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Module Ops.Squadron

Ops - Airwing Squadron.

Main Features:

  • Set parameters like livery, skill valid for all squadron members.
  • Define modex and callsigns.
  • Define mission types, this squadron can perform (see Ops.Auftrag#AUFTRAG).
  • Pause/unpause squadron operations.

Author: funkyfranky

Global(s)

Global SQUADRON

It is unbelievable what a squadron of twelve aircraft did to tip the balance. -- Adolf Galland


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The SQUADRON Concept

A SQUADRON is essential part of an AIRWING and consists of one type of aircraft.

#SQUADRON SQUADRON

It is unbelievable what a squadron of twelve aircraft did to tip the balance. -- Adolf Galland


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The SQUADRON Concept

A SQUADRON is essential part of an AIRWING and consists of one type of aircraft.

Type(s)

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

SQUADRON:AddAsset(Asset)

Add airwing asset to squadron.

SQUADRON:AddMissonCapability(MissionTypes, Performance)

Set mission types this squadron is able to perform.

SQUADRON:CanMission(Mission)

Check if there is a squadron that can execute a given mission.

SQUADRON:CheckMissionCapability(MissionType, Capabilities)

Check if a mission type is contained in a list of possible capabilities.

SQUADRON:CheckMissionType(MissionType, PossibleTypes)

Checks if a mission type is contained in a table of possible types.

SQUADRON.ClassName

Name of the class.

SQUADRON:CountAssetsInStock()

Get assets for a mission.

SQUADRON.Debug

Debug mode. Messages to all about status.

SQUADRON:DelAsset(Asset)

Remove airwing asset from squadron.

SQUADRON:GetCallsign(Asset)

Create a callsign for the asset.

SQUADRON:GetMissionCapabilities()

Get mission capabilities of this squadron.

SQUADRON:GetMissionPeformance(MissionType)

Get mission performance for a given type of misson.

SQUADRON:GetMissionTypes()

Get mission types this squadron is able to perform.

SQUADRON:GetModex(Asset)

Create a modex for the asset.

SQUADRON:GetRadio()

Get radio frequency and modulation.

SQUADRON:GetTACAN(Asset)

Get an unused TACAN channel.

SQUADRON:IsOnDuty()

Check if squadron is "OnDuty".

SQUADRON:IsPaused()

Check if squadron is "Paused".

SQUADRON:IsStopped()

Check if squadron is "Stopped".

SQUADRON:New(TemplateGroupName, Ngroups, SquadronName)

Create a new SQUADRON object and start the FSM.

SQUADRON.Ngroups

Number of asset flight groups this squadron has.

SQUADRON:RecruitAssets(Mission)

Get assets for a mission.

SQUADRON:ReturnTACAN(channel)

"Return" a used TACAN channel.

SQUADRON:SetAirwing(Airwing)

Set airwing.

SQUADRON:SetCallsign(Callsign, Index)

Set call sign.

SQUADRON:SetEngagementRange(EngageRange)

Set max engagement range.

SQUADRON:SetLivery(LiveryName)

Set livery painted on all squadron aircraft.

SQUADRON:SetModex(Modex, Prefix, Suffix)

Set modex.

SQUADRON:SetRadio(Frequency, Modulation)

Set radio frequency and modulation the squad uses.

SQUADRON:SetSkill(Skill)

Set skill level of all squadron team members.

SQUADRON:Start()

Triggers the FSM event "Start".

SQUADRON:Status()

Triggers the FSM event "Status".

SQUADRON.TACANmax

TACAN max channel.

SQUADRON.TACANmin

TACAN min channel.

SQUADRON.TACANused

Table of used TACAN channels.

SQUADRON:_CheckAssetStatus()

Check asset status.

SQUADRON:__Start(delay)

Triggers the FSM event "Start" after a delay.

SQUADRON:__Status(delay)

Triggers the FSM event "Status" after a delay.

SQUADRON:__Stop(delay)

Triggers the FSM event "Stop" after a delay.

SQUADRON.aircrafttype

Type of the airframe the squadron is using.

SQUADRON.airwing

The AIRWING object the squadron belongs to.

SQUADRON.assets

Squadron assets.

