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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 Concept

An OPSZONE is a strategically important area.

#OPSZONE OPSZONE

Gentlemen, when the enemy is committed to a mistake we must not interrupt him too soon. --- Horation Nelson


The OPSZONE Concept

An OPSZONE is a strategically important area.

Type(s)

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

OPSZONE:Attacked(AttackerCoalition)

Triggers the FSM event "Attacked".

OPSZONE:Captured(Coalition)

Triggers the FSM event "Captured".

OPSZONE.ClassName

Name of the class.

OPSZONE:Defeated(DefeatedCoalition)

Triggers the FSM event "Defeated".

OPSZONE:Empty()

Triggers the FSM event "Empty".

OPSZONE:EvaluateZone()

Evaluate zone.

OPSZONE:Evaluated()

Triggers the FSM event "Evaluated".

OPSZONE:GetAttackDuration()

Get duration of the current attack.

OPSZONE:GetCoordinate()

Get coordinate of zone.

OPSZONE:GetName()

Get zone name.

OPSZONE:GetOwner()

Get current owner of the zone.

OPSZONE:GetOwnerName()

Get coalition name of current owner of the zone.

OPSZONE:GetPreviousOwner()

Get previous owner of the zone.

OPSZONE:GetRandomCoordinate(inner, outer, surfacetypes)

Returns a random coordinate in the zone.

OPSZONE:GetScannedGroupSet()

Get scanned groups inside the zone.

OPSZONE:GetScannedUnitSet()

Get scanned units inside the zone.

OPSZONE:GetZone()

Get the zone object.

OPSZONE:Guarded()

Triggers the FSM event "Guarded".

OPSZONE.HitTimeLast

OPSZONE:IsAttacked()

Check if zone is being attacked by the opposite coalition.

OPSZONE:IsBlue()

Check if the blue coalition is currently owning the zone.

OPSZONE:IsCoalition(Coalition)

Check if a certain coalition is currently owning the zone.

OPSZONE:IsContested()

Check if zone is contested.

OPSZONE:IsEmpty()

Check if zone is empty.

OPSZONE:IsGuarded()

Check if zone is guarded.

OPSZONE:IsNeutral()

Check if the neutral coalition is currently owning the zone.

OPSZONE:IsRed()

Check if the red coalition is currently owning the zone.

OPSZONE:IsStarted()

Check if zone is started (not stopped).

OPSZONE:IsStopped()

Check if zone is stopped.

OPSZONE.Missions

Missions that are attached to this OpsZone.

OPSZONE.Nblu

Number of blue units in the zone.

OPSZONE.Ncoal

Number of units in zone for each coalition.

OPSZONE:New(Zone, CoalitionOwner)

Create a new OPSZONE class object.

OPSZONE.Nnut

Number of neutral units in the zone.

OPSZONE.Nred

Number of red units in the zone.

OPSZONE.ObjectCategories

Object categories for the scan.

OPSZONE:OnAfterAttacked(From, Event, To, AttackerCoalition)

On after "Attacked" event.

OPSZONE:OnAfterCaptured(From, Event, To, Coalition)

On after "Captured" event.

OPSZONE:OnAfterDefeated(From, Event, To, DefeatedCoalition)

On after "Defeated" event.

OPSZONE:OnAfterEmpty(From, Event, To)

On after "Empty" event.

OPSZONE:OnAfterEvaluated(From, Event, To)

On after "Evaluated" event.

OPSZONE:OnAfterGuarded(From, Event, To)

On after "Guarded" event.

OPSZONE:OnEventBaseCaptured(EventData)

Monitor base captured events.

OPSZONE:OnEventHit(EventData)

Monitor hit events.

OPSZONE:Scan()

Scan zone.

OPSZONE.ScanGroupSet

Set of scanned groups.

OPSZONE.ScanUnitSet

Set of scanned units.

