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Module Tasking.Task_A2A_Dispatcher

Tasking - Dynamically allocates A2A tasks to human players, based on detected airborne targets through an EWR network.

Features:

  • Dynamically assign tasks to human players based on detected targets.
  • Dynamically change the tasks as the tactical situation evolves during the mission.
  • Dynamically assign (CAP) Control Air Patrols tasks for human players to perform CAP.
  • Dynamically assign (GCI) Ground Control Intercept tasks for human players to perform GCI.
  • Dynamically assign Engage tasks for human players to engage on close-by airborne bogeys.
  • Define and use an EWR (Early Warning Radar) network.
  • Define different ranges to engage upon intruders.
  • Keep task achievements.
  • Score task achievements.

Author: FlightControl

Contributions:


Global(s)

Global TASK_A2A_DISPATCHER

Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a Core.Set of EWR installation groups.

#TASK_A2A_DISPATCHER TASK_A2A_DISPATCHER

Orchestrates the dynamic dispatching of tasks upon groups of detected units determined a Core.Set of EWR installation groups.

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The EWR will detect units, will group them, and will dispatch Tasking.Tasks to groups. Depending on the type of target detected, different tasks will be dispatched. Find a summary below describing for which situation a task type is created:

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  • INTERCEPT Task: Is created when the target is known, is detected and within a danger zone, and there is no friendly airborne in range.
  • SWEEP Task: Is created when the target is unknown, was detected and the last position is only known, and within a danger zone, and there is no friendly airborne in range.
  • ENGAGE Task: Is created when the target is known, is detected and within a danger zone, and there is a friendly airborne in range, that will receive this task.

1. TASK_A2A_DISPATCHER constructor:

The TASK_A2A_DISPATCHER.New() method creates a new TASK_A2A_DISPATCHER instance.

1.1. Define or set the Mission:

Tasking is executed to accomplish missions. Therefore, a MISSION object needs to be given as the first parameter.

local HQ = GROUP:FindByName( "HQ", "Bravo" )
local CommandCenter = COMMANDCENTER:New( HQ, "Lima" )
local Mission = MISSION:New( CommandCenter, "A2A Mission", "High", "Watch the air enemy units being detected.", coalition.side.RED )

Missions are governed by COMMANDCENTERS, so, ensure you have a COMMANDCENTER object installed and setup within your mission. Create the MISSION object, and hook it under the command center.

1.2. Build a set of the groups seated by human players:

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A set or collection of the groups wherein human players can be seated, these can be clients or units that can be joined as a slot or jumping into.

local AttackGroups = SET_GROUP:New():FilterCoalitions( "red" ):FilterPrefixes( "Defender" ):FilterStart()

The set is built using the SET_GROUP class. Apply any filter criteria to identify the correct groups for your mission. Only these slots or units will be able to execute the mission and will receive tasks for this mission, once available.

1.3. Define the EWR network:

As part of the TASK_A2A_DISPATCHER constructor, an EWR network must be given as the third parameter. An EWR network, or, Early Warning Radar network, is used to early detect potential airborne targets and to understand the position of patrolling targets of the enemy.

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Typically EWR networks are setup using 55G6 EWR, 1L13 EWR, Hawk sr and Patriot str ground based radar units. These radars have different ranges and 55G6 EWR and 1L13 EWR radars are Eastern Bloc units (eg Russia, Ukraine, Georgia) while the Hawk and Patriot radars are Western (eg US). Additionally, ANY other radar capable unit can be part of the EWR network! Also AWACS airborne units, planes, helicopters can help to detect targets, as long as they have radar. The position of these units is very important as they need to provide enough coverage to pick up enemy aircraft as they approach so that CAP and GCI flights can be tasked to intercept them.

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Additionally in a hot war situation where the border is no longer respected the placement of radars has a big effect on how fast the war escalates. For example if they are a long way forward and can detect enemy planes on the ground and taking off they will start to vector CAP and GCI flights to attack them straight away which will immediately draw a response from the other coalition. Having the radars further back will mean a slower escalation because fewer targets will be detected and therefore less CAP and GCI flights will spawn and this will tend to make just the border area active rather than a melee over the whole map. It all depends on what the desired effect is.