SQUADRON.attribute

Generalized attribute of the squadron template group.

SQUADRON.callsignIndex

SQUADRON.callsignName

Callsign name.

SQUADRON.callsigncounter

Counter to increase callsign names for new assets.

SQUADRON.engageRange

Engagement range in meters.

SQUADRON.lid

Class id string for output to DCS log file.

SQUADRON.livery

Livery of the squadron.

SQUADRON.missiontypes

Capabilities (mission types and performances) of the squadron.

SQUADRON.modex

Modex.

SQUADRON.modexPrefix

SQUADRON.modexSuffix

SQUADRON.modexcounter

Counter to incease modex number for assets.

SQUADRON.name

Name of the squadron.

SQUADRON:onafterStart(From, Event, To)

On after Start event.

SQUADRON:onafterStatus(From, Event, To)

On after "Status" event.

SQUADRON:onafterStop(From, Event, To)

On after "Stop" event.

SQUADRON.radioFreq

Radio frequency in MHz the squad uses.

SQUADRON.radioModu

Radio modulation the squad uses.

SQUADRON.refuelSystem

For refuelable squads, the refuel system used (boom=0 or probpe=1). Default nil.

SQUADRON.skill

Skill of squadron members.

SQUADRON.tankerSystem

For tanker squads, the refuel system used (boom=0 or probpe=1). Default nil.

SQUADRON.templategroup

Template group.

SQUADRON.templatename

Name of the template group.

SQUADRON.version

SQUADRON class version.

Fields and Methods inherited from FSM Description

SQUADRON:AddEndState(State)

Adds an End state.

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

Set the default Process template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

SQUADRON:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

SQUADRON:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

SQUADRON.CallScheduler

SQUADRON.Events

SQUADRON:GetCurrentState()

SQUADRON:GetEndStates()

Returns the End states.

SQUADRON:GetProcess(From, Event)

SQUADRON:GetProcesses()

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

SQUADRON:GetScores()

Returns a table with the scores defined.

SQUADRON:GetStartState()

Returns the start state of the FSM.

SQUADRON:GetState()

SQUADRON:GetSubs()

Returns a table with the Subs defined.

SQUADRON:GetTransitions()

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

SQUADRON:Is(State)

SQUADRON:LoadCallBacks(CallBackTable)

SQUADRON:New()

Creates a new FSM object.

SQUADRON.Scores

SQUADRON:SetProcess(From, Event, Fsm)

SQUADRON:SetStartState(State)

Sets the start state of the FSM.

SQUADRON._EndStates

SQUADRON._EventSchedules

SQUADRON._Processes

SQUADRON._Scores

SQUADRON._StartState

SQUADRON._Transitions

SQUADRON:_add_to_map(Map, Event)

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

SQUADRON:_create_transition(EventName)

SQUADRON:_delayed_transition(EventName)

SQUADRON:_eventmap(Events, EventStructure)

SQUADRON:_gosub(ParentFrom, ParentEvent)

SQUADRON:_handler(EventName, ...)

SQUADRON:_isendstate(Current)

SQUADRON:_submap(subs, sub, name)

SQUADRON:can(e)

SQUADRON:cannot(e)

SQUADRON.current

SQUADRON.endstates

SQUADRON:is(state)

SQUADRON.options

SQUADRON.subs

Fields and Methods inherited from BASE Description

SQUADRON.ClassID

The ID number of the class.

SQUADRON.ClassName

The name of the class.

SQUADRON.ClassNameAndID

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

SQUADRON:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

SQUADRON:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

SQUADRON:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

SQUADRON:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

SQUADRON:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

SQUADRON:E(Arguments)

Log an exception which will be traced always.

SQUADRON:EventDispatcher()

Returns the event dispatcher

SQUADRON:EventRemoveAll()

Remove all subscribed events

SQUADRON:F(Arguments)

Trace a function call.

SQUADRON:F2(Arguments)

Trace a function call level 2.

SQUADRON:F3(Arguments)

Trace a function call level 3.

SQUADRON:GetClassID()

Get the ClassID of the class instance.

SQUADRON:GetClassName()

Get the ClassName of the class instance.

SQUADRON:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

SQUADRON:GetEventPriority()

Get the Class Event processing Priority.