OPSZONE:SetCaptureNunits(Nunits)

Set how many units must be present in a zone to capture it.

OPSZONE:SetCaptureThreatlevel(Threatlevel)

Set threat level threshold that the offending units must have to capture a zone.

OPSZONE:SetCaptureTime(Tcapture)

Set time how long an attacking coalition must have troops inside a zone before it captures the zone.

OPSZONE:SetDrawZone(Switch)

Set if zone is drawn on the F10 map.

OPSZONE:SetMarkZone(Switch, ReadOnly)

Set if a marker on the F10 map shows the current zone status.

OPSZONE:SetNeutralCanCapture(CanCapture)

Set whether neutral units can capture the zone.

OPSZONE:SetObjectCategories(Categories)

Set categories of objects that can capture or hold the zone.

OPSZONE:SetUnitCategories(Categories)

Set categories of units that can capture or hold the zone.

OPSZONE:SetVerbosity(VerbosityLevel)

Set verbosity level.

OPSZONE:SetZoneColor(Neutral, Blue, Red)

Set custom RGB color of zone depending on current owner.

OPSZONE:Start()

Triggers the FSM event "Start".

OPSZONE:Status()

Update status.

OPSZONE:Stop()

Triggers the FSM event "Stop".

OPSZONE.Tattacked

Abs. mission time stamp when an attack was started.

OPSZONE.Tblu

Threat level of blue units in the zone.

OPSZONE.Tcaptured

Time stamp (abs.) when the attacker destroyed all owning troops.

OPSZONE.TminCaptured

Time interval in seconds how long an attacker must have troops inside the zone to capture.

OPSZONE.Tnut

Threat level of neutral units in the zone.

OPSZONE.Tred

Threat level of red units in the zone.

OPSZONE.UnitCategories

Unit categories for the scan.

OPSZONE.ZoneOwnerBlue

OPSZONE.ZoneOwnerNeutral

OPSZONE.ZoneOwnerRed

OPSZONE.ZoneType

OPSZONE:_AddChief(Chief)

Add a chief that monitors this zone.

OPSZONE:_AddMission(Coalition, Type, Auftrag)

Add an entry to the OpsZone mission table

OPSZONE:_CleanMissionTable()

Clean mission table from missions that are over.

OPSZONE:_FindMissions(Coalition, Type)

Add an entry to the OpsZone mission table.

OPSZONE:_GetMarkerText()

Get marker text.

OPSZONE:_GetMissions()

Get the OpsZone mission table.

OPSZONE:_GetZoneColor()

Get RGB color of zone depending on current owner.

OPSZONE:_UpdateMarker()

Update marker on the F10 map.

OPSZONE:__Attacked(delay, AttackerCoalition)

Triggers the FSM event "Attacked" after a delay.

OPSZONE:__Captured(delay, Coalition)

Triggers the FSM event "Captured" after a delay.

OPSZONE:__Defeated(delay, DefeatedCoalition)

Triggers the FSM event "Defeated" after a delay.

OPSZONE:__Empty(delay)

Triggers the FSM event "Empty" after a delay.

OPSZONE:__Evaluated(delay)

Triggers the FSM event "Evaluated" after a delay.

OPSZONE:__Guarded(delay)

Triggers the FSM event "Guarded" after a delay.

OPSZONE:__Start(delay)

Triggers the FSM event "Start" after a delay.

OPSZONE:__Stop(delay)

Triggers the FSM event "Stop" after a delay.

OPSZONE.airbase

The airbase that is monitored.

OPSZONE.airbaseName

Name of the airbase that is monitored.

OPSZONE.chiefs

Chiefs that monitor this zone.

OPSZONE.dTCapture

Time interval in seconds until a zone is captured.

OPSZONE.drawZone

If true, draw the zone on the F10 map.

OPSZONE.isContested

OPSZONE.lid

DCS log ID string.

OPSZONE.markZone

If true, mark the zone on the F10 map.

