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Module Ops.PlayerRecce

Ops - Allow a player in a helo like the Gazelle, KA-50 to recon and lase ground targets.

Features:

  • Allow a player in a helicopter to detect, smoke, flare, lase and report ground units to others.
  • Implements visual detection from the helo
  • Implements optical detection via the Gazelle Vivianne system and lasing
  • KA-50 BlackShark basic support
  • Everyone else gets visual detection only
  • Upload target info to a PLAYERTASKCONTROLLER Instance

Demo Missions

Demo missions can be found on github.


Authors:

  • Applevangelist (Design & Programming)

Global(s)

Global PLAYERRECCE

It is our attitude at the beginning of a difficult task which, more than anything else, which will affect its successful outcome. (William James)


PLAYERRECCE

  • Allow a player in a helicopter to detect, smoke, flare, lase and report ground units to others.
#PLAYERRECCE PLAYERRECCE

It is our attitude at the beginning of a difficult task which, more than anything else, which will affect its successful outcome. (William James)


PLAYERRECCE

  • Allow a player in a helicopter to detect, smoke, flare, lase and report ground units to others.
  • Implements visual detection from the helo
  • Implements optical detection via the Gazelle Vivianne system and lasing
  • KA-50 BlackShark basic support
  • Everyone else gets visual detection only
  • Upload target info to a PLAYERTASKCONTROLLER Instance

If you have questions or suggestions, please visit the MOOSE Discord channel.

                     

Type(s)

Fields and Methods inherited from CanLase Description

CanLase.Ka-50

CanLase.Ka-50_3

CanLase.SA342L

CanLase.SA342M

CanLase.SA342Minigun

CanLase.SA342Mistral

CanLase.typename

Unit type name

Fields and Methods inherited from PLAYERRECCE Description

PLAYERRECCE.AttackSet

PLAYERRECCE.AutoLase

PLAYERRECCE.BCFrequency

PLAYERRECCE.BCModulation

PLAYERRECCE.CallsignTranslations

PLAYERRECCE.Cameraheight

PLAYERRECCE.CanLase

PLAYERRECCE.ClassName

Name of the class.

PLAYERRECCE.ClientMenus

PLAYERRECCE.Coalition

PLAYERRECCE.CoalitionName

PLAYERRECCE.Controller

PLAYERRECCE.Culture

PLAYERRECCE:DisableSmokeAverageTargetPosition()

[User] Disable smoking of average target positions, instead of all targets visible.

PLAYERRECCE:DisableSmokeOwnPosition()

[User] Disable smoking of own position

PLAYERRECCE:EnableSmokeAverageTargetPosition()

[User] Enable smoking of average target positions, instead of all targets visible.

PLAYERRECCE:EnableSmokeOwnPosition()

[User] Enable smoking of own position

PLAYERRECCE.FlareColor

PLAYERRECCE.Frequency

PLAYERRECCE.GazelleViewFactors

PLAYERRECCE.Gender

PLAYERRECCE.Keepnumber

PLAYERRECCE.LaserCodes

PLAYERRECCE.LaserFOV

PLAYERRECCE.LaserRelativePos

PLAYERRECCE.LaserSpots

PLAYERRECCE.LaserTarget

PLAYERRECCE.MaxViewDistance

PLAYERRECCE.MenuName

PLAYERRECCE.Modulation

PLAYERRECCE.Name

PLAYERRECCE:New(Name, Coalition, PlayerSet)

Create and run a new PlayerRecce instance.

PLAYERRECCE:OnAfterIllumination(From, Event, To, Client, Playername, TargetSet)

FSM Function OnAfterIllumination.

PLAYERRECCE:OnAfterRecceOffStation(From, Event, To, Client, Playername)

FSM Function OnAfterRecceOffStation.

PLAYERRECCE:OnAfterRecceOnStation(From, Event, To, Client, Playername)

FSM Function OnAfterRecceOnStation.

PLAYERRECCE:OnAfterShack(From, Event, To, Client, Target)

FSM Function OnAfterShack.