SQUADRON:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

SQUADRON:GetState(Object, Key)

Get a Value given a Key from the Object.

SQUADRON:HandleEvent(Event, EventFunction)

Subscribe to a DCS Event.

SQUADRON:I(Arguments)

Log an information which will be traced always.

SQUADRON:Inherit(Child, Parent)

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

SQUADRON:IsInstanceOf(ClassName)

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

SQUADRON:IsTrace()

Enquires if tracing is on (for the class).

SQUADRON:New()

BASE constructor.

SQUADRON:OnEvent(EventData)

Occurs when an object is completely destroyed.

SQUADRON:OnEventBaseCaptured(EventData)

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

SQUADRON:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

SQUADRON:OnEventCrash(EventData)

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

SQUADRON:OnEventDead(EventData)

Occurs when an object is dead.

SQUADRON:OnEventDetailedFailure(EventData)

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

SQUADRON:OnEventEjection(EventData)

Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected

SQUADRON:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

SQUADRON:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

SQUADRON:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

SQUADRON:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

SQUADRON:OnEventKill(EventData)

Occurs on the death of a unit.

SQUADRON:OnEventLand(EventData)

Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on.

SQUADRON:OnEventLandingAfterEjection(EventData)

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

SQUADRON:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

SQUADRON:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

SQUADRON:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

SQUADRON:OnEventMissionEnd(EventData)

Occurs when a mission ends

SQUADRON:OnEventMissionStart(EventData)

Occurs when a mission starts

SQUADRON:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

SQUADRON:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

SQUADRON:OnEventPlayerLeaveUnit(EventData)

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

SQUADRON:OnEventRefueling(EventData)

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

SQUADRON:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

SQUADRON:OnEventScore(EventData)

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

SQUADRON:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

SQUADRON:OnEventShootingStart(EventData)

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

SQUADRON:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

SQUADRON:OnEventTakeoff(EventData)

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

SQUADRON:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

SQUADRON:ScheduleStop(SchedulerFunction)

Stops the Schedule.

SQUADRON.Scheduler

SQUADRON:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

SQUADRON:SetState(Object, Key, Value)

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

SQUADRON:T(Arguments)

Trace a function logic level 1.

SQUADRON:T2(Arguments)

Trace a function logic level 2.

SQUADRON:T3(Arguments)

Trace a function logic level 3.

SQUADRON:TraceAll(TraceAll)

Trace all methods in MOOSE

SQUADRON:TraceClass(Class)

Set tracing for a class

SQUADRON:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

SQUADRON:TraceLevel(Level)

Set trace level

SQUADRON:TraceOff()

Set trace off.

SQUADRON:TraceOn()

Set trace on.

SQUADRON: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.

SQUADRON:UnHandleEvent(Event)

UnSubscribe to a DCS event.

SQUADRON._

SQUADRON:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

SQUADRON:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

SQUADRON.__

SQUADRON:onEvent(event)

SQUADRON class.

Field(s)

#string SQUADRON.ClassName

Name of the class.

#boolean SQUADRON.Debug

Debug mode. Messages to all about status.

#number SQUADRON.Ngroups

Number of asset flight groups this squadron has.

#number SQUADRON.TACANmax

TACAN max channel.

#number SQUADRON.TACANmin

TACAN min channel.

#table SQUADRON.TACANused

Table of used TACAN channels.

#string SQUADRON.aircrafttype

Type of the airframe the squadron is using.

Ops.AirWing#AIRWING SQUADRON.airwing

The AIRWING object the squadron belongs to.

#table SQUADRON.assets

Squadron assets.

#string SQUADRON.attribute

Generalized attribute of the squadron template group.

#string SQUADRON.callsignName

Callsign name.

#number SQUADRON.callsigncounter

Counter to increase callsign names for new assets.

#number SQUADRON.engageRange

Engagement range in meters.

#string SQUADRON.lid

Class id string for output to DCS log file.

#string SQUADRON.livery

Livery of the squadron.

#table SQUADRON.missiontypes

Capabilities (mission types and performances) of the squadron.

#number SQUADRON.modex

Modex.

#number SQUADRON.modexcounter

Counter to incease modex number for assets.