OPSZONE.marker

Marker on the F10 map.

OPSZONE.markerText

Text shown in the maker.

OPSZONE.neutralCanCapture

Neutral units can capture. Default false.

OPSZONE.nunitsCapture

Number of units necessary to capture a zone.

OPSZONE:onafterAttacked(From, Event, To, AttackerCoalition)

On after "Attacked" event.

OPSZONE:onafterCaptured(From, Event, To, NewOwnerCoalition)

On after "Captured" event.

OPSZONE:onafterDefeated(From, Event, To, DefeatedCoalition)

On after "Defeated" event.

OPSZONE:onafterEmpty(From, Event, To)

On after "Empty" event.

OPSZONE:onafterStart(From, Event, To)

Start OPSZONE FSM.

OPSZONE:onafterStop(From, Event, To)

Stop OPSZONE FSM.

OPSZONE:onbeforeCaptured(From, Event, To, NewOwnerCoalition)

On before "Captured" event.

OPSZONE:onenterAttacked(From, Event, To, AttackerCoalition)

On enter "Attacked" state.

OPSZONE:onenterEmpty(From, Event, To)

On enter "Empty" event.

OPSZONE:onenterGuarded(From, Event, To)

On enter "Guarded" state.

OPSZONE.ownerCurrent

Coalition of the current owner of the zone.

OPSZONE.ownerPrevious

Coalition of the previous owner of the zone.

OPSZONE.threatlevelCapture

Threat level necessary to capture a zone.

OPSZONE.timerStatus

Timer for calling the status update.

OPSZONE.verbose

Verbosity of output.

OPSZONE.version

OPSZONE class version.

OPSZONE.zone

The zone.

OPSZONE.zoneCircular

The circular zone.

OPSZONE.zoneName

Name of the zone.

OPSZONE.zoneRadius

Radius of the zone in meters.

OPSZONE.zoneType

Fields and Methods inherited from FSM Description

OPSZONE:AddEndState(State)

Adds an End state.

OPSZONE: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.

OPSZONE:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

OPSZONE:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

OPSZONE.CallScheduler

Call scheduler.

OPSZONE.ClassName

Name of the class.

OPSZONE.Events

OPSZONE:GetCurrentState()

Get current state.

OPSZONE:GetEndStates()

Returns the End states.

OPSZONE:GetProcess(From, Event)

OPSZONE:GetProcesses()

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

OPSZONE:GetScores()

Returns a table with the scores defined.

OPSZONE:GetStartState()

Returns the start state of the FSM.

OPSZONE:GetState()

Get current state.

OPSZONE:GetSubs()

Returns a table with the Subs defined.

OPSZONE:GetTransitions()

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

OPSZONE:Is(State)

Check if FSM is in state.

OPSZONE:LoadCallBacks(CallBackTable)

Load call backs.

OPSZONE:New()

Creates a new FSM object.

OPSZONE.Scores

Scores.

OPSZONE:SetProcess(From, Event, Fsm)

OPSZONE:SetStartState(State)

Sets the start state of the FSM.

OPSZONE._EndStates

OPSZONE._EventSchedules

OPSZONE._Processes

OPSZONE._Scores

OPSZONE._StartState

OPSZONE._Transitions

OPSZONE:_add_to_map(Map, Event)

Add to map.

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

Call handler.

OPSZONE:_create_transition(EventName)

Create transition.

OPSZONE:_delayed_transition(EventName)

Delayed transition.

OPSZONE:_eventmap(Events, EventStructure)

Event map.

OPSZONE:_gosub(ParentFrom, ParentEvent)

Go sub.

OPSZONE:_handler(EventName, ...)

Handler.

OPSZONE:_isendstate(Current)

Is end state.

OPSZONE:_submap(subs, sub, name)

Sub maps.

OPSZONE:can(e)

Check if can do an event.

OPSZONE:cannot(e)

Check if cannot do an event.