PLAYERRECCE:OnAfterTargetDetected(From, Event, To, Targetsbyclock, Client, Playername)

FSM Function OnAfterTargetDetected.

PLAYERRECCE:OnAfterTargetLOSLost(From, Event, To, Client, Target)

FSM Function OnAfterTargetLOSLost.

PLAYERRECCE:OnAfterTargetLasing(From, Event, To, Client, Target, Lasercode, Lasingtime)

FSM Function OnAfterTargetLasing.

PLAYERRECCE:OnAfterTargetReport(From, Event, To, Client, TargetSet, Target, Text)

FSM Function OnAfterTargetReport.

PLAYERRECCE:OnAfterTargetReportSent(From, Event, To, Client, Playername, TargetSet)

FSM Function OnAfterTargetReportSent.

PLAYERRECCE:OnAfterTargetsFlared(From, Event, To, Client, Playername, TargetSet)

FSM Function OnAfterTargetsFlared.

PLAYERRECCE:OnAfterTargetsSmoked(From, Event, To, Client, Playername, TargetSet)

FSM Function OnAfterTargetsSmoked.

PLAYERRECCE.OnStation

PLAYERRECCE.PathToGoogleKey

PLAYERRECCE.PathToSRS

PLAYERRECCE.PlayerSet

PLAYERRECCE.Port

PLAYERRECCE.RPMarker

PLAYERRECCE.RPName

PLAYERRECCE.ReferencePoint

PLAYERRECCE.SRS

PLAYERRECCE.SRSQueue

PLAYERRECCE:SetAttackSet(AttackSet)

[User] Set a set of clients which will receive target reports

PLAYERRECCE:SetCallSignOptions(ShortCallsign, Keepnumber, CallsignTranslations)

[User] Set callsign options for TTS output.

PLAYERRECCE:SetLaserCodes(LaserCodes)

[User] Set a table of possible laser codes.

PLAYERRECCE:SetMenuName(Name)

[User] Set the top menu name to a custom string.

PLAYERRECCE:SetPlayerTaskController(Controller)

[User] Set PlayerTaskController.

PLAYERRECCE:SetReferencePoint(Coordinate, Name)

[User] Set a reference point coordinate for A2G Operations.

PLAYERRECCE:SetSRS(Frequency, Modulation, PathToSRS, Gender, Culture, Port, Voice, Volume, PathToGoogleKey)

[User] Set SRS TTS details - see Sound.SRS for details

PLAYERRECCE:SetTransmitOnlyWithPlayers(Switch)

[User] For SRS - Switch to only transmit if there are players on the server.

PLAYERRECCE.ShortCallsign

PLAYERRECCE.SmokeColor

PLAYERRECCE.SmokeOwn

PLAYERRECCE:Start()

Triggers the FSM event "Start".

PLAYERRECCE.TForget

PLAYERRECCE.TargetCache

PLAYERRECCE.TransmitOnlyWithPlayers

PLAYERRECCE.UnitLaserCodes

PLAYERRECCE.UseController

PLAYERRECCE.UseSRS

PLAYERRECCE.ViewZone

PLAYERRECCE.ViewZoneLaser

PLAYERRECCE.ViewZoneVisual

PLAYERRECCE.Voice

PLAYERRECCE.Volume

PLAYERRECCE:_BuildMenus(Client)

[Internal] Build Menus

PLAYERRECCE:_CameraOn(client, playername)

[Internal] Check Gazelle camera in on

PLAYERRECCE:_CheckNewTargets(targetset, client, playername)

[Internal]

PLAYERRECCE:_CleanupTargetCache()

[Internal]

PLAYERRECCE:_EventHandler(EventData)

[Internal] Event handling

PLAYERRECCE:_FlareTargets(client, group, playername)

[Internal]

PLAYERRECCE:_GetActualMaxLOSight(unit, vheading, vnod, vivoff)

[Internal] Get the max line of sight based on unit head and camera nod via trigonometry.

PLAYERRECCE:_GetClockDirection(unit, target)

(Internal) Function to determine clockwise direction to target.

