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Module Ops.Target

Ops - Target.

Main Features:

  • Manages target, number alive, life points, damage etc.
  • Events when targets are damaged or destroyed
  • Various target objects: UNIT, GROUP, STATIC, SCENERY, AIRBASE, COORDINATE, ZONE, SET_GROUP, SET_UNIT, SET_STATIC, SET_SCENERY, SET_ZONE

Author: funkyfranky

Additions: applevangelist

Global(s)

Global TARGET

It is far more important to be able to hit the target than it is to haggle over who makes a weapon or who pulls a trigger -- Dwight D Eisenhower


The TARGET Concept

Define a target of your mission and monitor its status.

#TARGET TARGET

It is far more important to be able to hit the target than it is to haggle over who makes a weapon or who pulls a trigger -- Dwight D Eisenhower


The TARGET Concept

Define a target of your mission and monitor its status.

Events are triggered when the target is damaged or destroyed.

A target can consist of one or multiple "objects".

Global _TARGETID

Global target ID counter.

#number _TARGETID

Global target ID counter.

Type(s)

TARGET , extends Core.Fsm#FSM
Fields and Methods inherited from TARGET Description

TARGET:AddConditionStart(ConditionFunction, ...)

Add start condition.

TARGET:AddConditionStop(ConditionFunction, ...)

Add stop condition.

TARGET:AddObject(Object)

Create target data from a given object.

TARGET:AddResource(MissionType, Nmin, Nmax, Attributes, Properties)

Add mission type and number of required assets to resource.

TARGET.Category

TARGET.ClassName

Name of the class.

TARGET:CountObjectives(Target, Coalitions)

Count alive objects.

TARGET:CountTargets(Coalitions)

Count alive targets.

TARGET:Damaged()

Triggers the FSM event "Damaged".

TARGET:Dead()

Triggers the FSM event "Dead".

TARGET:Destroyed()

Triggers the FSM event "Destroyed".

TARGET:EvalConditionsAll(Conditions)

Check if all given condition are true.

TARGET:EvalConditionsAny(Conditions)

Check if any of the given conditions is true.

TARGET:GetAverageCoordinate()

Get average coordinate.

TARGET:GetCategory()

Get category.

TARGET:GetCoordinate()

Get coordinate.

TARGET:GetDamage()

Get current damage.

TARGET:GetHeading()

Get heading of target.

TARGET:GetLife()

Get current total life points.

TARGET:GetLife0()

Get target life points.

TARGET:GetName()

Get name.

TARGET:GetObject(RefCoordinate, Coalitions)

Get the first target object alive.

TARGET:GetObjective(RefCoordinate, Coalitions)

Get the first target objective alive.

TARGET:GetTargetByName(ObjectName)

Get a target object by its name.

TARGET:GetTargetCategory(Target)

Get target category.

TARGET:GetTargetCoalition(Target)

Get coalition of target object.

TARGET:GetTargetCoordinate(Target, Average)

Get target coordinate.

TARGET:GetTargetHeading(Target)

Get heading of the target.

TARGET:GetTargetLife(Target)

Get target life points.

TARGET:GetTargetName(Target)

Get target name.

TARGET:GetTargetThreatLevelMax(Target)

Get target threat level

TARGET:GetTargetVec2(Target)

Get target 2D position vector.

TARGET:GetTargetVec3(Target, Average)

Get target 3D position vector.

TARGET:GetThreatLevelMax()

Get threat level.

TARGET:GetVec2()

Get 2D vector.

TARGET:GetVec3()

Get 3D vector.

TARGET:IsAlive()

Check if TARGET is alive.

TARGET:IsCasualty(Name)

Check if something is a a casualty of this TARGET.

TARGET:IsDead()

Check if TARGET is dead.

TARGET:IsDestroyed()

Check if TARGET is destroyed.

TARGET:IsElement(Name)

Check if something is an element of the TARGET.

TARGET:IsTargetAlive(TargetObject)

Check if target object is alive.

TARGET:IsTargetDead(TargetObject)

Check if target object is dead.

TARGET.N0

Number of initial target elements/units.

TARGET.Ndead

Number of target elements/units that are dead (destroyed or despawned).