OPSZONE.current

Current state name.

OPSZONE.endstates

OPSZONE:is(State, state)

Check if FSM is in state.

OPSZONE.options

Options.

OPSZONE.subs

Subs.

Fields and Methods inherited from BASE Description

OPSZONE.ClassID

The ID number of the class.

OPSZONE.ClassName

The name of the class.

OPSZONE.ClassNameAndID

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

OPSZONE:ClearState(Object, StateName)

Clear the state of an object.

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.

OPSZONE:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

OPSZONE:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

OPSZONE:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

OPSZONE:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

OPSZONE:E(Arguments)

Log an exception which will be traced always.

OPSZONE:EventDispatcher()

Returns the event dispatcher

OPSZONE:EventRemoveAll()

Remove all subscribed events

OPSZONE:F(Arguments)

Trace a function call.

OPSZONE:F2(Arguments)

Trace a function call level 2.

OPSZONE:F3(Arguments)

Trace a function call level 3.

OPSZONE:GetClassID()

Get the ClassID of the class instance.

OPSZONE:GetClassName()

Get the ClassName of the class instance.

OPSZONE:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

OPSZONE:GetEventPriority()

Get the Class Core.Event processing Priority.

OPSZONE:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

OPSZONE:GetState(Object, Key)

Get a Value given a Key from the Object.

OPSZONE:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

OPSZONE:I(Arguments)

Log an information which will be traced always.

OPSZONE:Inherit(Child, Parent)

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

OPSZONE:IsInstanceOf(ClassName)

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

OPSZONE:IsTrace()

Enquires if tracing is on (for the class).

OPSZONE:New()

BASE constructor.

OPSZONE:OnEvent(EventData)

Occurs when an Event for an object is triggered.

OPSZONE:OnEventBDA(EventData)

BDA.

OPSZONE:OnEventBaseCaptured(EventData)

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

OPSZONE:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

OPSZONE:OnEventCrash(EventData)

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

OPSZONE:OnEventDead(EventData)

Occurs when an object is dead.

OPSZONE:OnEventDetailedFailure(EventData)

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

OPSZONE:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

OPSZONE: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.

OPSZONE:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

OPSZONE:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

OPSZONE:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

OPSZONE:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

OPSZONE:OnEventKill(EventData)

Occurs on the death of a unit.

OPSZONE: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.

OPSZONE:OnEventLandingAfterEjection(EventData)

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

OPSZONE:OnEventLandingQualityMark(EventData)

Landing quality mark.

OPSZONE:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

OPSZONE:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

OPSZONE:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

OPSZONE:OnEventMissionEnd(EventData)

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

OPSZONE:OnEventMissionStart(EventData)

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

OPSZONE:OnEventParatrooperLanding(EventData)

Weapon add.

OPSZONE:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

OPSZONE:OnEventPlayerEnterAircraft(EventData)

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

OPSZONE:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

OPSZONE:OnEventPlayerLeaveUnit(EventData)

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

OPSZONE:OnEventRefueling(EventData)

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

OPSZONE:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

OPSZONE:OnEventScore(EventData)

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

OPSZONE:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

OPSZONE:OnEventShootingStart(EventData)

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

OPSZONE:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

OPSZONE:OnEventTakeoff(EventData)

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

OPSZONE:OnEventTriggerZone(EventData)

Trigger zone.

OPSZONE:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

OPSZONE:ScheduleStop(SchedulerID)

Stops the Schedule.

OPSZONE.Scheduler

OPSZONE:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

OPSZONE:SetState(Object, Key, Value)

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

OPSZONE:T(Arguments)

Trace a function logic level 1.

OPSZONE:T2(Arguments)

Trace a function logic level 2.

OPSZONE:T3(Arguments)

Trace a function logic level 3.

