Module Ops.OpsZone
Ops - Strategic Zone.
Main Features:
- Monitor if a zone is captured
- Monitor if an airbase is captured
- Define conditions under which zones are captured/held
- Supports circular and polygon zone shapes
Author: funkyfranky
Global(s)
Global OPSZONE |
Gentlemen, when the enemy is committed to a mistake we must not interrupt him too soon. --- Horation Nelson The OPSZONE ConceptAn OPSZONE is a strategically important area. |
Type(s)
Fields and Methods inherited from OPSZONE | Description |
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Triggers the FSM event "Attacked". |
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Triggers the FSM event "Captured". |
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Name of the class. |
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Triggers the FSM event "Defeated". |
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Triggers the FSM event "Empty". |
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Evaluate zone. |
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Triggers the FSM event "Evaluated". |
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Get duration of the current attack. |
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Get coordinate of zone. |
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Get zone name. |
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Get current owner of the zone. |
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Get coalition name of current owner of the zone. |
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Get previous owner of the zone. |
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Returns a random coordinate in the zone. |
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Get scanned groups inside the zone. |
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Get scanned units inside the zone. |
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Get the zone object. |
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Triggers the FSM event "Guarded". |
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Check if zone is being attacked by the opposite coalition. |
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Check if the blue coalition is currently owning the zone. |
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Check if a certain coalition is currently owning the zone. |
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Check if zone is contested. |
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Check if zone is empty. |
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Check if zone is guarded. |
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Check if the neutral coalition is currently owning the zone. |
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Check if the red coalition is currently owning the zone. |
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Check if zone is started (not stopped). |
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Check if zone is stopped. |
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Missions that are attached to this OpsZone. |
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Number of blue units in the zone. |
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Number of units in zone for each coalition. |
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Create a new OPSZONE class object. |
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Number of neutral units in the zone. |
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Number of red units in the zone. |
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Object categories for the scan. |
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On after "Attacked" event. |
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On after "Captured" event. |
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On after "Defeated" event. |
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On after "Empty" event. |
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On after "Evaluated" event. |
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On after "Guarded" event. |
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Monitor base captured events. |
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Monitor hit events. |
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Scan zone. |
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Set of scanned groups. |
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Set of scanned units. |
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Set how many units must be present in a zone to capture it. |
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Set threat level threshold that the offending units must have to capture a zone. |
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Set time how long an attacking coalition must have troops inside a zone before it captures the zone. |
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Set if zone is drawn on the F10 map. |
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Set if a marker on the F10 map shows the current zone status. |
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Set whether neutral units can capture the zone. |
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Set categories of objects that can capture or hold the zone. |
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Set categories of units that can capture or hold the zone. |
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Set verbosity level. |
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Triggers the FSM event "Start". |
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Update status. |
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Triggers the FSM event "Stop". |
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Abs. mission time stamp when an attack was started. |
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Threat level of blue units in the zone. |
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Time stamp (abs.) when the attacker destroyed all owning troops. |
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Time interval in seconds how long an attacker must have troops inside the zone to capture. |
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Threat level of neutral units in the zone. |
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Threat level of red units in the zone. |
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Unit categories for the scan. |
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Add a chief that monitors this zone. |
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Add an entry to the OpsZone mission table |
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Clean mission table from missions that are over. |
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Add an entry to the OpsZone mission table. |
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Get marker text. |
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Get the OpsZone mission table. |
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Get RGB color of zone depending on current owner. |
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Update marker on the F10 map. |
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Triggers the FSM event "Attacked" after a delay. |
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Triggers the FSM event "Captured" after a delay. |
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Triggers the FSM event "Defeated" after a delay. |
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Triggers the FSM event "Empty" after a delay. |
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Triggers the FSM event "Evaluated" after a delay. |
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Triggers the FSM event "Guarded" after a delay. |
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Triggers the FSM event "Start" after a delay. |
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Triggers the FSM event "Stop" after a delay. |
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The airbase that is monitored. |
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Name of the airbase that is monitored. |
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Chiefs that monitor this zone. |
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Time interval in seconds until a zone is captured. |
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If |
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DCS log ID string. |
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If |
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Marker on the F10 map. |
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Text shown in the maker. |
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Neutral units can capture. Default |
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Number of units necessary to capture a zone. |
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On after "Attacked" event. |
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On after "Captured" event. |
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On after "Defeated" event. |
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On after "Empty" event. |
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Start OPSZONE FSM. |
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Stop OPSZONE FSM. |
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OPSZONE:onbeforeCaptured(From, Event, To, NewOwnerCoalition) |
On before "Captured" event. |
On enter "Attacked" state. |
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On enter "Empty" event. |
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On enter "Guarded" state. |
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Coalition of the current owner of the zone. |
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Coalition of the previous owner of the zone. |
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Threat level necessary to capture a zone. |
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Timer for calling the status update. |
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Verbosity of output. |
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OPSZONE class version. |
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The zone. |
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The circular zone. |
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Name of the zone. |
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Radius of the zone in meters. |
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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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OPSZONE: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 |
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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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OPSZONE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
OPSZONE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
OPSZONE: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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OPSZONE: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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OPSZONE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
OPSZONE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from OPSZONE.MISSION | Description |
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Coalition |
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The actual attached mission |
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Type of mission |
Fields and Methods inherited from OPSZONE.ZoneType | Description |
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Zone is circular. |
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Zone is a polygon. |
OPSZONE class.