TARGET.Ndestroyed

Number of target elements/units that were destroyed.

TARGET:New(TargetObject)

Create a new TARGET object and start the FSM.

TARGET.Ntargets0

Number of initial target objects.

TARGET:ObjectDamaged(Target)

Triggers the FSM event "ObjectDamaged".

TARGET:ObjectDead(Target)

Triggers the FSM event "ObjectDead".

TARGET:ObjectDestroyed(Target)

Triggers the FSM event "ObjectDestroyed".

TARGET.ObjectStatus

TARGET.ObjectType

TARGET:OnAfterDamaged(From, Event, To)

On After "Damaged" event.

TARGET:OnAfterDead(From, Event, To)

On After "Dead" event.

TARGET:OnAfterDestroyed(From, Event, To)

On After "Destroyed" event.

TARGET:OnAfterObjectDamaged(From, Event, To, Target)

On After "ObjectDamaged" event.

TARGET:OnAfterObjectDead(From, Event, To, Target)

On After "ObjectDead" event.

TARGET:OnAfterObjectDestroyed(From, Event, To, Target)

On After "ObjectDestroyed" event.

TARGET:OnEventUnitDeadOrLost(EventData)

Event function handling the loss of a unit.

TARGET:SetImportance(Importance)

Set importance of the target.

TARGET:SetPriority(Priority)

Set priority of the target.

TARGET:Start()

Triggers the FSM event "Start".

TARGET:Status()

Triggers the FSM event "Status".

TARGET.TStatus

TARGET:_AddObject(Object)

Create target data from a given object.

TARGET:__Start(delay)

Triggers the FSM event "Start" after a delay.

TARGET:__Status(delay)

Triggers the FSM event "Status" after a delay.

TARGET:__Stop(delay)

Triggers the FSM event "Stop" after a delay.

TARGET.casualties

Table of dead element names.

TARGET.category

Target category (Ground, Air, Sea).

TARGET.conditionStart

Start condition functions.

TARGET.contact

Contact attached to this target.

TARGET.elements

Table of target elements/units.

TARGET.importance

Importance.

TARGET.isDestroyed

If true, target objects were destroyed.

TARGET.lid

Class id string for output to DCS log file.

TARGET.life

Total life points on last status update.

TARGET.life0

Total life points of completely healthy targets.

TARGET.mission

Mission attached to this target.

TARGET.name

TARGET:onafterDamaged(From, Event, To)

On after "Damaged" event.

TARGET:onafterDead(From, Event, To)

On after "Dead" event.

TARGET:onafterDestroyed(From, Event, To)

On after "Destroyed" event.

TARGET:onafterObjectDamaged(From, Event, To, Target)

On after "ObjectDamaged" event.

TARGET:onafterObjectDead(From, Event, To, Target)

On after "ObjectDead" event.

TARGET:onafterObjectDestroyed(From, Event, To, Target)

On after "ObjectDestroyed" event.

TARGET:onafterStart(Group, From, Event, To)

On after Start event.

TARGET:onafterStatus(Group, From, Event, To)

On after "Status" event.

TARGET.operation

Operation this target is part of.

TARGET.prio

Priority.

TARGET.resources

Resource list.

TARGET.targetcounter

Running number to generate target object IDs.

TARGET.targets

Table of target objects.

TARGET.threatlevel0

Initial threat level.

TARGET.uid

Unique ID of the target.

TARGET.verbose

Verbosity level.

TARGET.version

TARGET class version.

Fields and Methods inherited from FSM Description

TARGET:AddEndState(State)

Adds an End state.

TARGET: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.

TARGET:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

TARGET:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

TARGET.CallScheduler

TARGET.Events

TARGET:GetCurrentState()

Get current state.

TARGET:GetEndStates()

Returns the End states.

TARGET:GetProcess(From, Event)

TARGET:GetProcesses()

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

TARGET:GetScores()

Returns a table with the scores defined.

TARGET:GetStartState()

Returns the start state of the FSM.

TARGET:GetState()

Get current state.

TARGET:GetSubs()

Returns a table with the Subs defined.

TARGET:GetTransitions()

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

TARGET:Is(State)

Check if FSM is in state.