EWR networks are dynamically constructed, that is, they form part of the Functional.Detection#DETECTION_BASE object that is given as the input parameter of the TASK_A2A_DISPATCHER class. By defining in a smart way the names or name prefixes of the groups with EWR capable units, these groups will be automatically added or deleted from the EWR network, increasing or decreasing the radar coverage of the Early Warning System.

See the following example to setup an EWR network containing EWR stations and AWACS.

local EWRSet = SET_GROUP:New():FilterPrefixes( "EWR" ):FilterCoalitions("red"):FilterStart()

local EWRDetection = DETECTION_AREAS:New( EWRSet, 6000 )
EWRDetection:SetFriendliesRange( 10000 )
EWRDetection:SetRefreshTimeInterval(30)

-- Setup the A2A dispatcher, and initialize it.
A2ADispatcher = TASK_A2A_DISPATCHER:New( Mission, AttackGroups, EWRDetection )

The above example creates a SET_GROUP instance, and stores this in the variable (object) EWRSet. EWRSet is then being configured to filter all active groups with a group name starting with EWR to be included in the Set. EWRSet is then being ordered to start the dynamic filtering. Note that any destroy or new spawn of a group with the above names will be removed or added to the Set. Then a new EWRDetection object is created from the class DETECTION_AREAS. A grouping radius of 6000 is chosen, which is 6 km. The EWRDetection object is then passed to the TASK_A2A_DISPATCHER.New() method to indicate the EWR network configuration and setup the A2A tasking and detection mechanism.

2. Define the detected target grouping radius:

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The target grouping radius is a property of the Detection object, that was passed to the AI_A2A_DISPATCHER object, but can be changed. The grouping radius should not be too small, but also depends on the types of planes and the era of the simulation. Fast planes like in the 80s, need a larger radius than WWII planes. Typically I suggest to use 30000 for new generation planes and 10000 for older era aircraft.

Note that detected targets are constantly re-grouped, that is, when certain detected aircraft are moving further than the group radius, then these aircraft will become a separate group being detected. This may result in additional GCI being started by the dispatcher! So don't make this value too small!

3. Set the Engage radius:

Define the radius to engage any target by airborne friendlies, which are executing cap or returning from an intercept mission.

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So, if there is a target area detected and reported, then any friendlies that are airborne near this target area, will be commanded to (re-)engage that target when available (if no other tasks were commanded). For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target, will be considered to receive the command to engage that target area. You need to evaluate the value of this parameter carefully. If too small, more intercept missions may be triggered upon detected target areas. If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far.

4. Set Scoring and Messages:

The TASK_A2A_DISPATCHER is a state machine. It triggers the event Assign when a new player joins a Tasking.Task dispatched by the TASK_A2A_DISPATCHER. An event handler can be defined to catch the Assign event, and add additional processing to set scoring and to define messages, when the player reaches certain achievements in the task.

The prototype to handle the Assign event needs to be developed as follows:

 TaskDispatcher = TASK_A2A_DISPATCHER:New( ... )

 --- @param #TaskDispatcher self
 -- @param #string From Contains the name of the state from where the Event was triggered.
 -- @param #string Event Contains the name of the event that was triggered. In this case Assign.
 -- @param #string To Contains the name of the state that will be transitioned to.
 -- @param Tasking.Task_A2A#TASK_A2A Task The Task object, which is any derived object from TASK_A2A.
 -- @param Wrapper.Unit#UNIT TaskUnit The Unit or Client that contains the Player.
 -- @param #string PlayerName The name of the Player that joined the TaskUnit.
 function TaskDispatcher:OnAfterAssign( From, Event, To, Task, TaskUnit, PlayerName )
   Task:SetScoreOnProgress( PlayerName, 20, TaskUnit )
   Task:SetScoreOnSuccess( PlayerName, 200, TaskUnit )
   Task:SetScoreOnFail( PlayerName, -100, TaskUnit )
 end

The OnAfterAssign method (function) is added to the TaskDispatcher object. This method will be called when a new player joins a unit in the set of groups in scope of the dispatcher. So, this method will be called only ONCE when a player joins a unit in scope of the task.

The TASK class implements various methods to additional set scoring for player achievements:

  • Tasking.Task#TASK.SetScoreOnProgress() will add additional scores when a player achieves Progress while executing the task. Examples of task progress can be destroying units, arriving at zones etc.