#string SQUADRON.name

Name of the squadron.

#number SQUADRON.radioFreq

Radio frequency in MHz the squad uses.

#number SQUADRON.radioModu

Radio modulation the squad uses.

#number SQUADRON.refuelSystem

For refuelable squads, the refuel system used (boom=0 or probpe=1). Default nil.

#number SQUADRON.skill

Skill of squadron members.

#number SQUADRON.tankerSystem

For tanker squads, the refuel system used (boom=0 or probpe=1). Default nil.

#string SQUADRON.templatename

Name of the template group.

#string SQUADRON.version

SQUADRON class version.

Function(s)

Add airwing asset to squadron.

Defined in:

SQUADRON

Parameter:

The airwing asset.

Return value:

self

Set mission types this squadron is able to perform.

Defined in:

SQUADRON

Parameters:

#table MissionTypes

Table of mission types. Can also be passed as a #string if only one type.

#number Performance

Performance describing how good this mission can be performed. Higher is better. Default 50. Max 100.

Return value:

self

Check if there is a squadron that can execute a given mission.

We check the mission type, the refuelling system, engagement range

Defined in:

SQUADRON

Parameter:

The mission.

Return value:

#boolean:

If true, Squadron can do that type of mission.

Check if a mission type is contained in a list of possible capabilities.

Defined in:

SQUADRON

Parameters:

#string MissionType

The requested mission type.

#table Capabilities

A table with possible capabilities.

Return value:

#boolean:

If true, the requested mission type is part of the possible mission types.

Checks if a mission type is contained in a table of possible types.

Defined in:

SQUADRON

Parameters:

#string MissionType

The requested mission type.

#table PossibleTypes

A table with possible mission types.

Return value:

#boolean:

If true, the requested mission type is part of the possible mission types.

Get assets for a mission.

Defined in:

SQUADRON

Return value:

#number:

Assets not spawned.

Remove airwing asset from squadron.

Defined in:

SQUADRON

Parameter:

The airwing asset.

Return value:

self

Create a callsign for the asset.

Defined in:

SQUADRON

Parameter:

The airwing asset.

Return value:

self

Get mission capabilities of this squadron.

Defined in:

SQUADRON

Return value:

#table:

Table of mission capabilities.

Get mission performance for a given type of misson.

Defined in:

SQUADRON

Parameter:

#string MissionType

Type of mission.

Return value:

#number:

Performance or -1.

Get mission types this squadron is able to perform.

Defined in:

SQUADRON

Return value:

#table:

Table of mission types. Could be empty {}.

Create a modex for the asset.

Defined in:

SQUADRON

Parameter:

The airwing asset.

Return value:

self

Get radio frequency and modulation.

Defined in:

SQUADRON

Return values:

#number:

Radio frequency in MHz.

#number:

Radio Modulation (0=AM, 1=FM).

Get an unused TACAN channel.

Defined in:

SQUADRON

Parameter:

The airwing asset.

Return value:

#number:

TACAN channel or nil if no channel is free.

Check if squadron is "OnDuty".

Defined in:

SQUADRON

Return value:

#boolean:

If true, squdron is in state "OnDuty".

Check if squadron is "Paused".

Defined in:

SQUADRON

Return value:

#boolean:

If true, squdron is in state "Paused".

Check if squadron is "Stopped".

Defined in:

SQUADRON

Return value:

#boolean:

If true, squdron is in state "Stopped".

Create a new SQUADRON object and start the FSM.

Defined in:

SQUADRON

Parameters:

#string TemplateGroupName

Name of the template group.

#number Ngroups

Number of asset groups of this squadron. Default 3.

#string SquadronName

Name of the squadron, e.g. "VFA-37".

Return value:

self

Get assets for a mission.

Defined in:

SQUADRON

Parameter:

The mission.

Return value:

#table:

Assets that can do the required mission.

"Return" a used TACAN channel.

Defined in:

SQUADRON

Parameter:

#number channel

The channel that is available again.

Set airwing.

Defined in:

SQUADRON

Parameter:

The airwing.

Return value:

self

Set call sign.

Defined in:

SQUADRON

Parameters:

#number Callsign

Callsign from CALLSIGN.Aircraft, e.g. "Chevy" for CALLSIGN.Aircraft.CHEVY.