Field(s)
Name of the class.
Update last hit time.
Missions that are attached to this OpsZone.
Number of blue units in the zone.
Number of units in zone for each coalition.
Number of neutral units in the zone.
Number of red units in the zone.
Object categories for the scan.
Abs. mission time stamp when an attack was started.
Threat level of blue units in the zone.
Time stamp (abs.) when the attacker destroyed all owning troops.
Time interval in seconds how long an attacker must have troops inside the zone to capture.
Threat level of neutral units in the zone.
Threat level of red units in the zone.
Unit categories for the scan.
Name of the airbase that is monitored.
Chiefs that monitor this zone.
Time interval in seconds until a zone is captured.
If true
, draw the zone on the F10 map.
Contested.
DCS log ID string.
If true
, mark the zone on the F10 map.
Text shown in the maker.
Neutral units can capture. Default false
.
Number of units necessary to capture a zone.
Coalition of the current owner of the zone.
Coalition of the previous owner of the zone.
Threat level necessary to capture a zone.
Verbosity of output.
OPSZONE class version.
Name of the zone.
Radius of the zone in meters.
Function(s)
Triggers the FSM event "Attacked".
Defined in:
OPSZONE
Parameter:
#number AttackerCoalition
Coalition side that is attacking the zone.
Triggers the FSM event "Captured".
Defined in:
OPSZONE
Parameter:
#number Coalition
Coalition side that captured the zone.
Triggers the FSM event "Defeated".
Defined in:
OPSZONE
Parameter:
#number DefeatedCoalition
Coalition side that was defeated.
Get duration of the current attack.
Defined in:
OPSZONE
Return value:
#number:
Duration in seconds since when the last attack began. Is nil
if the zone is not under attack currently.
Get coordinate of zone.
Get current owner of the zone.
Defined in:
OPSZONE
Return value:
#number:
Owner coalition.
Get coalition name of current owner of the zone.
Defined in:
OPSZONE
Return value:
#string:
Owner coalition.
Get previous owner of the zone.
Defined in:
OPSZONE
Return value:
#number:
Previous owner coalition.
Returns a random coordinate in the zone.
Defined in:
OPSZONE
Parameters:
#number inner
(Optional) Minimal distance from the center of the zone in meters. Default is 0 m.
#number outer
(Optional) Maximal distance from the outer edge of the zone in meters. Default is the radius of the zone.
#table surfacetypes
(Optional) Table of surface types. Can also be a single surface type. We will try max 1000 times to find the right type!
Return value:
The random coordinate.
Get scanned groups inside the zone.
Get scanned units inside the zone.
Check if zone is being attacked by the opposite coalition.
Defined in:
OPSZONE
Return value:
#boolean:
If true
, zone is being attacked.
Check if the blue coalition is currently owning the zone.
Defined in:
OPSZONE
Return value:
#boolean:
If true
, zone is blue.
Check if a certain coalition is currently owning the zone.
Defined in:
OPSZONE
Parameter:
#number Coalition
The Coalition that is supposed to own the zone.
Return value:
#boolean:
If true
, zone is owned by the given coalition.
Check if zone is contested.
Contested here means red and blue units are present in the zone.
Defined in:
OPSZONE
Return value:
#boolean:
If true
, zone is contested.
Check if zone is empty.
Defined in:
OPSZONE
Return value:
#boolean:
If true
, zone is empty.
Check if zone is guarded.
Defined in:
OPSZONE
Return value:
#boolean:
If true
, zone is guarded.
Check if the neutral coalition is currently owning the zone.
Defined in:
OPSZONE
Return value:
#boolean:
If true
, zone is neutral.
Check if the red coalition is currently owning the zone.
Defined in:
OPSZONE
Return value:
#boolean:
If true
, zone is red.
Check if zone is started (not stopped).
Defined in:
OPSZONE
Return value:
#boolean:
If true
, zone is started.
Check if zone is stopped.
Defined in:
OPSZONE
Return value:
#boolean:
If true
, zone is stopped.
Create a new OPSZONE class object.