PLAYERRECCE:_GetGazelleVivianneSight(Gazelle)

[Internal] Get the view parameters from a Gazelle camera

PLAYERRECCE:_GetHVTTarget(targetset)

[Internal]

PLAYERRECCE:_GetKnownTargets(client)

[Internal]

PLAYERRECCE:_GetTargetSet(unit, camera, laser)

[Internal]

PLAYERRECCE:_GetTextForSpeech(text)

[Internal] Get text for text-to-speech.

PLAYERRECCE:_GetViewZone(unit, vheading, minview, maxview, angle, camon, laser)

[Internal] Build a ZONE_POLYGON from a given viewport of a unit

PLAYERRECCE:_IlluTargets(client, group, playername)

[Internal]

PLAYERRECCE:_LaseTarget(client, targetset)

[Internal]

PLAYERRECCE:_ReportLaserTargets(client, group, playername)

[Internal]

PLAYERRECCE:_ReportVisualTargets(client, group, playername)

[Internal]

PLAYERRECCE:_SetClientLaserCode(client, group, playername, code)

[Internal]

PLAYERRECCE:_SmokeTargets(client, group, playername)

[Internal]

PLAYERRECCE:_SwitchLasing(client, group, playername)

[Internal]

PLAYERRECCE:_SwitchLasingDist(client, group, playername, mindist, maxdist)

[Internal]

PLAYERRECCE:_SwitchOnStation(client, group, playername)

[Internal]

PLAYERRECCE:_SwitchSmoke(client, group, playername)

[Internal]

PLAYERRECCE:_UploadTargets(client, group, playername)

[Internal]

PLAYERRECCE:_WIP(client, group, playername)

[Internal]

PLAYERRECCE:__Start(delay)

Triggers the FSM event "Start" after a delay.

PLAYERRECCE:__Stop(delay)

Triggers the FSM event "Stop" after a delay.

PLAYERRECCE.debug

PLAYERRECCE.lasingtime

PLAYERRECCE.lid

Class id string for output to DCS log file.

PLAYERRECCE.minthreatlevel

PLAYERRECCE:onafterIllumination(From, Event, To, Client, Playername, TargetSet)

[Internal] Targets Illuminated

PLAYERRECCE:onafterRecceOffStation(From, Event, To, Client, Playername)

[Internal] Recce off station

PLAYERRECCE:onafterRecceOnStation(From, Event, To, Client, Playername)

[Internal] Recce on station

PLAYERRECCE:onafterShack(From, Event, To, Client, Target)

[Internal] Lased target destroyed

PLAYERRECCE:onafterStatus(From, Event, To)

[Internal] Status Loop

PLAYERRECCE:onafterStop(From, Event, To)

[Internal] Stop

PLAYERRECCE:onafterTargetDetected(From, Event, To, Targetsbyclock, Client, Playername)

[Internal] Target Detected

PLAYERRECCE:onafterTargetLOSLost(From, Event, To, Client, Target)

[Internal] Laser lost LOS

PLAYERRECCE:onafterTargetLasing(From, Event, To, Client, Target, Lasercode, Lasingtime)

[Internal] Target lasing

PLAYERRECCE:onafterTargetReport(From, Event, To, Client, TargetSet, Target, Text)

[Internal] Target report

PLAYERRECCE:onafterTargetReportSent(From, Event, To, Client, Playername, TargetSet)

[Internal] Target data upload

PLAYERRECCE:onafterTargetsFlared(From, Event, To, Client, Playername, TargetSet)

[Internal] Targets Flared

PLAYERRECCE:onafterTargetsSmoked(From, Event, To, Client, Playername, TargetSet)

[Internal] Targets Smoked

PLAYERRECCE.smokeaveragetargetpos

PLAYERRECCE.smokeownposition

PLAYERRECCE.timestamp

PLAYERRECCE.verbose

Switch verbosity.

PLAYERRECCE.version

Fields and Methods inherited from FSM Description

PLAYERRECCE:AddEndState(State)

Adds an End state.

PLAYERRECCE: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.

PLAYERRECCE:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

PLAYERRECCE:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

PLAYERRECCE.CallScheduler

PLAYERRECCE.Events

PLAYERRECCE:GetCurrentState()

Get current state.