  • Tasking.Task#TASK.SetScoreOnSuccess() will add additional scores when the task goes into Success state. This means the task has been successfully completed.

  • Tasking.Task#TASK.SetScoreOnSuccess() will add additional (negative) scores when the task goes into Failed state. This means the task has not been successfully completed, and the scores must be given with a negative value!

Developer Note

Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE Therefore, this class is considered to be deprecated

Type(s)

Fields and Methods inherited from TASK_A2A_DISPATCHER Description

TASK_A2A_DISPATCHER.Detection

TASK_A2A_DISPATCHER:EvaluateENGAGE(DetectedItem)

Creates an ENGAGE task when there are human friendlies airborne near the targets.

TASK_A2A_DISPATCHER:EvaluateINTERCEPT(DetectedItem)

Creates an INTERCEPT task when there are targets for it.

TASK_A2A_DISPATCHER:EvaluateRemoveTask(Mission, Task, Detection, DetectedItemID, DetectedItemChange, DetectedItem, DetectedItemIndex, DetectedItemChanged)

Evaluates the removal of the Task from the Mission.

TASK_A2A_DISPATCHER:EvaluateSWEEP(DetectedItem)

Creates an SWEEP task when there are targets for it.

TASK_A2A_DISPATCHER.FlashNewTask

TASK_A2A_DISPATCHER:GetFriendliesNearBy(DetectedItem)

Calculates which friendlies are nearby the area

TASK_A2A_DISPATCHER:GetPlayerFriendliesNearBy(DetectedItem)

Calculates which HUMAN friendlies are nearby the area

TASK_A2A_DISPATCHER.Mission

TASK_A2A_DISPATCHER:New(Mission, SetGroup, Detection)

TASK_A2A_DISPATCHER constructor.

TASK_A2A_DISPATCHER:OnAfterAssign(From, Event, To, Task, TaskUnit, PlayerName)

OnAfter Transition Handler for Event Assign.

TASK_A2A_DISPATCHER:ProcessDetected(Detection)

Assigns tasks in relation to the detected items to the Core.Set#SET_GROUP.

TASK_A2A_DISPATCHER:RemoveTask(TaskIndex)

TASK_A2A_DISPATCHER:SetEngageRadius(EngageRadius)

Define the radius to when an ENGAGE task will be generated for any nearby by airborne friendlies, which are executing cap or returning from an intercept mission.

TASK_A2A_DISPATCHER:SetSendMessages(onoff)

Set flashing player messages on or off

Fields and Methods inherited from DETECTION_MANAGER Description

TASK_A2A_DISPATCHER.CC

The command center that is used to communicate with the players.

TASK_A2A_DISPATCHER.Detection

The DETECTION_BASE object that is used to report the detected objects.

TASK_A2A_DISPATCHER:GetCommandCenter()

Get the command center to communicate actions to the players.

TASK_A2A_DISPATCHER:GetReportDisplayTime()

Get the reporting message display time.

TASK_A2A_DISPATCHER:MessageToPlayers(Squadron, Message, SoundFile, SoundDuration, SoundPath, DefenderGroup)

Send an information message to the players reporting to the command center.

TASK_A2A_DISPATCHER:New(SetGroup, Detection)

FAC constructor.

TASK_A2A_DISPATCHER:OnAfterAborted(From, Event, To, Task)

Aborted Handler OnAfter for DETECTION_MANAGER

TASK_A2A_DISPATCHER:OnAfterCancelled(From, Event, To, Task)

Cancelled Handler OnAfter for DETECTION_MANAGER

TASK_A2A_DISPATCHER:OnAfterFailed(From, Event, To, Task)

Failed Handler OnAfter for DETECTION_MANAGER

TASK_A2A_DISPATCHER:OnAfterStart(From, Event, To)

Start Handler OnAfter for DETECTION_MANAGER

TASK_A2A_DISPATCHER:OnAfterStop(From, Event, To)

Stop Handler OnAfter for DETECTION_MANAGER

TASK_A2A_DISPATCHER:OnAfterSuccess(From, Event, To, Task)

Success Handler OnAfter for DETECTION_MANAGER

TASK_A2A_DISPATCHER:OnBeforeStart(From, Event, To)

Start Handler OnBefore for DETECTION_MANAGER

TASK_A2A_DISPATCHER:OnBeforeStop(From, Event, To)

Stop Handler OnBefore for DETECTION_MANAGER

TASK_A2A_DISPATCHER:ProcessDetected(Detection)

Reports the detected items to the Core.Set#SET_GROUP.