TARGET:LoadCallBacks(CallBackTable)

Load call backs.

TARGET:New()

Creates a new FSM object.

TARGET.Scores

TARGET:SetProcess(From, Event, Fsm)

TARGET:SetStartState(State)

Sets the start state of the FSM.

TARGET._EndStates

TARGET._EventSchedules

TARGET._Processes

TARGET._Scores

TARGET._StartState

TARGET._Transitions

TARGET:_add_to_map(Map, Event)

Add to map.

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

Call handler.

TARGET:_create_transition(EventName)

Create transition.

TARGET:_delayed_transition(EventName)

Delayed transition.

TARGET:_eventmap(Events, EventStructure)

Event map.

TARGET:_gosub(ParentFrom, ParentEvent)

Go sub.

TARGET:_handler(EventName, ...)

Handler.

TARGET:_isendstate(Current)

Is end state.

TARGET:_submap(subs, sub, name)

Sub maps.

TARGET:can(e)

Check if can do an event.

TARGET:cannot(e)

Check if cannot do an event.

TARGET.current

TARGET.endstates

TARGET:is(State, state)

Check if FSM is in state.

TARGET.options

TARGET.subs

Fields and Methods inherited from TARGET.Object Description

TARGET.Object.Coordinate

of the target object.

TARGET.Object.ID

Target unique ID.

TARGET.Object.Life

Life points on last status update.

TARGET.Object.Life0

Life points of completely healthy target.

TARGET.Object.N0

Number of initial elements.

TARGET.Object.Name

Target name.

TARGET.Object.Ndead

Number of dead elements.

TARGET.Object.Ndestroyed

Number of destroyed elements.

TARGET.Object.Object

The object, which can be many things, e.g. a UNIT, GROUP, STATIC, SCENERY, AIRBASE or COORDINATE object.

TARGET.Object.Status

Status "Alive" or "Dead".

TARGET.Object.Type

Target type.

Fields and Methods inherited from TARGET.ObjectStatus Description

TARGET.ObjectStatus.ALIVE

Object is alive.

TARGET.ObjectStatus.DAMAGED

Object is damaged.

TARGET.ObjectStatus.DEAD

Object is dead.

Fields and Methods inherited from TARGET.ObjectType Description

TARGET.ObjectType.AIRBASE

Target is an AIRBASE.

TARGET.ObjectType.COORDINATE

Target is a COORDINATE.

TARGET.ObjectType.GROUP

Target is a GROUP object.

TARGET.ObjectType.OPSZONE

Target is an OPSZONE object.

TARGET.ObjectType.SCENERY

Target is a SCENERY object.

TARGET.ObjectType.STATIC

Target is a STATIC object.

TARGET.ObjectType.UNIT

Target is a UNIT object.

TARGET.ObjectType.ZONE

Target is a ZONE object.

Fields and Methods inherited from TARGET.Resource Description

TARGET.Resource.Attributes

Generalized attribute, e.g. {GROUP.Attribute.GROUND_INFANTRY}.

TARGET.Resource.MissionType

Mission type, e.g. AUFTRAG.Type.BAI.

TARGET.Resource.Nmax

Max number of assets.

TARGET.Resource.Nmin

Min number of assets.

TARGET.Resource.Properties

Properties (DCS attributes), e.g. "Attack helicopters" or "Mobile AAA".

TARGET.Resource.mission

Attached mission.

TARGET class.

Field(s)

#string TARGET.ClassName

Name of the class.

#number TARGET.N0

Number of initial target elements/units.

#number TARGET.Ndead

Number of target elements/units that are dead (destroyed or despawned).

#number TARGET.Ndestroyed

Number of target elements/units that were destroyed.

#number TARGET.Ntargets0

Number of initial target objects.

#number TARGET.TStatus
#table TARGET.casualties

Table of dead element names.

#number TARGET.category

Target category (Ground, Air, Sea).

#table TARGET.conditionStart

Start condition functions.

Ops.Intel#INTEL.Contact TARGET.contact

Contact attached to this target.

#table TARGET.elements

Table of target elements/units.

#number TARGET.importance

Importance.