PLAYERRECCE:GetEndStates()

Returns the End states.

PLAYERRECCE:GetProcess(From, Event)

PLAYERRECCE:GetProcesses()

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

PLAYERRECCE:GetScores()

Returns a table with the scores defined.

PLAYERRECCE:GetStartState()

Returns the start state of the FSM.

PLAYERRECCE:GetState()

Get current state.

PLAYERRECCE:GetSubs()

Returns a table with the Subs defined.

PLAYERRECCE:GetTransitions()

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

PLAYERRECCE:Is(State)

Check if FSM is in state.

PLAYERRECCE:LoadCallBacks(CallBackTable)

Load call backs.

PLAYERRECCE:New()

Creates a new FSM object.

PLAYERRECCE.Scores

PLAYERRECCE:SetProcess(From, Event, Fsm)

PLAYERRECCE:SetStartState(State)

Sets the start state of the FSM.

PLAYERRECCE._EndStates

PLAYERRECCE._EventSchedules

PLAYERRECCE._Processes

PLAYERRECCE._Scores

PLAYERRECCE._StartState

PLAYERRECCE._Transitions

PLAYERRECCE:_add_to_map(Map, Event)

Add to map.

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

Call handler.

PLAYERRECCE:_create_transition(EventName)

Create transition.

PLAYERRECCE:_delayed_transition(EventName)

Delayed transition.

PLAYERRECCE:_eventmap(Events, EventStructure)

Event map.

PLAYERRECCE:_gosub(ParentFrom, ParentEvent)

Go sub.

PLAYERRECCE:_handler(EventName, ...)

Handler.

PLAYERRECCE:_isendstate(Current)

Is end state.

PLAYERRECCE:_submap(subs, sub, name)

Sub maps.

PLAYERRECCE:can(e)

Check if can do an event.

PLAYERRECCE:cannot(e)

Check if cannot do an event.

PLAYERRECCE.current

PLAYERRECCE.endstates

PLAYERRECCE:is(State, state)

Check if FSM is in state.

PLAYERRECCE.options

PLAYERRECCE.subs

Field(s)

#string Cameraheight.typename

Unit type name

Function(s)

Field(s)

#boolean CanLase.Ka-50
#boolean CanLase.Ka-50_3
#boolean CanLase.SA342L
#boolean CanLase.SA342M
#string CanLase.typename

Unit type name

Function(s)

PLAYERRECCE class.

Field(s)

#string PLAYERRECCE.ClassName

Name of the class.

#string PLAYERRECCE.lid

Class id string for output to DCS log file.

#boolean PLAYERRECCE.verbose

Switch verbosity.

Function(s)

[User] Disable smoking of average target positions, instead of all targets visible.

Default is - smoke all positions.

Defined in:

PLAYERRECCE

Return value:

[User] Disable smoking of own position

Defined in:

PLAYERRECCE

Return value:

[User] Enable smoking of average target positions, instead of all targets visible.

Loses smoke per threatlevel -- each is med threat. Default is - smoke all positions.

Defined in:

PLAYERRECCE

Return value:

self

[User] Enable smoking of own position

Defined in:

PLAYERRECCE

Return value:

self

Create and run a new PlayerRecce instance.

Defined in:

PLAYERRECCE

Parameters:

#string Name

The name of this instance

#number Coalition

e.g. coalition.side.BLUE

The set of pilots working as recce

Return value:

self

FSM Function OnAfterIllumination.

Illumination rocket shot.

Defined in:

PLAYERRECCE

Parameters:

#string From

State.

#string Event

Trigger.

#string To

State.

#string Playername

Core.Set#SET_UNIT TargetSet

Return value:

self

FSM Function OnAfterRecceOffStation.

Recce went off duty.

Defined in:

PLAYERRECCE

Parameters:

#string From

State.

#string Event

Trigger.

#string To

State.

#string Playername

Return value:

self

FSM Function OnAfterRecceOnStation.

Recce came on station.

Defined in:

PLAYERRECCE

Parameters:

#string From

State.