TASK_A2A_DISPATCHER:SetCommandCenter(CommandCenter)

Set a command center to communicate actions to the players reporting to the command center.

TASK_A2A_DISPATCHER.SetGroup

The groups to which the FAC will report to.

TASK_A2A_DISPATCHER:SetRefreshTimeInterval(RefreshTimeInterval)

Set the reporting time interval.

TASK_A2A_DISPATCHER:SetReportDisplayTime(ReportDisplayTime)

Set the reporting message display time.

TASK_A2A_DISPATCHER:SetTacticalMenu(DispatcherMainMenuText, DispatcherMenuText)

Set a command center to communicate actions to the players reporting to the command center.

TASK_A2A_DISPATCHER:Start()

Start Trigger for DETECTION_MANAGER

TASK_A2A_DISPATCHER:Stop()

Stop Trigger for DETECTION_MANAGER

TASK_A2A_DISPATCHER._RefreshTimeInterval

TASK_A2A_DISPATCHER._ReportDisplayTime

TASK_A2A_DISPATCHER:__Start(Delay)

Start Asynchronous Trigger for DETECTION_MANAGER

TASK_A2A_DISPATCHER:__Stop(Delay)

Stop Asynchronous Trigger for DETECTION_MANAGER

TASK_A2A_DISPATCHER:onafterReport(From, Event, To)

TASK_A2A_DISPATCHER:onafterStart(From, Event, To)

Fields and Methods inherited from FSM Description

TASK_A2A_DISPATCHER:AddEndState(State)

Adds an End state.

TASK_A2A_DISPATCHER: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.

TASK_A2A_DISPATCHER:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

TASK_A2A_DISPATCHER:AddScoreProcess(From, Event, State, ScoreText, Score)

Adds a score for the FSM_PROCESS to be achieved.

TASK_A2A_DISPATCHER:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

TASK_A2A_DISPATCHER.CallScheduler

Call scheduler.

TASK_A2A_DISPATCHER.ClassName

Name of the class.

TASK_A2A_DISPATCHER.Events

TASK_A2A_DISPATCHER:GetCurrentState()

Get current state.

TASK_A2A_DISPATCHER:GetEndStates()

Returns the End states.

TASK_A2A_DISPATCHER:GetProcess(From, Event)

TASK_A2A_DISPATCHER:GetProcesses()

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

TASK_A2A_DISPATCHER:GetScores()

Returns a table with the scores defined.

TASK_A2A_DISPATCHER:GetStartState()

Returns the start state of the FSM.

TASK_A2A_DISPATCHER:GetState()

Get current state.

TASK_A2A_DISPATCHER:GetSubs()

Returns a table with the Subs defined.

TASK_A2A_DISPATCHER:GetTransitions()

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

TASK_A2A_DISPATCHER:Is(State)

Check if FSM is in state.

TASK_A2A_DISPATCHER:LoadCallBacks(CallBackTable)

Load call backs.

TASK_A2A_DISPATCHER:New()

Creates a new FSM object.

TASK_A2A_DISPATCHER.Scores

Scores.

TASK_A2A_DISPATCHER:SetProcess(From, Event, Fsm)

TASK_A2A_DISPATCHER:SetStartState(State)

Sets the start state of the FSM.

TASK_A2A_DISPATCHER._EndStates

TASK_A2A_DISPATCHER._EventSchedules

TASK_A2A_DISPATCHER._Processes

TASK_A2A_DISPATCHER._Scores

TASK_A2A_DISPATCHER._StartState

TASK_A2A_DISPATCHER._Transitions

TASK_A2A_DISPATCHER:_add_to_map(Map, Event)

Add to map.

TASK_A2A_DISPATCHER:_call_handler(step, trigger, params, EventName)

Call handler.

TASK_A2A_DISPATCHER:_create_transition(EventName)

Create transition.

TASK_A2A_DISPATCHER:_delayed_transition(EventName)

Delayed transition.

TASK_A2A_DISPATCHER:_eventmap(Events, EventStructure)

Event map.

TASK_A2A_DISPATCHER:_gosub(ParentFrom, ParentEvent)

Go sub.