OPSZONE:TraceAll(TraceAll)

Trace all methods in MOOSE

OPSZONE:TraceClass(Class)

Set tracing for a class

OPSZONE:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

OPSZONE:TraceLevel(Level)

Set trace level

OPSZONE:TraceOff()

Set trace off.

OPSZONE:TraceOn()

Set trace on.

OPSZONE: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.

OPSZONE:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

OPSZONE._

OPSZONE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

OPSZONE:_Serialize(Arguments)

(Internal) Serialize arguments

OPSZONE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

OPSZONE.__

OPSZONE:onEvent(event)

The main event handling function...

Fields and Methods inherited from OPSZONE.MISSION Description

OPSZONE.MISSION.Coalition

Coalition

OPSZONE.MISSION.Mission

The actual attached mission

OPSZONE.MISSION.Type

Type of mission

Fields and Methods inherited from OPSZONE.ZoneType Description

OPSZONE.ZoneType.Circular

Zone is circular.

OPSZONE.ZoneType.Polygon

Zone is a polygon.

OPSZONE class.

Field(s)

#string OPSZONE.ClassName

Name of the class.

OPSZONE.HitTimeLast

Update last hit time.

#table OPSZONE.Missions

Missions that are attached to this OpsZone.

#number OPSZONE.Nblu

Number of blue units in the zone.

#table OPSZONE.Ncoal

Number of units in zone for each coalition.

#number OPSZONE.Nnut

Number of neutral units in the zone.

#number OPSZONE.Nred

Number of red units in the zone.

#table OPSZONE.ObjectCategories

Object categories for the scan.

Core.Set#SET_GROUP OPSZONE.ScanGroupSet

Set of scanned groups.

Core.Set#SET_UNIT OPSZONE.ScanUnitSet

Set of scanned units.

#number OPSZONE.Tattacked

Abs. mission time stamp when an attack was started.

#number OPSZONE.Tblu

Threat level of blue units in the zone.

#number OPSZONE.Tcaptured

Time stamp (abs.) when the attacker destroyed all owning troops.

#number OPSZONE.TminCaptured

Time interval in seconds how long an attacker must have troops inside the zone to capture.

#number OPSZONE.Tnut

Threat level of neutral units in the zone.

#number OPSZONE.Tred

Threat level of red units in the zone.

#table OPSZONE.UnitCategories

Unit categories for the scan.

Wrapper.Airbase#AIRBASE OPSZONE.airbase

The airbase that is monitored.

#string OPSZONE.airbaseName

Name of the airbase that is monitored.

#table OPSZONE.chiefs

Chiefs that monitor this zone.

#number OPSZONE.dTCapture

Time interval in seconds until a zone is captured.

#boolean OPSZONE.drawZone

If true, draw the zone on the F10 map.

#string OPSZONE.lid

DCS log ID string.

#boolean OPSZONE.markZone

If true, mark the zone on the F10 map.

Wrapper.Marker#MARKER OPSZONE.marker

Marker on the F10 map.

#string OPSZONE.markerText

Text shown in the maker.

#boolean OPSZONE.neutralCanCapture

Neutral units can capture. Default false.

#number OPSZONE.nunitsCapture

Number of units necessary to capture a zone.

#number OPSZONE.ownerCurrent

Coalition of the current owner of the zone.

#number OPSZONE.ownerPrevious

Coalition of the previous owner of the zone.

#number OPSZONE.threatlevelCapture

Threat level necessary to capture a zone.

Core.Timer#TIMER OPSZONE.timerStatus

Timer for calling the status update.

#number OPSZONE.verbose

Verbosity of output.

#string OPSZONE.version

OPSZONE class version.

#string OPSZONE.zoneName

Name of the zone.

#number OPSZONE.zoneRadius

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.

Triggers the FSM event "Empty".

Defined in:

OPSZONE

Evaluate zone.

Defined in:

OPSZONE

Return value:

self

Triggers the FSM event "Evaluated".

Defined in:

OPSZONE

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.