#string Event

Trigger.

#string To

State.

#string Playername

Return value:

self

FSM Function OnAfterShack.

Lased target has been destroyed.

Defined in:

PLAYERRECCE

Parameters:

#string From

State.

#string Event

Trigger.

#string To

State.

The destroyed target (if obtainable)

Return value:

self

FSM Function OnAfterTargetDetected.

Targets detected.

Defined in:

PLAYERRECCE

Parameters:

#string From

State.

#string Event

Trigger.

#string To

State.

#table Targetsbyclock

table with index 1..12 containing a #table of Wrapper.Unit#UNIT objects each.

#string Playername

Return value:

self

FSM Function OnAfterTargetLOSLost.

Lost LOS on lased target.

Defined in:

PLAYERRECCE

Parameters:

#string From

State.

#string Event

Trigger.

#string To

State.

Return value:

self

FSM Function OnAfterTargetLasing.

Lasing a new target.

Defined in:

PLAYERRECCE

Parameters:

#string From

State.

#string Event

Trigger.

#string To

State.

#number Lasercode

#number Lasingtime

Return value:

self

FSM Function OnAfterTargetReport.

Laser target report sent.

Defined in:

PLAYERRECCE

Parameters:

#string From

State.

#string Event

Trigger.

#string To

State.

Core.Set#SET_UNIT TargetSet

Target currently lased

#string Text

Return value:

self

FSM Function OnAfterTargetReportSent.

All targets report sent.

Defined in:

PLAYERRECCE

Parameters:

#string From

State.

#string Event

Trigger.

#string To

State.

Client sending the report

#string Playername

Player name

Core.Set#SET_UNIT TargetSet

Set of targets

Return value:

self

FSM Function OnAfterTargetsFlared.

Flares shot.

Defined in:

PLAYERRECCE

Parameters:

#string From

State.

#string Event

Trigger.

#string To

State.

#string Playername

Core.Set#SET_UNIT TargetSet

Return value:

self

FSM Function OnAfterTargetsSmoked.

Smoke grenade shot.

Defined in:

PLAYERRECCE

Parameters:

#string From

State.

#string Event

Trigger.

#string To

State.

#string Playername

Core.Set#SET_UNIT TargetSet

Return value:

self

[User] Set a set of clients which will receive target reports

Defined in:

PLAYERRECCE

Parameter:

Return value:

[User] Set callsign options for TTS output.

See Wrapper.Group#GROUP.GetCustomCallSign() on how to set customized callsigns.

Defined in:

PLAYERRECCE

Parameters:

#boolean ShortCallsign

If true, only call out the major flight number

#boolean Keepnumber

If true, keep the customized callsign in the #GROUP name for players as-is, no amendments or numbers.

#table CallsignTranslations

(optional) Table to translate between DCS standard callsigns and bespoke ones. Does not apply if using customized callsigns from playername or group name.

Return value:

self

[User] Set a table of possible laser codes.

Each new RECCE can select a code from this table, default is { 1688, 1130, 4785, 6547, 1465, 4578 }.

Defined in:

PLAYERRECCE

Parameter:

#list<#number> LaserCodes

Return value:

[User] Set the top menu name to a custom string.

Defined in:

PLAYERRECCE

Parameter:

#string Name

The name to use as the top menu designation.

Return value:

self

[User] Set PlayerTaskController.

Allows to upload target reports to the controller, in turn creating tasks for other players.

Defined in:

PLAYERRECCE

Parameter:

Return value:

[User] Set a reference point coordinate for A2G Operations.

Will be used in coordinate references.

Defined in:

PLAYERRECCE

Parameters:

Coordinate of the RP

#string Name

Name of the RP

Return value:

[User] Set SRS TTS details - see Sound.SRS for details

Defined in:

PLAYERRECCE

Parameters:

#number Frequency

Frequency to be used. Can also be given as a table of multiple frequencies, e.g. 271 or {127,251}. There needs to be exactly the same number of modulations!