#number Index

Callsign index, Chevy-1.

Return value:

self

Set max engagement range.

Defined in:

SQUADRON

Parameter:

#number EngageRange

Engagement range in NM. Default 80 NM.

Return value:

self

Set livery painted on all squadron aircraft.

Note that the livery name in general is different from the name shown in the mission editor.

Valid names are the names of the livery directories. Check out the folder in your DCS installation for:

  • Full modules: DCS World OpenBeta\CoreMods\aircraft\<Aircraft Type>\Liveries\<Aircraft Type>\<Livery Name>
  • AI units: DCS World OpenBeta\Bazar\Liveries\<Aircraft Type>\<Livery Name>

The folder name <Livery Name> is the string you want.

Or personal liveries you have installed somewhere in your saved games folder.

Defined in:

SQUADRON

Parameter:

#string LiveryName

Name of the livery.

Return value:

self

Set modex.

Defined in:

SQUADRON

Parameters:

#number Modex

A number like 100.

#string Prefix

A prefix string, which is put before the Modex number.

#string Suffix

A suffix string, which is put after the Modex number.

Return value:

self

Set radio frequency and modulation the squad uses.

Defined in:

SQUADRON

Parameters:

#number Frequency

Radio frequency in MHz. Default 251 MHz.

#number Modulation

Radio modulation. Default 0=AM.

Return value:

self

Usage:

mysquadron:SetSkill(AI.Skill.EXCELLENT)

Set skill level of all squadron team members.

Defined in:

SQUADRON

Parameter:

#string Skill

Skill of all flights.

Return value:

self

Usage:

mysquadron:SetSkill(AI.Skill.EXCELLENT)

Triggers the FSM event "Start".

Starts the SQUADRON. Initializes parameters and starts event handlers.

Defined in:

SQUADRON

Triggers the FSM event "Status".

Defined in:

SQUADRON

Check asset status.

Defined in:

SQUADRON

Triggers the FSM event "Start" after a delay.

Starts the SQUADRON. Initializes parameters and starts event handlers.

Defined in:

SQUADRON

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Status" after a delay.

Defined in:

SQUADRON

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Stop" after a delay.

Stops the SQUADRON and all its event handlers.

Defined in:

SQUADRON

Parameter:

#number delay

Delay in seconds.

On after Start event.

Starts the FLIGHTGROUP FSM and event handlers.

Defined in:

SQUADRON

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Status" event.

Defined in:

SQUADRON

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Stop" event.

Defined in:

SQUADRON

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Field(s)

#string SQUADRON.ClassName

Name of the class.

#boolean SQUADRON.Debug

Debug mode. Messages to all about status.

#number SQUADRON.Ngroups

Number of asset flight groups this squadron has.

#number SQUADRON.TACANmax

TACAN max channel.

#number SQUADRON.TACANmin

TACAN min channel.

#table SQUADRON.TACANused

Table of used TACAN channels.

#string SQUADRON.aircrafttype

Type of the airframe the squadron is using.

Ops.AirWing#AIRWING SQUADRON.airwing

The AIRWING object the squadron belongs to.

#table SQUADRON.assets

Squadron assets.

#string SQUADRON.attribute

Generalized attribute of the squadron template group.

#string SQUADRON.callsignName

Callsign name.

#number SQUADRON.callsigncounter

Counter to increase callsign names for new assets.

#number SQUADRON.engageRange

Engagement range in meters.

#string SQUADRON.lid

Class id string for output to DCS log file.

#string SQUADRON.livery

Livery of the squadron.

#table SQUADRON.missiontypes

Capabilities (mission types and performances) of the squadron.

#number SQUADRON.modex

Modex.

#number SQUADRON.modexcounter

Counter to incease modex number for assets.

#string SQUADRON.name

Name of the squadron.

#number SQUADRON.radioFreq

Radio frequency in MHz the squad uses.

#number SQUADRON.radioModu

Radio modulation the squad uses.

#number SQUADRON.refuelSystem

For refuelable squads, the refuel system used (boom=0 or probpe=1). Default nil.

#number SQUADRON.skill

Skill of squadron members.