#boolean TARGET.isDestroyed

If true, target objects were destroyed.

#string TARGET.lid

Class id string for output to DCS log file.

#number TARGET.life

Total life points on last status update.

#number TARGET.life0

Total life points of completely healthy targets.

Ops.Auftrag#AUFTRAG TARGET.mission

Mission attached to this target.

Ops.Operation#OPERATION TARGET.operation

Operation this target is part of.

#number TARGET.prio

Priority.

#table TARGET.resources

Resource list.

#number TARGET.targetcounter

Running number to generate target object IDs.

#table TARGET.targets

Table of target objects.

#number TARGET.threatlevel0

Initial threat level.

#number TARGET.uid

Unique ID of the target.

#number TARGET.verbose

Verbosity level.

#string TARGET.version

TARGET class version.

Function(s)

Add start condition.

Defined in:

TARGET

Parameters:

#function ConditionFunction

Function that needs to be true before the mission can be started. Must return a #boolean.

...

Condition function arguments if any.

Return value:

self

Add stop condition.

Defined in:

TARGET

Parameters:

#function ConditionFunction

Function that needs to be true before the mission can be started. Must return a #boolean.

...

Condition function arguments if any.

Return value:

self

Create target data from a given object.

Valid objects are:

  • GROUP
  • UNIT
  • STATIC
  • SCENERY
  • AIRBASE
  • COORDINATE
  • ZONE
  • SET_GROUP
  • SET_UNIT
  • SET_STATIC
  • SET_SCENERY
  • SET_OPSGROUP
  • SET_ZONE
  • SET_OPSZONE

Defined in:

TARGET

Parameter:

The target UNIT, GROUP, STATIC, SCENERY, AIRBASE, COORDINATE, ZONE, SET_GROUP, SET_UNIT, SET_STATIC, SET_SCENERY, SET_ZONE

Add mission type and number of required assets to resource.

Defined in:

TARGET

Parameters:

#string MissionType

Mission Type.

#number Nmin

Min number of required assets.

#number Nmax

Max number of requried assets.

#table Attributes

Generalized attribute(s).

#table Properties

DCS attribute(s). Default nil.

Return value:

The resource table.

Count alive objects.

Defined in:

TARGET

Parameters:

Target objective.

#table Coalitions

(Optional) Only count targets of the given coalition(s).

Return value:

#number:

Number of alive target objects.

Count alive targets.

Defined in:

TARGET

Parameter:

#table Coalitions

(Optional) Only count targets of the given coalition(s).

Return value:

#number:

Number of alive target objects.

Triggers the FSM event "Damaged".

Defined in:

TARGET

Triggers the FSM event "Dead".

Defined in:

TARGET

Triggers the FSM event "Destroyed".

Defined in:

TARGET

Check if all given condition are true.

Defined in:

TARGET

Parameter:

#table Conditions

Table of conditions.

Return value:

#boolean:

If true, all conditions were true. Returns false if at least one condition returned false.

Check if any of the given conditions is true.

Defined in:

TARGET

Parameter:

#table Conditions

Table of conditions.

Return value:

#boolean:

If true, at least one condition is true.

Get average coordinate.

Defined in:

TARGET

Return value:

Coordinate of the target.

Get category.

Defined in:

TARGET

Return value:

#string:

Target category. See TARGET.Category.X, where X=AIRCRAFT, GROUND.

Get coordinate.

Defined in:

TARGET

Return value:

Coordinate of the target.

Get current damage.

Defined in:

TARGET

Return value:

#number:

Damage in percent.

Get heading of target.

Defined in:

TARGET

Return value:

#number:

Heading of the target in degrees.

Get current total life points.

This is the sum of all target objects.

Defined in:

TARGET

Return value:

#number:

Life points of target.

Get target life points.

Defined in:

TARGET

Return value:

#number:

Number of initial life points when mission was planned.

Get name.

Defined in:

TARGET

Return value:

#string:

Name of the target usually the first object.

Get the first target object alive.

Defined in:

TARGET

Parameters:

Core.Point#COORDINATE RefCoordinate

Reference coordinate to determine the closest target objective.

#table Coalitions

(Optional) Only consider targets of the given coalition(s).