Defined in:

OPSZONE

Return value:

Coordinate of the zone.

Get zone name.

Defined in:

OPSZONE

Return value:

#string:

Name of the 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.

Defined in:

OPSZONE

Return value:

Set of groups inside the zone.

Get scanned units inside the zone.

Defined in:

OPSZONE

Return value:

Set of units inside the zone.

Get the zone object.

Defined in:

OPSZONE

Return value:

The zone.

Triggers the FSM event "Guarded".

Defined in:

OPSZONE

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:

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.

Defined in:

OPSZONE

Parameter:

The event data.

Monitor hit events.

Defined in:

OPSZONE

Parameter:

The event data.

Scan zone.

Defined in:

OPSZONE

Return value:

self

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

Set custom RGB color of zone depending on current owner.

Defined in:

OPSZONE

Parameters:

#table Neutral

Color is a table of RGB values 0..1 for Red, Green, and Blue respectively, e.g. {1,0,0} for red.

#table Blue

Color is a table of RGB values 0..1 for Red, Green, and Blue respectively, e.g. {0,1,0} for green.

#table Red

Color is a table of RGB values 0..1 for Red, Green, and Blue respectively, e.g. {0,0,1} for blue.

Return value:

self

Triggers the FSM event "Start".

Defined in:

OPSZONE

Update status.

Defined in:

OPSZONE

Triggers the FSM event "Stop".

Defined in:

OPSZONE

Add a chief that monitors this zone.

Chief will be informed about capturing etc.

Defined in:

OPSZONE

Parameter:

The chief.

Return value:

#table:

RGB color.

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

The Auftrag itself

Return value:

self

Clean mission table from missions that are over.

Defined in:

OPSZONE

Return value:

self

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 marker text.

Defined in:

OPSZONE

Return value:

#string:

Marker text.

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.

Update marker on the F10 map.

Defined in:

OPSZONE

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)

#string OPSZONE.ClassName

Name of the class.

OPSZONE.HitTimeLast

Update last hit time.

#table OPSZONE.Missions

Missions that are attached to this OpsZone.

#number OPSZONE.Nblu

Number of blue units in the zone.

#table OPSZONE.Ncoal

Number of units in zone for each coalition.

#number OPSZONE.Nnut

Number of neutral units in the zone.

#number OPSZONE.Nred

Number of red units in the zone.

#table OPSZONE.ObjectCategories

Object categories for the scan.

Core.Set#SET_GROUP OPSZONE.ScanGroupSet

Set of scanned groups.

Core.Set#SET_UNIT OPSZONE.ScanUnitSet

Set of scanned units.

#number OPSZONE.Tattacked

Abs. mission time stamp when an attack was started.

#number OPSZONE.Tblu

Threat level of blue units in the zone.

#number OPSZONE.Tcaptured

Time stamp (abs.) when the attacker destroyed all owning troops.

#number OPSZONE.TminCaptured

Time interval in seconds how long an attacker must have troops inside the zone to capture.

#number OPSZONE.Tnut

Threat level of neutral units in the zone.

#number OPSZONE.Tred

Threat level of red units in the zone.

#table OPSZONE.UnitCategories

Unit categories for the scan.

Wrapper.Airbase#AIRBASE OPSZONE.airbase

The airbase that is monitored.

#string OPSZONE.airbaseName

Name of the airbase that is monitored.

#table OPSZONE.chiefs

Chiefs that monitor this zone.

#number OPSZONE.dTCapture

Time interval in seconds until a zone is captured.

#boolean OPSZONE.drawZone

If true, draw the zone on the F10 map.

#string OPSZONE.lid

DCS log ID string.

#boolean OPSZONE.markZone

If true, mark the zone on the F10 map.

Wrapper.Marker#MARKER OPSZONE.marker

Marker on the F10 map.

#string OPSZONE.markerText

Text shown in the maker.

