the branches.

OPERATION.counterPhase

Running number counting the phases.

OPERATION.duration

OPERATION.legions

Dedicated legions.

OPERATION.lid

Class id string for output to DCS log file.

OPERATION.missions

Missions.

OPERATION.name

Name of the operation.

OPERATION:onafterBranchSwitch(From, Event, To, Branch)

On after "BranchSwitch" event.

OPERATION:onafterOver(From, Event, To, Phase)

On after "Over" event.

OPERATION:onafterPhaseChange(From, Event, To, Phase)

On after "PhaseChange" event.

OPERATION:onafterPhaseNext(From, Event, To)

On after "PhaseNext" event.

OPERATION:onafterStart(From, Event, To)

On after "Start" event.

OPERATION:onafterStatusUpdate(From, Event, To)

On after "StatusUpdate" event.

OPERATION.phase

Currently active phase (if any).

OPERATION.phaseLast

The phase that was active before the current one.

OPERATION.targets

Targets.

OPERATION.uid

OPERATION.verbose

Verbosity level.

OPERATION.version

OPERATION class version.

Fields and Methods inherited from FSM Description

OPERATION:AddEndState(State)

Adds an End state.

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

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.

OPERATION:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

OPERATION:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

OPERATION.CallScheduler

Call scheduler.

OPERATION.ClassName

Name of the class.

OPERATION.Events

OPERATION:GetCurrentState()

Get current state.

OPERATION:GetEndStates()

Returns the End states.

OPERATION:GetProcess(From, Event)

OPERATION:GetProcesses()

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

OPERATION:GetScores()

Returns a table with the scores defined.

OPERATION:GetStartState()

Returns the start state of the FSM.

OPERATION:GetState()

Get current state.

OPERATION:GetSubs()

Returns a table with the Subs defined.

OPERATION:GetTransitions()

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

OPERATION:Is(State)

Check if FSM is in state.

OPERATION:LoadCallBacks(CallBackTable)

Load call backs.

OPERATION:New()

Creates a new FSM object.

OPERATION.Scores

Scores.

OPERATION:SetProcess(From, Event, Fsm)

OPERATION:SetStartState(State)

Sets the start state of the FSM.

OPERATION._EndStates

OPERATION._EventSchedules

OPERATION._Processes

OPERATION._Scores

OPERATION._StartState

OPERATION._Transitions

OPERATION:_add_to_map(Map, Event)

Add to map.

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

Call handler.

OPERATION:_create_transition(EventName)

Create transition.

OPERATION:_delayed_transition(EventName)

Delayed transition.

OPERATION:_eventmap(Events, EventStructure)

Event map.

OPERATION:_gosub(ParentFrom, ParentEvent)

Go sub.

OPERATION:_handler(EventName, ...)

Handler.

OPERATION:_isendstate(Current)

Is end state.

OPERATION:_submap(subs, sub, name)

Sub maps.

OPERATION:can(e)

Check if can do an event.

OPERATION:cannot(e)

Check if cannot do an event.

OPERATION.current

Current state name.

OPERATION.endstates

OPERATION:is(State, state)

Check if FSM is in state.

OPERATION.options

Options.

OPERATION.subs

Subs.

Fields and Methods inherited from BASE Description

OPERATION.ClassID

The ID number of the class.

OPERATION.ClassName

The name of the class.

OPERATION.ClassNameAndID

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

OPERATION:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

OPERATION:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

OPERATION:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

OPERATION:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

OPERATION:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

OPERATION:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

OPERATION:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

OPERATION:E(Arguments)

Log an exception which will be traced always.

OPERATION:EventDispatcher()

Returns the event dispatcher

OPERATION:EventRemoveAll()

Remove all subscribed events

OPERATION:F(Arguments)

Trace a function call.

OPERATION:F2(Arguments)

Trace a function call level 2.

OPERATION:F3(Arguments)

Trace a function call level 3.

OPERATION:GetClassID()

Get the ClassID of the class instance.

OPERATION:GetClassName()

Get the ClassName of the class instance.

OPERATION:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

OPERATION:GetEventPriority()

Get the Class Core.Event processing Priority.

OPERATION:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

OPERATION:GetState(Object, Key)

Get a Value given a Key from the Object.

OPERATION:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

OPERATION:I(Arguments)

Log an information which will be traced always.