#number Modulation

Modulation to be used. Can also be given as a table of multiple modulations, e.g. radio.modulation.AM or {radio.modulation.FM,radio.modulation.AM}. There needs to be exactly the same number of frequencies!

#string PathToSRS

Defaults to "C:\Program Files\DCS-SimpleRadio-Standalone"

#string Gender

(Optional) Defaults to "male"

#string Culture

(Optional) Defaults to "en-US"

#number Port

(Optional) Defaults to 5002

#string Voice

(Optional) Use a specifc voice with the Sound.SRS#SetVoice function, e.g, :SetVoice("Microsoft Hedda Desktop"). Note that this must be installed on your windows system. Can also be Google voice types, if you are using Google TTS.

#number Volume

(Optional) Volume - between 0.0 (silent) and 1.0 (loudest)

#string PathToGoogleKey

(Optional) Path to your google key if you want to use google TTS

Return value:

self

[User] For SRS - Switch to only transmit if there are players on the server.

Defined in:

PLAYERRECCE

Parameter:

#boolean Switch

If true, only send SRS if there are alive Players.

Return value:

self

Triggers the FSM event "Start".

Starts the PLAYERRECCE. Note: Start() is called automatically after New().

Defined in:

PLAYERRECCE

[Internal] Build Menus

Defined in:

PLAYERRECCE

Parameter:

(optional) Client object

Return value:

self

[Internal] Check Gazelle camera in on

Defined in:

PLAYERRECCE

Parameters:

#string playername

Return value:

#boolean:

OnOff

[Internal]

Defined in:

PLAYERRECCE

Parameters:

Core.Set#SET_UNIT targetset

#string playername

Return value:

self

[Internal]

Defined in:

PLAYERRECCE

Return value:

self

[Internal] Event handling

Defined in:

PLAYERRECCE

Parameter:

Return value:

self

[Internal]

Defined in:

PLAYERRECCE

Parameters:

#string playername

Return value:

self

[Internal] Get the max line of sight based on unit head and camera nod via trigonometry.

Returns 0 if camera is off.

Defined in:

PLAYERRECCE

Parameters:

The unit which LOS we want

#number vheading

Heading where the unit or camera is looking

#number vnod

Nod down in degrees

#boolean vivoff

Camera on or off

Return value:

#number:

maxview Max view distance in meters

(Internal) Function to determine clockwise direction to target.

Defined in:

PLAYERRECCE

Parameters:

The Helicopter

The downed Group

Return value:

#number:

direction

[Internal] Get the view parameters from a Gazelle camera

Defined in:

PLAYERRECCE

Parameter:

Return values:

#number:

cameraheading in degrees.

#number:

cameranodding in degrees.

#number:

maxview in meters.

#boolean:

cameraison If true, camera is on, else off.

[Internal]

Defined in:

PLAYERRECCE

Parameter:

Core.Set#SET_UNIT targetset

Set of targets, can be empty!

Return value:

Target or nil

[Internal]

Defined in:

PLAYERRECCE

Parameter:

Return values:

Set of targets, can be empty!

#number:

count Count of targets

[Internal]

Defined in:

PLAYERRECCE

Parameters:

The FACA unit

#boolean camera

If true, use the unit's camera for targets in sight

#laser laser

Use laser zone

Return values:

Set of targets, can be empty!

#number:

count Count of targets

[Internal] Get text for text-to-speech.

Numbers are spaced out, e.g. "Heading 180" becomes "Heading 1 8 0 ".

Defined in:

PLAYERRECCE

Parameter:

#string text

Original text.

Return value:

#string:

Spoken text.

[Internal] Build a ZONE_POLYGON from a given viewport of a unit

Defined in:

PLAYERRECCE

Parameters:

The unit which is looking

#number vheading

Heading where the unit or camera is looking

#number minview

Min line of sight - for lasing

#number maxview

Max line of sight

#number angle

Angle left/right to be added to heading to form a triangle

#boolean camon

Camera is switched on

#boolean laser

Zone is for lasing

Return value:

ViewZone or nil if camera is off

[Internal]

Defined in:

PLAYERRECCE

Parameters:

#string playername

Return value:

self

[Internal]

Defined in:

PLAYERRECCE

Parameters:

The FACA unit

Core.Set#SET_UNIT targetset

Set of targets, can be empty!