#boolean OPSZONE.neutralCanCapture

Neutral units can capture. Default false.

#number OPSZONE.nunitsCapture

Number of units necessary to capture a zone.

#number OPSZONE.ownerCurrent

Coalition of the current owner of the zone.

#number OPSZONE.ownerPrevious

Coalition of the previous owner of the zone.

#number OPSZONE.threatlevelCapture

Threat level necessary to capture a zone.

Core.Timer#TIMER OPSZONE.timerStatus

Timer for calling the status update.

#number OPSZONE.verbose

Verbosity of output.

#string OPSZONE.version

OPSZONE class version.

#string OPSZONE.zoneName

Name of the zone.

#number OPSZONE.zoneRadius

Radius of the zone in meters.

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 OPSZONE.ClassName

Name of the class.

OPSZONE.HitTimeLast

Update last hit time.

#table OPSZONE.Missions

Missions that are attached to this OpsZone.

#number OPSZONE.Nblu

Number of blue units in the zone.

#table OPSZONE.Ncoal

Number of units in zone for each coalition.

#number OPSZONE.Nnut

Number of neutral units in the zone.

#number OPSZONE.Nred

Number of red units in the zone.

#table OPSZONE.ObjectCategories

Object categories for the scan.

Core.Set#SET_GROUP OPSZONE.ScanGroupSet

Set of scanned groups.

Core.Set#SET_UNIT OPSZONE.ScanUnitSet

Set of scanned units.

#number OPSZONE.Tattacked

Abs. mission time stamp when an attack was started.

#number OPSZONE.Tblu

Threat level of blue units in the zone.

#number OPSZONE.Tcaptured

Time stamp (abs.) when the attacker destroyed all owning troops.

#number OPSZONE.TminCaptured

Time interval in seconds how long an attacker must have troops inside the zone to capture.

#number OPSZONE.Tnut

Threat level of neutral units in the zone.

#number OPSZONE.Tred

Threat level of red units in the zone.

#table OPSZONE.UnitCategories

Unit categories for the scan.

Wrapper.Airbase#AIRBASE OPSZONE.airbase

The airbase that is monitored.

#string OPSZONE.airbaseName

Name of the airbase that is monitored.

#table OPSZONE.chiefs

Chiefs that monitor this zone.

#number OPSZONE.dTCapture

Time interval in seconds until a zone is captured.

#boolean OPSZONE.drawZone

If true, draw the zone on the F10 map.

#string OPSZONE.lid

DCS log ID string.

#boolean OPSZONE.markZone

If true, mark the zone on the F10 map.

Wrapper.Marker#MARKER OPSZONE.marker

Marker on the F10 map.

#string OPSZONE.markerText

Text shown in the maker.

#boolean OPSZONE.neutralCanCapture

Neutral units can capture. Default false.

#number OPSZONE.nunitsCapture

Number of units necessary to capture a zone.

#number OPSZONE.ownerCurrent

Coalition of the current owner of the zone.

#number OPSZONE.ownerPrevious

Coalition of the previous owner of the zone.

#number OPSZONE.threatlevelCapture

Threat level necessary to capture a zone.

Core.Timer#TIMER OPSZONE.timerStatus

Timer for calling the status update.

#number OPSZONE.verbose

Verbosity of output.

#string OPSZONE.version

OPSZONE class version.

#string OPSZONE.zoneName

Name of the zone.

#number OPSZONE.zoneRadius

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.

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

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

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

OPSZONE.MISSION

Field(s)

#number OPSZONE.MISSION.Coalition

Coalition

Ops.Auftrag#AUFTRAG OPSZONE.MISSION.Mission

The actual attached mission

#string OPSZONE.MISSION.Type

Type of mission

Function(s)

Type of zone we are dealing with.

Field(s)

#string OPSZONE.ZoneType.Circular

Zone is circular.

#string OPSZONE.ZoneType.Polygon

Zone is a polygon.

Function(s)