OPERATION:Inherit(Child, Parent)

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

OPERATION:IsInstanceOf(ClassName)

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

OPERATION:IsTrace()

Enquires if tracing is on (for the class).

OPERATION:New()

BASE constructor.

OPERATION:OnEvent(EventData)

Occurs when an Event for an object is triggered.

OPERATION:OnEventBDA(EventData)

BDA.

OPERATION:OnEventBaseCaptured(EventData)

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

OPERATION:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

OPERATION:OnEventCrash(EventData)

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

OPERATION:OnEventDead(EventData)

Occurs when an object is dead.

OPERATION:OnEventDetailedFailure(EventData)

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

OPERATION:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

OPERATION: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.

OPERATION:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

OPERATION:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

OPERATION:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

OPERATION:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

OPERATION:OnEventKill(EventData)

Occurs on the death of a unit.

OPERATION: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.

OPERATION:OnEventLandingAfterEjection(EventData)

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

OPERATION:OnEventLandingQualityMark(EventData)

Landing quality mark.

OPERATION:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

OPERATION:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

OPERATION:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

OPERATION:OnEventMissionEnd(EventData)

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

OPERATION:OnEventMissionStart(EventData)

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

OPERATION:OnEventParatrooperLanding(EventData)

Weapon add.

OPERATION:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

OPERATION:OnEventPlayerEnterAircraft(EventData)

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

OPERATION:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

OPERATION:OnEventPlayerLeaveUnit(EventData)

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

OPERATION:OnEventRefueling(EventData)

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

OPERATION:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

OPERATION:OnEventScore(EventData)

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

OPERATION:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

OPERATION:OnEventShootingStart(EventData)

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

OPERATION:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

OPERATION:OnEventTakeoff(EventData)

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

OPERATION:OnEventTriggerZone(EventData)

Trigger zone.

OPERATION:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

OPERATION:ScheduleStop(SchedulerID)

Stops the Schedule.

OPERATION.Scheduler

OPERATION:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

OPERATION:SetState(Object, Key, Value)

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

OPERATION:T(Arguments)

Trace a function logic level 1.

OPERATION:T2(Arguments)

Trace a function logic level 2.

OPERATION:T3(Arguments)

Trace a function logic level 3.

OPERATION:TraceAll(TraceAll)

Trace all methods in MOOSE

OPERATION:TraceClass(Class)

Set tracing for a class

OPERATION:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

OPERATION:TraceLevel(Level)

Set trace level

OPERATION:TraceOff()

Set trace off.

OPERATION:TraceOn()

Set trace on.

OPERATION: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.

OPERATION:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

OPERATION._

OPERATION:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

OPERATION:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

OPERATION.__

OPERATION:onEvent(event)

The main event handling function...

Fields and Methods inherited from OPERATION.Branch Description

OPERATION.Branch.edges

Edges of this branch.

OPERATION.Branch.name

Name of the branch.

OPERATION.Branch.phases

Phases of this branch.

OPERATION.Branch.uid

Unique ID of the branch.

Fields and Methods inherited from OPERATION.Edge Description

OPERATION.Edge.branchFrom

The from branch.

OPERATION.Edge.branchTo

The branch to switch to.

OPERATION.Edge.conditionSwitch

Conditions when to switch the branch.

OPERATION.Edge.phaseFrom

The from phase after which to switch.

OPERATION.Edge.phaseTo

The phase to switch to.

OPERATION.Edge.uid

Unique ID of the edge.

Fields and Methods inherited from OPERATION.Phase Description

OPERATION.Phase.branch

The branch this phase belongs to.

OPERATION.Phase.conditionOver

Conditions when the phase is over.

OPERATION.Phase.name

Name of the phase.

OPERATION.Phase.status

Phase status.

OPERATION.Phase.uid

Unique ID of the phase.

Fields and Methods inherited from OPERATION.PhaseStatus Description

OPERATION.PhaseStatus.ACTIVE

Active phase.

OPERATION.PhaseStatus.OVER

Phase is over.

OPERATION.PhaseStatus.PLANNED

Planned.

OPERATION class.

Field(s)

#string OPERATION.ClassName

Name of the class.

#table OPERATION.branches

Branches.

#table OPERATION.cohorts

Dedicated cohorts.

#number OPERATION.counterBranch

Running number counting the branches.

#number OPERATION.counterPhase

Running number counting the phases.

#table OPERATION.legions

Dedicated legions.