Return value:

self

[Internal]

Defined in:

PLAYERRECCE

Parameters:

#string playername

Return value:

self

[Internal]

Defined in:

PLAYERRECCE

Parameters:

#string playername

Return value:

self

[Internal]

Defined in:

PLAYERRECCE

Parameters:

#string playername

code

Return value:

self

[Internal]

Defined in:

PLAYERRECCE

Parameters:

#string playername

Return value:

self

[Internal]

Defined in:

PLAYERRECCE

Parameters:

#string playername

Return value:

self

[Internal]

Defined in:

PLAYERRECCE

Parameters:

#string playername

#number mindist

#number maxdist

Return value:

self

[Internal]

Defined in:

PLAYERRECCE

Parameters:

#string playername

Return value:

self

[Internal]

Defined in:

PLAYERRECCE

Parameters:

#string playername

Return value:

self

[Internal]

Defined in:

PLAYERRECCE

Parameters:

#string playername

Return value:

self

[Internal]

Defined in:

PLAYERRECCE

Parameters:

#string playername

Return value:

self

Triggers the FSM event "Start" after a delay.

Starts the PLAYERRECCE. Note: Start() is called automatically after New().

Defined in:

PLAYERRECCE

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Stop" after a delay.

Stops the PLAYERRECCE and all its event handlers.

Defined in:

PLAYERRECCE

Parameter:

#number delay

Delay in seconds.

[Internal] Targets Illuminated

Defined in:

PLAYERRECCE

Parameters:

#string From

#string Event

#string To

#string Playername

Core.Set#SET_UNIT TargetSet

Return value:

self

[Internal] Recce off station

Defined in:

PLAYERRECCE

Parameters:

#string From

#string Event

#string To

#string Playername

Return value:

self

[Internal] Recce on station

Defined in:

PLAYERRECCE

Parameters:

#string From

#string Event

#string To

#string Playername

Return value:

self

[Internal] Lased target destroyed

Defined in:

PLAYERRECCE

Parameters:

#string From

#string Event

#string To

Return value:

self

[Internal] Status Loop

Defined in:

PLAYERRECCE

Parameters:

#string From

#string Event

#string To

Return value:

self

[Internal] Stop

Defined in:

PLAYERRECCE

Parameters:

#string From

#string Event

#string To

Return value:

self

[Internal] Target Detected

Defined in:

PLAYERRECCE

Parameters:

#string From

#string Event

#string To

#table Targetsbyclock

#table with index 1..12 containing a #table of Wrapper.Unit#UNIT objects each.

#string Playername

Return value:

self

[Internal] Laser lost LOS

Defined in:

PLAYERRECCE

Parameters:

#string From

#string Event

#string To

Return value:

self

[Internal] Target lasing

Defined in:

PLAYERRECCE

Parameters:

#string From

#string Event

#string To

#number Lasercode

#number Lasingtime

Return value:

self

[Internal] Target report

Defined in:

PLAYERRECCE

Parameters:

#string From

#string Event

#string To

Core.Set#SET_UNIT TargetSet

#string Text

Return value:

self

[Internal] Target data upload

Defined in:

PLAYERRECCE

Parameters:

#string From

#string Event

#string To

Client sending the report

#string Playername

Player name

Core.Set#SET_UNIT TargetSet

Set of targets

Return value:

self

[Internal] Targets Flared

Defined in:

PLAYERRECCE

Parameters:

#string From

#string Event

#string To

#string Playername

Core.Set#SET_UNIT TargetSet

Return value:

self

[Internal] Targets Smoked

Defined in:

PLAYERRECCE

Parameters:

#string From

#string Event

#string To

#string Playername

Core.Set#SET_UNIT TargetSet

Return value:

self

Field(s)

#string PLAYERRECCE.ClassName

Name of the class.

#string PLAYERRECCE.lid

Class id string for output to DCS log file.

#boolean PLAYERRECCE.verbose

Switch verbosity.

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.