TASK_A2A_DISPATCHER:_handler(EventName, ...)

Handler.

TASK_A2A_DISPATCHER:_isendstate(Current)

Is end state.

TASK_A2A_DISPATCHER:_submap(subs, sub, name)

Sub maps.

TASK_A2A_DISPATCHER:can(e)

Check if can do an event.

TASK_A2A_DISPATCHER:cannot(e)

Check if cannot do an event.

TASK_A2A_DISPATCHER.current

Current state name.

TASK_A2A_DISPATCHER.endstates

TASK_A2A_DISPATCHER:is(State, state)

Check if FSM is in state.

TASK_A2A_DISPATCHER.options

Options.

TASK_A2A_DISPATCHER.subs

Subs.

Fields and Methods inherited from BASE Description

TASK_A2A_DISPATCHER.ClassID

The ID number of the class.

TASK_A2A_DISPATCHER.ClassName

The name of the class.

TASK_A2A_DISPATCHER.ClassNameAndID

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

TASK_A2A_DISPATCHER:ClearState(Object, StateName)

Clear the state of an object.

TASK_A2A_DISPATCHER:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

Creation of a Birth Event.

TASK_A2A_DISPATCHER:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

TASK_A2A_DISPATCHER:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

TASK_A2A_DISPATCHER:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

TASK_A2A_DISPATCHER:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

TASK_A2A_DISPATCHER:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

TASK_A2A_DISPATCHER:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

TASK_A2A_DISPATCHER:E(Arguments)

Log an exception which will be traced always.

TASK_A2A_DISPATCHER:EventDispatcher()

Returns the event dispatcher

TASK_A2A_DISPATCHER:EventRemoveAll()

Remove all subscribed events

TASK_A2A_DISPATCHER:F(Arguments)

Trace a function call.

TASK_A2A_DISPATCHER:F2(Arguments)

Trace a function call level 2.

TASK_A2A_DISPATCHER:F3(Arguments)

Trace a function call level 3.

TASK_A2A_DISPATCHER:GetClassID()

Get the ClassID of the class instance.

TASK_A2A_DISPATCHER:GetClassName()

Get the ClassName of the class instance.

TASK_A2A_DISPATCHER:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

TASK_A2A_DISPATCHER:GetEventPriority()

Get the Class Core.Event processing Priority.

TASK_A2A_DISPATCHER:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

TASK_A2A_DISPATCHER:GetState(Object, Key)

Get a Value given a Key from the Object.

TASK_A2A_DISPATCHER:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

TASK_A2A_DISPATCHER:I(Arguments)

Log an information which will be traced always.

TASK_A2A_DISPATCHER:Inherit(Child, Parent)

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

TASK_A2A_DISPATCHER:IsInstanceOf(ClassName)

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

TASK_A2A_DISPATCHER:IsTrace()

Enquires if tracing is on (for the class).

TASK_A2A_DISPATCHER:New()

BASE constructor.

TASK_A2A_DISPATCHER:OnEvent(EventData)

Occurs when an Event for an object is triggered.

TASK_A2A_DISPATCHER:OnEventBDA(EventData)

BDA.

TASK_A2A_DISPATCHER:OnEventBaseCaptured(EventData)

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

TASK_A2A_DISPATCHER:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

TASK_A2A_DISPATCHER:OnEventCrash(EventData)

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

TASK_A2A_DISPATCHER:OnEventDead(EventData)

Occurs when an object is dead.

TASK_A2A_DISPATCHER:OnEventDetailedFailure(EventData)

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

TASK_A2A_DISPATCHER:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

TASK_A2A_DISPATCHER:OnEventEjection(EventData)

Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes.

TASK_A2A_DISPATCHER:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

TASK_A2A_DISPATCHER:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

TASK_A2A_DISPATCHER:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

TASK_A2A_DISPATCHER:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

TASK_A2A_DISPATCHER:OnEventKill(EventData)

Occurs on the death of a unit.

TASK_A2A_DISPATCHER:OnEventLand(EventData)

Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes.

TASK_A2A_DISPATCHER:OnEventLandingAfterEjection(EventData)

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

TASK_A2A_DISPATCHER:OnEventLandingQualityMark(EventData)

Landing quality mark.