Return value:

The target object or nil.

Get the first target objective alive.

Defined in:

TARGET

Parameters:

Core.Point#COORDINATE RefCoordinate

(Optional) Reference coordinate to determine the closest target objective.

#table Coalitions

(Optional) Only consider targets of the given coalition(s).

Return value:

The target objective.

Get a target object by its name.

Defined in:

TARGET

Parameter:

#string ObjectName

Object name.

Return value:

The target object table or nil.

Get target category.

Defined in:

TARGET

Parameter:

Target object.

Return value:

Target category.

Get coalition of target object.

If an object has no coalition (e.g. a coordinate) it is returned as neutral.

Defined in:

TARGET

Parameter:

Target object.

Return value:

#number:

Coalition number.

Get target coordinate.

Defined in:

TARGET

Parameters:

Target object.

#boolean Average

Return value:

Coordinate of the target.

Get heading of the target.

Defined in:

TARGET

Parameter:

Target object.

Return value:

#number:

Heading in degrees.

Get target life points.

Defined in:

TARGET

Parameter:

Target object.

Return value:

#number:

Life points of target.

Get target name.

Defined in:

TARGET

Parameter:

Target object.

Return value:

#string:

Name of the target object.

Get target threat level

Defined in:

TARGET

Parameter:

Target object.

Return value:

#number:

Threat level of target.

Get target 2D position vector.

Defined in:

TARGET

Parameter:

Target object.

Return value:

Vector with x,y components.

Get target 3D position vector.

Defined in:

TARGET

Parameters:

Target object.

#boolean Average

Return value:

Vector with x,y,z components.

Get threat level.

Defined in:

TARGET

Return value:

#number:

Threat level.

Get 2D vector.

Defined in:

TARGET

Return value:

2D vector of the target.

Get 3D vector.

Defined in:

TARGET

Return value:

3D vector of the target.

Check if TARGET is alive.

Defined in:

TARGET

Return value:

#boolean:

If true, target is alive.

Check if something is a a casualty of this TARGET.

Defined in:

TARGET

Parameter:

#string Name

The name of the potential element.

Return value:

#boolean:

If true, this name is a casualty of this TARGET.

Check if TARGET is dead.

Defined in:

TARGET

Return value:

#boolean:

If true, target is dead.

Check if TARGET is destroyed.

Defined in:

TARGET

Return value:

#boolean:

If true, target is destroyed.

Check if something is an element of the TARGET.

Defined in:

TARGET

Parameter:

#string Name

The name of the potential element.

Return value:

#boolean:

If true, this name is part of this TARGET.

Check if target object is alive.

Defined in:

TARGET

Parameter:

#TARGET.Object TargetObject

The target object.

Return value:

#boolean:

If true, target is dead.

Check if target object is dead.

Defined in:

TARGET

Parameter:

#TARGET.Object TargetObject

The target object.

Return value:

#boolean:

If true, target is dead.

Create a new TARGET object and start the FSM.

Defined in:

TARGET

Parameter:

#table TargetObject

Target object. Can be a: UNIT, GROUP, STATIC, SCENERY, AIRBASE, COORDINATE, ZONE, SET_GROUP, SET_UNIT, SET_STATIC, SET_SCENERY, SET_ZONE

Return value:

self

Triggers the FSM event "ObjectDamaged".

Defined in:

TARGET

Parameter:

Target object.

Triggers the FSM event "ObjectDead".

Defined in:

TARGET

Parameter:

Target object.

Triggers the FSM event "ObjectDestroyed".

Defined in:

TARGET

Parameter:

Target object.

On After "Damaged" event.

Any of the target objects has been damaged.

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On After "Dead" event.

All target objects are dead.

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On After "Destroyed" event.

All target objects have been destroyed.

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On After "ObjectDamaged" event.

A (sub-) target object has been damaged, e.g. a UNIT of a GROUP, or an object of a SET

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Target object.

On After "ObjectDead" event.

A (sub-) target object is dead, e.g. a UNIT of a GROUP, or an object of a SET

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Target object.

On After "ObjectDestroyed" event.

A (sub-) target object has been destroyed, e.g. a UNIT of a GROUP, or an object of a SET

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Target object.