Defined in:
OPSZONE
Parameters:
Core.Zone#ZONE Zone
The zone. Can be passed as ZONE_RADIUS, ZONE_POLYGON, ZONE_AIRBASE or simply as the name of the airbase.
#number CoalitionOwner
Initial owner of the coaliton. Default coalition.side.NEUTRAL
.
Return value:
self
Usage:
myopszone = OPSZONE:New(ZONE:FindByName("OpsZoneOne"), coalition.side.RED) -- base zone from the mission editor
myopszone = OPSZONE:New(ZONE_RADIUS:New("OpsZoneTwo", mycoordinate:GetVec2(),5000),coalition.side.BLUE) -- radius zone of 5km at a coordinate
myopszone = OPSZONE:New(ZONE_RADIUS:New("Batumi")) -- airbase zone from Batumi Airbase, ca 2500m radius
myopszone = OPSZONE:New(ZONE_AIRBASE:New("Batumi",6000),coalition.side.BLUE) -- airbase zone from Batumi Airbase, but with a specific radius of 6km
On after "Attacked" event.
Defined in:
OPSZONE
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
#number AttackerCoalition
Coalition side that is attacking the zone.
On after "Captured" event.
Defined in:
OPSZONE
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
#number Coalition
Coalition side that captured the zone.
On after "Defeated" event.
Defined in:
OPSZONE
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
#number DefeatedCoalition
Coalition side that was defeated.
On after "Empty" event.
Defined in:
OPSZONE
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
On after "Evaluated" event.
Defined in:
OPSZONE
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
On after "Guarded" event.
Defined in:
OPSZONE
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Monitor base captured events.
Monitor hit events.
Set how many units must be present in a zone to capture it.
By default, one unit is enough.
Defined in:
OPSZONE
Parameter:
#number Nunits
Number of units. Default 1.
Return value:
self
Set threat level threshold that the offending units must have to capture a zone.
The reason why you might want to set this is that unarmed units (e.g. fuel trucks) should not be able to capture a zone as they do not pose a threat.
Defined in:
OPSZONE
Parameter:
#number Threatlevel
Threat level threshold. Default 0.
Return value:
self
Set time how long an attacking coalition must have troops inside a zone before it captures the zone.
Defined in:
OPSZONE
Parameter:
#number Tcapture
Time in seconds. Default 0.
Return value:
self
Set if zone is drawn on the F10 map.
Color will change depending on current owning coalition.
Defined in:
OPSZONE
Parameter:
#boolean Switch
If true
or nil
, draw zone. If false
, zone is not drawn.
Return value:
self
Set if a marker on the F10 map shows the current zone status.
Defined in:
OPSZONE
Parameters:
#boolean Switch
If true
, zone is marked. If false
or nil
, zone is not marked.
#boolean ReadOnly
If true
or nil
then mark is read only.
Return value:
self
Set whether neutral units can capture the zone.
Defined in:
OPSZONE
Parameter:
#boolean CanCapture
If true
, neutral units can.
Return value:
self
Set categories of objects that can capture or hold the zone.
- Default is {Object.Category.UNIT, Object.Category.STATIC} so units and statics can capture and hold zones.
- Set to
{Object.Category.UNIT}
if only units should be able to capture and hold zones
Which units can capture zones can be further refined by :SetUnitCategories()
.
Defined in:
OPSZONE
Parameter:
#table Categories
Object categories. Default is {Object.Category.UNIT, Object.Category.STATIC}
.
Return value:
self
Set categories of units that can capture or hold the zone.
See DCS Class Unit.
Defined in:
OPSZONE
Parameter:
#table Categories
Table of unit categories. Default {Unit.Category.GROUND_UNIT}
.
Return value:
self
Set verbosity level.
Defined in:
OPSZONE
Parameter:
#number VerbosityLevel
Level of output (higher=more). Default 0.
Return value:
self
Add a chief that monitors this zone.
Chief will be informed about capturing etc.
Add an entry to the OpsZone mission table
Defined in:
OPSZONE
Parameters:
#number Coalition
Coalition of type e.g. coalition.side.NEUTRAL
#string Type
Type of mission, e.g. AUFTRAG.Type.CAS
Ops.Auftrag#AUFTRAG Auftrag
The Auftrag itself
Return value:
self
Clean mission table from missions that are over.
Add an entry to the OpsZone mission table.
Defined in:
OPSZONE
Parameters:
#number Coalition
Coalition of type e.g. coalition.side.NEUTRAL
.
#string Type
Type of mission, e.g. AUFTRAG.Type.CAS
.
Return values:
#boolean:
found True if we have that kind of mission, else false.
#table:
Missions Table of Ops.Auftrag#AUFTRAG
entries.
Get the OpsZone mission table.
table of #OPSZONE.MISSION entries
Defined in:
OPSZONE
Return value:
#table:
Missions
Get RGB color of zone depending on current owner.