TASK_A2A_DISPATCHER:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

TASK_A2A_DISPATCHER:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

TASK_A2A_DISPATCHER:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

TASK_A2A_DISPATCHER:OnEventMissionEnd(EventData)

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

TASK_A2A_DISPATCHER:OnEventMissionStart(EventData)

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

TASK_A2A_DISPATCHER:OnEventParatrooperLanding(EventData)

Weapon add.

TASK_A2A_DISPATCHER:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

TASK_A2A_DISPATCHER:OnEventPlayerEnterAircraft(EventData)

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

TASK_A2A_DISPATCHER:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

TASK_A2A_DISPATCHER:OnEventPlayerLeaveUnit(EventData)

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

TASK_A2A_DISPATCHER:OnEventRefueling(EventData)

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

TASK_A2A_DISPATCHER:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

TASK_A2A_DISPATCHER:OnEventScore(EventData)

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

TASK_A2A_DISPATCHER:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

TASK_A2A_DISPATCHER:OnEventShootingStart(EventData)

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

TASK_A2A_DISPATCHER:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

TASK_A2A_DISPATCHER:OnEventTakeoff(EventData)

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

TASK_A2A_DISPATCHER:OnEventTriggerZone(EventData)

Trigger zone.

TASK_A2A_DISPATCHER:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

TASK_A2A_DISPATCHER:ScheduleOnce(Start, SchedulerFunction, ...)

Schedule a new time event.

TASK_A2A_DISPATCHER:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

Schedule a new time event.

TASK_A2A_DISPATCHER:ScheduleStop(SchedulerID)

Stops the Schedule.

TASK_A2A_DISPATCHER.Scheduler

TASK_A2A_DISPATCHER:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

TASK_A2A_DISPATCHER:SetState(Object, Key, Value)

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

TASK_A2A_DISPATCHER:T(Arguments)

Trace a function logic level 1.

TASK_A2A_DISPATCHER:T2(Arguments)

Trace a function logic level 2.

TASK_A2A_DISPATCHER:T3(Arguments)

Trace a function logic level 3.

TASK_A2A_DISPATCHER:TraceAll(TraceAll)

Trace all methods in MOOSE

TASK_A2A_DISPATCHER:TraceClass(Class)

Set tracing for a class

TASK_A2A_DISPATCHER:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

TASK_A2A_DISPATCHER:TraceLevel(Level)

Set trace level

TASK_A2A_DISPATCHER:TraceOff()

Set trace off.

TASK_A2A_DISPATCHER:TraceOn()

Set trace on.

TASK_A2A_DISPATCHER: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.

TASK_A2A_DISPATCHER:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

TASK_A2A_DISPATCHER._

TASK_A2A_DISPATCHER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

TASK_A2A_DISPATCHER:_Serialize(Arguments)

(Internal) Serialize arguments

TASK_A2A_DISPATCHER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

TASK_A2A_DISPATCHER.__

TASK_A2A_DISPATCHER:onEvent(event)

The main event handling function...

TASK_A2A_DISPATCHER class.

Field(s)

Function(s)

Creates an ENGAGE task when there are human friendlies airborne near the targets.

Defined in:

TASK_A2A_DISPATCHER

Parameter:

Return values:

TargetSetUnit: The target set of units.

#nil:

If there are no targets to be set.

Creates an INTERCEPT task when there are targets for it.

Defined in:

TASK_A2A_DISPATCHER

Parameter:

Return values:

TargetSetUnit: The target set of units.

#nil:

If there are no targets to be set.

Evaluates the removal of the Task from the Mission.

Can only occur when the DetectedItem is Changed AND the state of the Task is "Planned".

Defined in:

TASK_A2A_DISPATCHER

Parameters:

The detection created by the Functional.Detection#DETECTION_BASE derived object.

#boolean DetectedItemID

#boolean DetectedItemChange

DetectedItem

DetectedItemIndex

DetectedItemChanged

Return value:

Creates an SWEEP task when there are targets for it.

Defined in:

TASK_A2A_DISPATCHER

Parameter:

Return values:

TargetSetUnit: The target set of units.

#nil:

If there are no targets to be set.

Calculates which friendlies are nearby the area

Defined in:

TASK_A2A_DISPATCHER

Parameter:

DetectedItem

Return value:

Calculates which HUMAN friendlies are nearby the area

Defined in:

TASK_A2A_DISPATCHER

Parameter:

DetectedItem

Return value:

TASK_A2A_DISPATCHER constructor.