Event function handling the loss of a unit.

Defined in:

TARGET

Parameter:

Event data.

Set importance of the target.

Defined in:

TARGET

Parameter:

#number Importance

Importance of the target. Default nil.

Return value:

self

Set priority of the target.

Defined in:

TARGET

Parameter:

#number Priority

Priority of the target. Default 50.

Return value:

self

Triggers the FSM event "Start".

Starts the TARGET. Initializes parameters and starts event handlers.

Defined in:

TARGET

Triggers the FSM event "Status".

Defined in:

TARGET

Create target data from a given object.

Defined in:

TARGET

Parameter:

The target UNIT, GROUP, STATIC, SCENERY, AIRBASE, COORDINATE, ZONE, SET_GROUP, SET_UNIT, SET_STATIC, SET_SCENERY, SET_ZONE

Triggers the FSM event "Start" after a delay.

Starts the TARGET. Initializes parameters and starts event handlers.

Defined in:

TARGET

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Status" after a delay.

Defined in:

TARGET

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Stop" after a delay.

Stops the TARGET and all its event handlers.

Defined in:

TARGET

Parameter:

#number delay

Delay in seconds.

On after "Damaged" event.

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Dead" event.

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Destroyed" event.

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "ObjectDamaged" event.

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Target object.

On after "ObjectDead" event.

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Target object.

On after "ObjectDestroyed" event.

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Target object.

On after Start event.

Starts the FLIGHTGROUP FSM and event handlers.

Defined in:

TARGET

Parameters:

Flight group.

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Status" event.

Defined in:

TARGET

Parameters:

Flight group.

#string From

From state.

#string Event

Event.

#string To

To state.

Field(s)

#string TARGET.ClassName

Name of the class.

#number TARGET.N0

Number of initial target elements/units.

#number TARGET.Ndead

Number of target elements/units that are dead (destroyed or despawned).

#number TARGET.Ndestroyed

Number of target elements/units that were destroyed.

#number TARGET.Ntargets0

Number of initial target objects.

#number TARGET.TStatus
#table TARGET.casualties

Table of dead element names.

#number TARGET.category

Target category (Ground, Air, Sea).

#table TARGET.conditionStart

Start condition functions.

Ops.Intel#INTEL.Contact TARGET.contact

Contact attached to this target.

#table TARGET.elements

Table of target elements/units.

#number TARGET.importance

Importance.

#boolean TARGET.isDestroyed

If true, target objects were destroyed.

#string TARGET.lid

Class id string for output to DCS log file.

#number TARGET.life

Total life points on last status update.

#number TARGET.life0

Total life points of completely healthy targets.

Ops.Auftrag#AUFTRAG TARGET.mission

Mission attached to this target.

Ops.Operation#OPERATION TARGET.operation

Operation this target is part of.

#number TARGET.prio

Priority.

#table TARGET.resources

Resource list.

#number TARGET.targetcounter

Running number to generate target object IDs.

#table TARGET.targets

Table of target objects.

#number TARGET.threatlevel0

Initial threat level.

#number TARGET.uid

Unique ID of the target.

#number TARGET.verbose

Verbosity level.

#string TARGET.version

TARGET class version.

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM state.

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

Defined in:

Parameters:

#table From

Can contain a string indicating the From state or a table of strings containing multiple From states.

#string Event

The Event name.

An sub-process FSM.

#table ReturnEvents

A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

Return value:

The SubFSM.

Adds a score for the FSM to be achieved.

Defined in:

Parameters:

#string State

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

#string ScoreText

is a text describing the score that is given according the status.

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Adds a score for the FSM_PROCESS to be achieved.

Defined in:

Parameters:

#string From

is the From State of the main process.

#string Event

is the Event of the main process.

#string State

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

#string ScoreText

is a text describing the score that is given according the status.

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Add a new transition rule to the FSM.

A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

Defined in:

Parameters:

#table From

Can contain a string indicating the From state or a table of strings containing multiple From states.

#string Event

The Event name.

#string To

The To state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns the End states.

Defined in:

Return value:

#table:

End states.

Defined in:

Parameters:

From

Event

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

Defined in:

Return value:

#table:

Sub processes.