Defined in:
OPSZONE
Return value:
#table:
RGB color.
Triggers the FSM event "Attacked" after a delay.
Defined in:
OPSZONE
Parameters:
#number delay
Delay in seconds.
#number AttackerCoalition
Coalition side that is attacking the zone.
Triggers the FSM event "Captured" after a delay.
Defined in:
OPSZONE
Parameters:
#number delay
Delay in seconds.
#number Coalition
Coalition side that captured the zone.
Triggers the FSM event "Defeated" after a delay.
Defined in:
OPSZONE
Parameters:
#number delay
Delay in seconds.
#number DefeatedCoalition
Coalition side that was defeated.
Triggers the FSM event "Empty" after a delay.
Defined in:
OPSZONE
Parameter:
#number delay
Delay in seconds.
Triggers the FSM event "Evaluated" after a delay.
Defined in:
OPSZONE
Parameter:
#number delay
Delay in seconds.
Triggers the FSM event "Guarded" after a delay.
Defined in:
OPSZONE
Parameter:
#number delay
Delay in seconds.
Triggers the FSM event "Start" after a delay.
Defined in:
OPSZONE
Parameter:
#number delay
Delay in seconds.
Triggers the FSM event "Stop" after a delay.
Defined in:
OPSZONE
Parameter:
#number delay
Delay in seconds.
On after "Attacked" event.
Defined in:
OPSZONE
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
#number AttackerCoalition
Coalition of the attacking ground troops.
On after "Captured" event.
Defined in:
OPSZONE
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
#number NewOwnerCoalition
Coalition of the new owner.
On after "Defeated" event.
Defined in:
OPSZONE
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
#number DefeatedCoalition
Coalition side that was defeated.
On after "Empty" event.
Defined in:
OPSZONE
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Start OPSZONE FSM.
Defined in:
OPSZONE
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Stop OPSZONE FSM.
Defined in:
OPSZONE
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
On before "Captured" event.
Defined in:
OPSZONE
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
#number NewOwnerCoalition
Coalition of the new owner.
On enter "Attacked" state.
Defined in:
OPSZONE
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
#number AttackerCoalition
Coalition of the attacking ground troops.
On enter "Empty" event.
Defined in:
OPSZONE
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
On enter "Guarded" state.
Defined in:
OPSZONE
Parameters:
#string From
From state.
#string Event
Event.
#string To
To state.
Field(s)
Name of the class.
Update last hit time.
Missions that are attached to this OpsZone.
Number of blue units in the zone.
Number of units in zone for each coalition.
Number of neutral units in the zone.
Number of red units in the zone.
Object categories for the scan.
Abs. mission time stamp when an attack was started.
Threat level of blue units in the zone.
Time stamp (abs.) when the attacker destroyed all owning troops.
Time interval in seconds how long an attacker must have troops inside the zone to capture.
Threat level of neutral units in the zone.
Threat level of red units in the zone.
Unit categories for the scan.
Name of the airbase that is monitored.
Chiefs that monitor this zone.
Time interval in seconds until a zone is captured.
If true
, draw the zone on the F10 map.
Contested.
DCS log ID string.
If true
, mark the zone on the F10 map.
Text shown in the maker.
Neutral units can capture. Default false
.
Number of units necessary to capture a zone.
Coalition of the current owner of the zone.
Coalition of the previous owner of the zone.
Threat level necessary to capture a zone.
Verbosity of output.
OPSZONE class version.
Name of the zone.
Radius of the zone in meters.
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.
Update last hit time.
Missions that are attached to this OpsZone.
Number of blue units in the zone.
Number of units in zone for each coalition.
Number of neutral units in the zone.
Number of red units in the zone.
Object categories for the scan.
Abs. mission time stamp when an attack was started.
Threat level of blue units in the zone.
Time stamp (abs.) when the attacker destroyed all owning troops.
Time interval in seconds how long an attacker must have troops inside the zone to capture.
Threat level of neutral units in the zone.
Threat level of red units in the zone.
Unit categories for the scan.
Name of the airbase that is monitored.
Chiefs that monitor this zone.
Time interval in seconds until a zone is captured.
If true
, draw the zone on the F10 map.
Contested.
DCS log ID string.
If true
, mark the zone on the F10 map.
Text shown in the maker.
Neutral units can capture. Default false
.
Number of units necessary to capture a zone.
Coalition of the current owner of the zone.
Coalition of the previous owner of the zone.
Threat level necessary to capture a zone.
Verbosity of output.
OPSZONE class version.
Name of the zone.
Radius of the zone in meters.
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.
OPSZONE.MISSION
Field(s)
Coalition
Type of mission
Function(s)
Type of zone we are dealing with.
Field(s)
Zone is circular.
Zone is a polygon.