Defined in:

TASK_A2A_DISPATCHER

Parameters:

The mission for which the task dispatching is done.

The set of groups that can join the tasks within the mission.

The detection results that are used to dynamically assign new tasks to human players.

Return value:

OnAfter Transition Handler for Event Assign.

Defined in:

TASK_A2A_DISPATCHER

Parameters:

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

#string PlayerName

Assigns tasks in relation to the detected items to the Core.Set#SET_GROUP.

Defined in:

TASK_A2A_DISPATCHER

Parameter:

The detection created by the Functional.Detection#DETECTION_BASE derived object.

Return value:

#boolean:

Return true if you want the task assigning to continue... false will cancel the loop.

Defined in:

TASK_A2A_DISPATCHER

Parameter:

TaskIndex

Define the radius to when an ENGAGE task will be generated for any nearby by airborne friendlies, which are executing cap or returning from an intercept mission.

So, if there is a target area detected and reported, then any friendlies that are airborne near this target area, will be commanded to (re-)engage that target when available (if no other tasks were commanded). An ENGAGE task will be created for those pilots. For example, if 100000 is given as a value, then any friendly that is airborne within 100km from the detected target, will be considered to receive the command to engage that target area. You need to evaluate the value of this parameter carefully. If too small, more intercept missions may be triggered upon detected target areas. If too large, any airborne cap may not be able to reach the detected target area in time, because it is too far.

Defined in:

TASK_A2A_DISPATCHER

Parameter:

#number EngageRadius

(Optional, Default = 100000) The radius to report friendlies near the target.

Return value:

Usage:


  -- Set 50km as the radius to engage any target by airborne friendlies.
  TaskA2ADispatcher:SetEngageRadius( 50000 )

  -- Set 100km as the radius to engage any target by airborne friendlies.
  TaskA2ADispatcher:SetEngageRadius() -- 100000 is the default value.

Set flashing player messages on or off

Defined in:

TASK_A2A_DISPATCHER

Parameter:

#boolean onoff

Set messages on (true) or off (false)

Field(s)

Function(s)

Get the command center to communicate actions to the players.

Get the reporting message display time.

Defined in:

Return value:

#number:

ReportDisplayTime The display time in seconds when a report needs to be done.

Send an information message to the players reporting to the command center.

Defined in:

Parameters:

#table Squadron

The squadron table.

#string Message

The message to be sent.

#string SoundFile

The name of the sound file .wav or .ogg.

#number SoundDuration

The duration of the sound.

#string SoundPath

The path pointing to the folder in the mission file.

Wrapper.Group#GROUP DefenderGroup

The defender group sending the message.

Return value:

Aborted Handler OnAfter for DETECTION_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Cancelled Handler OnAfter for DETECTION_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Failed Handler OnAfter for DETECTION_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Start Handler OnAfter for DETECTION_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Stop Handler OnAfter for DETECTION_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Success Handler OnAfter for DETECTION_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Start Handler OnBefore for DETECTION_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

Stop Handler OnBefore for DETECTION_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

Set a command center to communicate actions to the players reporting to the command center.

Defined in:

Parameter:

The command center.

Return value:

Set the reporting time interval.

Defined in:

Parameter:

#number RefreshTimeInterval

The interval in seconds when a report needs to be done.

Return value:

Set the reporting message display time.

Defined in:

Parameter:

#number ReportDisplayTime

The display time in seconds when a report needs to be done.

Return value:

Set a command center to communicate actions to the players reporting to the command center.

Defined in:

Parameters:

DispatcherMainMenuText

DispatcherMenuText

Return value:

Start Trigger for DETECTION_MANAGER

Stop Trigger for DETECTION_MANAGER

Start Asynchronous Trigger for DETECTION_MANAGER

Defined in:

Parameter:

#number Delay

Stop Asynchronous Trigger for DETECTION_MANAGER

Defined in:

Parameter:

#number Delay

Field(s)

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM state.

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

An sub-process FSM.

#table ReturnEvents

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

Return value:

The SubFSM.

Adds a score for the FSM to be achieved.

Defined in:

Parameters:

#string State

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

#string ScoreText

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

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Adds a score for the FSM_PROCESS to be achieved.

Defined in:

Parameters:

#string From

is the From State of the main process.