#number SQUADRON.tankerSystem

For tanker squads, the refuel system used (boom=0 or probpe=1). Default nil.

#string SQUADRON.templatename

Name of the template group.

#string SQUADRON.version

SQUADRON class version.

Function(s)

Adds an End state.

Defined in:

Parameter:

State

Set the default 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.

Returns the End states.

Defined in:

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Parameters:

From

Event

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

Defined in:

Return value:

#table:

Returns a table with the scores defined.

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Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Returns a table with the Subs defined.

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

Defined in:

Return value:

#table:

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Parameter:

State

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Parameter:

CallBackTable

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.

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Parameters:

Map

Event

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Parameters:

step

trigger

params

EventName

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Parameter:

EventName

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Parameter:

EventName

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Parameters:

Events

EventStructure

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Parameters:

ParentFrom

ParentEvent

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Parameters:

EventName

...

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Parameter:

Current

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Parameters:

subs

sub

name

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Parameter:

e

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Parameter:

e

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Parameter:

state

Field(s)

#string SQUADRON.ClassName

Name of the class.

#boolean SQUADRON.Debug

Debug mode. Messages to all about status.

#number SQUADRON.Ngroups

Number of asset flight groups this squadron has.

#number SQUADRON.TACANmax

TACAN max channel.

#number SQUADRON.TACANmin

TACAN min channel.

#table SQUADRON.TACANused

Table of used TACAN channels.

#string SQUADRON.aircrafttype

Type of the airframe the squadron is using.

Ops.AirWing#AIRWING SQUADRON.airwing

The AIRWING object the squadron belongs to.

#table SQUADRON.assets

Squadron assets.

#string SQUADRON.attribute

Generalized attribute of the squadron template group.

#string SQUADRON.callsignName

Callsign name.

#number SQUADRON.callsigncounter

Counter to increase callsign names for new assets.

#number SQUADRON.engageRange

Engagement range in meters.

#string SQUADRON.lid

Class id string for output to DCS log file.

#string SQUADRON.livery

Livery of the squadron.

#table SQUADRON.missiontypes

Capabilities (mission types and performances) of the squadron.

#number SQUADRON.modex

Modex.

#number SQUADRON.modexcounter

Counter to incease modex number for assets.

#string SQUADRON.name

Name of the squadron.

#number SQUADRON.radioFreq

Radio frequency in MHz the squad uses.

#number SQUADRON.radioModu

Radio modulation the squad uses.

#number SQUADRON.refuelSystem

For refuelable squads, the refuel system used (boom=0 or probpe=1). Default nil.

#number SQUADRON.skill

Skill of squadron members.

#number SQUADRON.tankerSystem

For tanker squads, the refuel system used (boom=0 or probpe=1). Default nil.

#string SQUADRON.templatename

Name of the template group.

#string SQUADRON.version

SQUADRON class version.

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

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.

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.

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 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 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, nillified 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:

#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 object is completely destroyed.

initiator : The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

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

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.

initiator : The unit that was spawned

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has crashed

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

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.

Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

initiator : The unit that is stopping its engines.

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

initiator : The unit that is starting its engines.

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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.

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.

  • 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 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.

  • 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.

Occurs when a new mark was added.

MarkID: ID of the mark.

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Parameter:

The EventData structure.

Occurs when a mark text was changed.

MarkID: ID of the mark.

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Parameter:

The EventData structure.

Occurs when a mark was removed.

MarkID: ID of the mark.

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Parameter:

The EventData structure.

Occurs when a mission ends

Defined in:

Parameter:

The EventData structure.

Occurs when a mission starts

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. initiator : The unit that the pilot has died in.

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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.

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.

initiator : The unit that is receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

Event will always correspond with a shooting start event. 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. 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.

Defined in:

Parameter:

The EventData structure.

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

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.

Occurs when the game thinks an object is destroyed.

  • 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:

#number:

The ScheduleID 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:

#number:

The ScheduleID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#function SchedulerFunction

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

Set the Class 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 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, nillified 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

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

#string 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:

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

TODO: Complete DCS#Event structure.
- The main event handling function... This function captures all events generated for the class. @param #BASE self @param DCS#Event event

Defined in:

Parameter:

event