#string OPERATION.lid

Class id string for output to DCS log file.

#table OPERATION.missions

Missions.

#string OPERATION.name

Name of the operation.

#OPERATION.Phase OPERATION.phase

Currently active phase (if any).

#OPERATION.Phase OPERATION.phaseLast

The phase that was active before the current one.

#table OPERATION.targets

Targets.

OPERATION.uid

Unique ID of the operation.

#number OPERATION.verbose

Verbosity level.

#string OPERATION.version

OPERATION class version.

Function(s)

Add a new branch to the operation.

Defined in:

OPERATION

Parameter:

#string Name

Return value:

Branch table object.

Add an edge between two branches.

Defined in:

OPERATION

Parameters:

The branch to which to switch.

#OPERATION.Phase PhaseAfter

The phase of the from branch after which to switch.

#OPERATION.Phase PhaseNext

The phase of the to branch to which to switch.

Core.Condition#CONDITION ConditionSwitch

(Optional) Condition(s) when to switch the branches.

Return value:

Branch table object.

Add condition function to an edge when branches are switched.

The function must return a #boolean.

Defined in:

OPERATION

Parameters:

The edge connecting the two branches.

#function Function

Function that needs to be true for switching between the branches.

...

Condition function arguments if any.

Return value:

self

Add mission to operation.

Defined in:

OPERATION

Parameters:

The mission to add.

(Optional) The phase in which the mission should be executed. If no phase is given, it will be exectuted ASAP.

Add a new phase to the operation.

This is added add the end of all previously added phases (if any).

Defined in:

OPERATION

Parameters:

#string Name

Name of the phase. Default "Phase-01" where the last number is a running number.

The branch to which this phase is added. Default is the master branch.

Return value:

Phase table object.

Add condition function when the given phase is over.

Must return a #boolean.

Defined in:

OPERATION

Parameters:

The phase.

#function Function

Function that needs to be truebefore the phase is over.

...

Condition function arguments if any.

Return value:

self

Add condition function when the given phase is over.

Must return a #boolean.

Defined in:

OPERATION

Parameters:

The phase.

#function Function

Function that needs to be true before the phase is over.

...

Condition function arguments if any.

Return value:

self

Add Target to operation.

Defined in:

OPERATION

Parameters:

The target to add.

(Optional) The phase in which the target should be attacked. If no phase is given, it will be attacked ASAP.

Assign cohort to operation.

Defined in:

OPERATION

Parameter:

The cohort

Return value:

self

Assign legion to operation.

All cohorts of this legion will be assigned and are only available.

Defined in:

OPERATION

Parameter:

The legion to be assigned.

Return value:

self

Triggers the FSM event "BranchSwitch".

Defined in:

OPERATION

Parameter:

The branch that is now active.

Count phases.

Defined in:

OPERATION

Parameters:

#string Status

(Optional) Only count phases in a certain status, e.g. OPERATION.PhaseStatus.PLANNED.

(Optional) Branch.

Return value:

#number:

Number of phases

Count targets alive.

Defined in:

OPERATION

Parameter:

(Optional) Only count targets set for this phase.

Return value:

#number:

Number of phases

Get the currently active branch.

Defined in:

OPERATION

Return value:

The active branch. If no branch is active, the master branch is returned.

Get name of the branch.

Defined in:

OPERATION

Parameter:

The branch of which the name is requested. Default is the currently active or master branch.

Return value:

#string:

Name Name or "None"

Get currrently active phase.

Defined in:

OPERATION

Return value:

Current phase or nil if no current phase is active.

Get a phase by its name.

Defined in:

OPERATION

Parameter:

#string Name

Name of the phase. Default "Phase-01" where the last number is a running number.

Return value:

Phase table object or nil if phase could not be found.

Get codition when the given phase is over.

Defined in:

OPERATION

Parameters:

The phase.

Condition

Return value:

Condition when the phase is over (if any).

Get index of phase.

Defined in:

OPERATION

Parameter:

The phase.

Return values:

#number:

The index.

The branch.

Get name of a phase.

Defined in:

OPERATION

Parameter:

The phase of which the name is returned. Default is the currently active phase.

Return value:

#string:

The name of the phase or "None" if no phase is given or active.

Get next phase.

Defined in:

OPERATION

Parameters:

(Optional) The branch from which the next phase is retrieved. Default is the currently active branch.