#string Event

is the Event of the main process.

#string State

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

#string ScoreText

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

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Add a new transition rule to the FSM.

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

#string To

The To state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns the End states.

Defined in:

Return value:

#table:

End states.

Defined in:

Parameters:

From

Event

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

Defined in:

Return value:

#table:

Sub processes.

Returns a table with the scores defined.

Defined in:

Return value:

#table:

Scores.

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns a table with the Subs defined.

Defined in:

Return value:

#table:

Sub processes.

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

Defined in:

Return value:

#table:

Transitions.

Check if FSM is in state.

Defined in:

Parameter:

#string State

State name.

Return value:

#boolean:

If true, FSM is in this state.

Load call backs.

Defined in:

Parameter:

#table CallBackTable

Table of call backs.

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Defined in:

Parameters:

From

Event

Fsm

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Add to map.

Defined in:

Parameters:

#table Map

Map.

#table Event

Event table.

Call handler.

Defined in:

Parameters:

#string step

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

#string trigger

Trigger.

#table params

Parameters.

#string EventName

Event name.

Return value:

Value.

Create transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Delayed transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Event map.

Defined in:

Parameters:

#table Events

Events.

#table EventStructure

Event structure.

Go sub.

Defined in:

Parameters:

#string ParentFrom

Parent from state.

#string ParentEvent

Parent event name.

Return value:

#table:

Subs.

Handler.

Defined in:

Parameters:

#string EventName

Event name.

...

Arguments.

Is end state.

Defined in:

Parameter:

#string Current

Current state name.

Return values:

#table:

FSM parent.

#string:

Event name.

Sub maps.

Defined in:

Parameters:

#table subs

Subs.

#table sub

Sub.

#string name

Name.

Check if can do an event.

Defined in:

Parameter:

#string e

Event name.

Return values:

#boolean:

If true, FSM can do the event.

#string:

To state.

Check if cannot do an event.

Defined in:

Parameter:

#string e

Event name.

Return value:

#boolean:

If true, FSM cannot do the event.

Check if FSM is in state.

Defined in:

Parameters:

#string State

State name.

state

Return value:

#boolean:

If true, FSM is in this state.

Field(s)

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

The ClassName + ClassID is formatted as '%s#%09d'.

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.Event processing Priority.

The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

Note that the Parent class must be passed to call the parent class method.

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

This is the Child class from which the Parent class needs to be retrieved.

#BASE FromClass

(Optional) The class from which to get the parent.

Return value:

Get a Value given a Key from the Object.

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

Return value:

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

(optional) The function to be called when the event occurs for the unit.

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

  • ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false

Defined in:

Parameter:

ClassName

is the name of the class or the class itself to run the check against

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

function EVENT:New()
  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
  return self
end

Defined in:

Return value:

Occurs when an Event for an object is triggered.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that triggered the event.

Defined in:

Parameter:

The EventData structure.

BDA.

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

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was spawned

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that has crashed

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is dead.

Defined in:

Parameter:

The EventData structure.

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

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes.

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is stopping its engines.

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is starting its engines.

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that had the failure

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: The unit that killed the target
  • target: Target Object
  • weapon: Weapon Object

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes.

initiator : The unit that has landed place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

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

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
  • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
  • subplace: is always 0 for unknown reasons.

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Weapon add.

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the pilot has died in.

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

Note - not Mulitplayer safe. Use PlayerEnterAircraft. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the player left.

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was receiving fuel.

Defined in:

Parameter:

The EventData structure.

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

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

Event will always correspond with a shooting start event. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was doing the shooting.

Defined in:

Parameter:

The EventData structure.

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

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is doing the shooting. target: The unit that is being targeted.

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

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

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#function SchedulerFunction

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

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#string:

The Schedule ID of the planned schedule.

Schedule a new time event.

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#number Repeat

Specifies the interval in seconds when the scheduler will call the event function.

#number RandomizeFactor

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

#number Stop

Specifies the amount of seconds when the scheduler will be stopped.

#function SchedulerFunction

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

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

Set the Class Core.Event processing Priority.

The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

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

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that will hold the Value set by the Key.

Key

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.

So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


  -- Switch the tracing On
  BASE:TraceOnOff( true )

  -- Switch the tracing Off
  BASE:TraceOnOff( false )

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event