Returns a table with the scores defined.

Defined in:

Return value:

#table:

Scores.

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns a table with the Subs defined.

Defined in:

Return value:

#table:

Sub processes.

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

Defined in:

Return value:

#table:

Transitions.

Check if FSM is in state.

Defined in:

Parameter:

#string State

State name.

Return value:

#boolean:

If true, FSM is in this state.

Load call backs.

Defined in:

Parameter:

#table CallBackTable

Table of call backs.

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Defined in:

Parameters:

From

Event

Fsm

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Add to map.

Defined in:

Parameters:

#table Map

Map.

#table Event

Event table.

Call handler.

Defined in:

Parameters:

#string step

Step "onafter", "onbefore", "onenter", "onleave".

#string trigger

Trigger.

#table params

Parameters.

#string EventName

Event name.

Return value:

Value.

Create transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Delayed transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Event map.

Defined in:

Parameters:

#table Events

Events.

#table EventStructure

Event structure.

Go sub.

Defined in:

Parameters:

#string ParentFrom

Parent from state.

#string ParentEvent

Parent event name.

Return value:

#table:

Subs.

Handler.

Defined in:

Parameters:

#string EventName

Event name.

...

Arguments.

Is end state.

Defined in:

Parameter:

#string Current

Current state name.

Return values:

#table:

FSM parent.

#string:

Event name.

Sub maps.

Defined in:

Parameters:

#table subs

Subs.

#table sub

Sub.

#string name

Name.

Check if can do an event.

Defined in:

Parameter:

#string e

Event name.

Return values:

#boolean:

If true, FSM can do the event.

#string:

To state.

Check if cannot do an event.

Defined in:

Parameter:

#string e

Event name.

Return value:

#boolean:

If true, FSM cannot do the event.

Check if FSM is in state.

Defined in:

Parameters:

#string State

State name.

state

Return value:

#boolean:

If true, FSM is in this state.

Target object.

Field(s)

#number TARGET.Object.ID

Target unique ID.

#number TARGET.Object.Life

Life points on last status update.

#number TARGET.Object.Life0

Life points of completely healthy target.

#number TARGET.Object.N0

Number of initial elements.

#string TARGET.Object.Name

Target name.

#number TARGET.Object.Ndead

Number of dead elements.

#number TARGET.Object.Ndestroyed

Number of destroyed elements.

Wrapper.Positionable#POSITIONABLE TARGET.Object.Object

The object, which can be many things, e.g. a UNIT, GROUP, STATIC, SCENERY, AIRBASE or COORDINATE object.

#string TARGET.Object.Status

Status "Alive" or "Dead".

#string TARGET.Object.Type

Target type.

Function(s)

Object status.

Field(s)

#string TARGET.ObjectStatus.ALIVE

Object is alive.

#string TARGET.ObjectStatus.DAMAGED

Object is damaged.

#string TARGET.ObjectStatus.DEAD

Object is dead.

Function(s)

Type.

Field(s)

#string TARGET.ObjectType.AIRBASE

Target is an AIRBASE.

#string TARGET.ObjectType.COORDINATE

Target is a COORDINATE.

#string TARGET.ObjectType.GROUP

Target is a GROUP object.

#string TARGET.ObjectType.OPSZONE

Target is an OPSZONE object.

#string TARGET.ObjectType.SCENERY

Target is a SCENERY object.

#string TARGET.ObjectType.STATIC

Target is a STATIC object.

#string TARGET.ObjectType.UNIT

Target is a UNIT object.

#string TARGET.ObjectType.ZONE

Target is a ZONE object.

Function(s)

Resource.

Field(s)

#table TARGET.Resource.Attributes

Generalized attribute, e.g. {GROUP.Attribute.GROUND_INFANTRY}.

#string TARGET.Resource.MissionType

Mission type, e.g. AUFTRAG.Type.BAI.

#number TARGET.Resource.Nmax

Max number of assets.

#number TARGET.Resource.Nmin

Min number of assets.

#table TARGET.Resource.Properties

Properties (DCS attributes), e.g. "Attack helicopters" or "Mobile AAA".

Function(s)