#string PhaseStatus

(Optional) Only return a phase, which is in this status. For example, OPERATION.PhaseStatus.PLANNED to make sure, the next phase is planned.

Return value:

Next phase or nil if no next phase exists.

Get status of a phase.

Defined in:

OPERATION

Parameter:

The phase.

Return value:

#string:

Phase status, e.g. OPERATION.PhaseStatus.OVER.

Add Targets from operation.

Defined in:

OPERATION

Parameter:

Return value:

#table:

Targets Table of #TARGET objects

Insert a new phase after an already defined phase of the operation.

Defined in:

OPERATION

Parameters:

#OPERATION.Phase PhaseAfter

The phase after which the new phase is inserted.

#string Name

Name of the phase. Default "Phase-01" where the last number is a running number.

Return value:

Phase table object.

Check if a given cohort is assigned to this operation.

Defined in:

OPERATION

Parameter:

The Cohort.

Return value:

#boolean:

If true, cohort is assigned to this operation.

Check if a given cohort or legion is assigned to this operation.

Defined in:

OPERATION

Parameter:

The cohort or legion object.

Return value:

#boolean:

If true, cohort is assigned to this operation.

Check if a given legion is assigned to this operation.

All cohorts of this legion will be checked.

Defined in:

OPERATION

Parameter:

The legion to be assigned.

Return value:

#boolean:

If true, legion is assigned to this operation.

Check if operation is in FSM state "Over".

Defined in:

OPERATION

Return value:

#boolean:

If true, operation is "Over".

Check if operation is in FSM state "Paused".

Defined in:

OPERATION

Return value:

#boolean:

If true, operation is "Paused".

Check if a phase is the currently active one.

Defined in:

OPERATION

Parameter:

The phase to check.

Return value:

#boolean:

If true, this phase is currently active.

Check if operation is in FSM state "Planned".

Defined in:

OPERATION

Return value:

#boolean:

If true, operation is "Planned".

Check if operation is in FSM state "Running".

Defined in:

OPERATION

Return value:

#boolean:

If true, operation is "Running".

Check if operation is in FSM state "Stopped".

Defined in:

OPERATION

Return value:

#boolean:

If true, operation is "Stopped".

Create a new generic OPERATION object.

Defined in:

OPERATION

Parameter:

#string Name

Name of the operation. Be creative! Default "Operation-01" where the last number is a running number.

Return value:

self

On after "BranchSwitch" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The branch that is now active.

On after "Over" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "PhaseChange" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The new phase.

On after "PhaseNext" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "PhaseOver" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The phase that is over.

Triggers the FSM event "Over".

Defined in:

OPERATION

Triggers the FSM event "PhaseChange".

Defined in:

OPERATION

Parameter:

The new phase.

Triggers the FSM event "PhaseNext".

Defined in:

OPERATION

Triggers the FSM event "PhaseOver".

Defined in:

OPERATION

Parameter:

The phase that is over.

Set condition when the given phase is over.

Defined in:

OPERATION

Parameters:

The phase.

Condition when the phase is over.

Return value:

self

Set status of a phase.

Defined in:

OPERATION

Parameters:

The phase.

#string Status

New status, e.g. OPERATION.PhaseStatus.OVER.

Return value:

self

Set start and stop time of the operation.

Defined in:

OPERATION

Parameters:

#string ClockStart

Time the mission is started, e.g. "05:00" for 5 am. If specified as a #number, it will be relative (in seconds) to the current mission time. Default is 5 seconds after mission was added.

#string ClockStop

(Optional) Time the mission is stopped, e.g. "13:00" for 1 pm. If mission could not be started at that time, it will be removed from the queue. If specified as a #number it will be relative (in seconds) to the current mission time.

Return value:

self

Set verbosity level.

Defined in:

OPERATION

Parameter:

#number VerbosityLevel

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

Return value:

self

Triggers the FSM event "Start".

Defined in:

OPERATION

Triggers the FSM event "StatusUpdate".

Defined in:

OPERATION

Triggers the FSM event "Stop".

Defined in:

OPERATION

Check phases.

Defined in:

OPERATION

Create a new branch object.

Defined in:

OPERATION

Parameter:

#string Name

Name of the phase. Default "Phase-01" where the last number is a running number.

Return value:

Branch table object.

Create a new phase object.

Defined in:

OPERATION

Parameter:

#string Name

Name of the phase. Default "Phase-01" where the last number is a running number.

Return value:

Phase table object.

Triggers the FSM event "BranchSwitch" after a delay.

Defined in:

OPERATION

Parameters:

#number delay

Delay in seconds.

The branch that is now active.

Triggers the FSM event "Over" after a delay.

Defined in:

OPERATION

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "PhaseChange" after a delay.

Defined in:

OPERATION

Parameters:

#number delay

Delay in seconds.

The new phase.

Triggers the FSM event "PhaseNext" after a delay.

Defined in:

OPERATION

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "PhaseOver" after a delay.

Defined in:

OPERATION

Parameters:

#number delay

Delay in seconds.

The phase that is over.

Triggers the FSM event "Start" after a delay.

Defined in:

OPERATION

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Status" after a delay.

Defined in:

OPERATION

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Stop" after a delay.

Defined in:

OPERATION

Parameter:

#number delay

Delay in seconds.

On after "BranchSwitch" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The new branch.

On after "Over" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The new phase.

On after "PhaseChange" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The new phase.

On after "PhaseNext" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Start" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "StatusUpdate" event.

Defined in:

OPERATION

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Field(s)

#string OPERATION.ClassName

Name of the class.

#table OPERATION.branches

Branches.

#table OPERATION.cohorts

Dedicated cohorts.

#number OPERATION.counterBranch

Running number counting the branches.

#number OPERATION.counterPhase

Running number counting the phases.

#table OPERATION.legions

Dedicated legions.

#string OPERATION.lid

Class id string for output to DCS log file.

#table OPERATION.missions

Missions.

#string OPERATION.name

Name of the operation.

#OPERATION.Phase OPERATION.phase

Currently active phase (if any).

#OPERATION.Phase OPERATION.phaseLast

The phase that was active before the current one.

#table OPERATION.targets

Targets.

OPERATION.uid

Unique ID of the operation.

#number OPERATION.verbose

Verbosity level.

#string OPERATION.version

OPERATION class version.

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM 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.

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 OPERATION.ClassName

Name of the class.

#table OPERATION.branches

Branches.

#table OPERATION.cohorts

Dedicated cohorts.

#number OPERATION.counterBranch

Running number counting the branches.

#number OPERATION.counterPhase

Running number counting the phases.

#table OPERATION.legions

Dedicated legions.

#string OPERATION.lid

Class id string for output to DCS log file.

#table OPERATION.missions

Missions.

#string OPERATION.name

Name of the operation.

#OPERATION.Phase OPERATION.phase

Currently active phase (if any).

#OPERATION.Phase OPERATION.phaseLast

The phase that was active before the current one.

#table OPERATION.targets

Targets.

OPERATION.uid

Unique ID of the operation.

#number OPERATION.verbose

Verbosity level.

#string OPERATION.version

OPERATION 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.

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 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.

Defined in:

Return value:

#number:

The Core.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, 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:

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 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.

Defined in:

Parameter:

#number EventPriority

The Core.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, 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.

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

Operation branch.

Field(s)

#table OPERATION.Branch.edges

Edges of this branch.

#string OPERATION.Branch.name

Name of the branch.

#table OPERATION.Branch.phases

Phases of this branch.

#number OPERATION.Branch.uid

Unique ID of the branch.

Function(s)

Operation edge.

Field(s)

#OPERATION.Branch OPERATION.Edge.branchTo

The branch to switch to.

Core.Condition#CONDITION OPERATION.Edge.conditionSwitch

Conditions when to switch the branch.

#OPERATION.Phase OPERATION.Edge.phaseFrom

The from phase after which to switch.

#OPERATION.Phase OPERATION.Edge.phaseTo

The phase to switch to.

#number OPERATION.Edge.uid

Unique ID of the edge.

Function(s)

Operation phase.

Field(s)

#OPERATION.Branch OPERATION.Phase.branch

The branch this phase belongs to.

Core.Condition#CONDITION OPERATION.Phase.conditionOver

Conditions when the phase is over.

#string OPERATION.Phase.name

Name of the phase.

#string OPERATION.Phase.status

Phase status.

#number OPERATION.Phase.uid

Unique ID of the phase.

Function(s)

Operation phase.

Field(s)

#string OPERATION.PhaseStatus.ACTIVE

Active phase.

#string OPERATION.PhaseStatus.OVER

Phase is over.

Function(s)