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Module

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AI - Models the process of Combat Air Patrol (CAP) for airplanes.

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AI - Manages the process of an automatic A2A defense system based on an EWR network targets and coordinating CAP and GCI.

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AI - Models the process of Ground Controlled Interception (GCI) for airplanes.

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AI - Models the process of air patrol of airplanes.

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AI - Models the process of air to ground BAI engagement for airplanes and helicopters.

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AI - Models the process of air to ground engagement for airplanes and helicopters.

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AI - Create an automated A2G defense system with reconnaissance units, coordinating SEAD, BAI and CAS operations.

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AI - Models the process of air to ground SEAD engagement for airplanes and helicopters.

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AI - Models the process of AI air operations.

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AI - Create an automated AIR defense system with reconnaissance units, coordinating SEAD, BAI and CAP operations.

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AI - Models the process of air to ground engagement for airplanes and helicopters.

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AI - Models the process of A2G patrolling and engaging ground targets for airplanes and helicopters.

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AI - Models squadrons for airplanes and helicopters.

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AI - Peform Battlefield Area Interdiction (BAI) within an engagement zone.

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AI - Balance player slots with AI to create an engaging simulation environment, independent of the amount of players.

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AI - Perform Combat Air Patrolling (CAP) for airplanes.

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AI - Perform Close Air Support (CAS) near friendlies.

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AI - Models the intelligent transportation of infantry and other cargo.

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AI - Models the intelligent transportation of cargo using ground vehicles.

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AI - Models the intelligent transportation of cargo using airplanes.

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AI - Models the intelligent transportation of infantry and other cargo.

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AI - Models the intelligent transportation of infantry and other cargo using APCs.

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AI - Models the intelligent transportation of infantry and other cargo using Planes.

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AI - Models the intelligent transportation of infantry and other cargo using Helicopters.

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AI - Models the intelligent transportation of infantry and other cargo using Ships.

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AI - Models the intelligent transportation of cargo using helicopters.

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AI - Models the intelligent transportation of infantry and other cargo.

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AI - Taking the lead of AI escorting your flight or of other AI.

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AI - Models the automatic assignment of AI escorts to player flights.

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AI - Models the assignment of AI escorts to player flights upon request using the radio menu.

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AI - Taking the lead of AI escorting your flight or of other AI, upon request using the menu.

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AI - Build large airborne formations of aircraft.

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AI - Perform Air Patrolling for airplanes.

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Actions - ACT_ACCOUNT_ classes account for (detect, count & report) various DCS events occurring on UNITs.

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(SP) (MP) (FSM) Accept or reject process for player (task) assignments.

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(SP) (MP) (FSM) Route AI or players through waypoints or to zones.

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(SP) (MP) (FSM) Route AI or players through waypoints or to zones.

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Cargo - Management of CARGO logistics, that can be transported from and to transportation carriers.

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Cargo - Management of single cargo crates, which are based on a STATIC object.

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Cargo - Management of grouped cargo logistics, which are based on a GROUP object.

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Cargo - Management of single cargo crates, which are based on a STATIC object.

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Cargo - Management of single cargo logistics, which are based on a UNIT object.

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Core - A* Pathfinding.

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Core - The base class within the framework.

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Core - TACAN and other beacons.

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Core - Client Menu Management.

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Core - Define any or all conditions to be evaluated.

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Core - Manages several databases containing templates, mission objects, and mission information.

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Core - Models DCS event dispatching using a publish-subscribe model.

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Core - FSM (Finite State Machine) are objects that model and control long lasting business processes and workflow.

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Core - Models the process to achieve goal(s).

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Core - Tap into markers added to the F10 map by users.

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Core - Manage hierarchical menu structures and commands for players within a mission.

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Core - Informs the players using messages during a simulation.

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Core - Path from A to B.

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Core - Defines an extensive API to manage 3D points in the DCS World 3D simulation space.

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Core - Provides a handy means to create messages and reports.

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  • Core - SCHEDULEDISPATCHER dispatches the different schedules.

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Core - Prepares and handles the execution of functions over scheduled time (intervals).

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Core - Define collections of objects to perform bulk actions and logically group objects.

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Core - Manages various settings for missions, providing a menu for players to tweak settings in running missions.

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Core - Spawn dynamically new groups of units in running missions.

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Core - Spawn statics.

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Core - Management of spotting logistics, that can be activated and deactivated upon command.

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Core - A Moose GetText system.

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Core - Timer scheduler.

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Core - Manage user flags to interact with the mission editor trigger system and server side scripts.

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Core - Models a velocity or speed, which can be expressed in various formats according the settings.

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Core - Define zones within your mission of various forms, with various capabilities.

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Core - The ZONE_DETECTION class, defined by a zone name, a detection object and a radius.

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DCS API Prototypes.

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Functional - AI CSAR system.

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Functional - Monitor airbase traffic and regulate speed while taxiing.

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Functional -- Send a truck to supply artillery groups.

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Functional - Control artillery units.

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Functional - Autolase targets in the field.

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Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.

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Functional - Manage and track client slots easily to add your own client-based menus and modules to.

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Functional - Management of target Designation.

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Functional - Models the detection of enemy units by FACs or RECCEs and group them according various methods.

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Functional - Captures the class DETECTION_ZONES.

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Functional - Taking the lead of AI escorting your flight.

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Functional - Yet Another Missile Trainer.

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Functional - Modular, Automatic and Network capable Targeting and Interception System for Air Defenses.

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Functional - Train missile defence and deflection.

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Functional - Limit the movement of simulaneous moving ground vehicles.

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Functional - Basic ATC.

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Functional - Create random air traffic in your missions.

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Functional - Range Practice.

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Functional - Administer the scoring of player achievements, file and log the scoring events for use at websites.

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Functional - Make SAM sites evasive and execute defensive behaviour when being fired upon.

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Functional - Short Range Air Defense System.

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Functional - Stratego.

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Functional - Suppress fire of ground units when they get hit.

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Functional - TIRESIAS - manages AI behaviour.

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Functional - Simulation of logistic operations.

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Functional - Models the process to zone guarding and capturing.

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Functional - Base class that models processes to achieve goals involving a Zone.

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Functional - Base class that models processes to achieve goals involving a Zone and Cargo.

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Functional (WIP) - Base class modeling processes to achieve goals involving coalition zones.

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OPS - Air Traffic Control for AI and human players.

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Ops - MOOSE AI AWACS Operations using text-to-speech.

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Ops - Manages aircraft CASE X recoveries for carrier operations (X=I, II, III).

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Ops - Airwing Warehouse.

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Ops - Enhanced Ground Group.

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Ops - Brigade Warehouse.

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Ops - Combat Search and Rescue.

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Ops - Combat Troops & Logistics Department.

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Ops - Chief of Staff.

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Ops - Cohort encompassed all characteristics of SQUADRONs, PLATOONs and FLOTILLAs.

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Ops - Commander of Airwings, Brigades and Fleets.

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Easy CAP/GCI Class, based on OPS classes

Documentation

https://flightcontrol-master.github.io/MOOSE_DOCS_DEVELOP/Documentation/Ops.EasyGCICAP.html


Date: September 2023

Last Update: July 2024

  • Ops - Easy GCI & CAP Manager

Main Features:

  • Automatically create and manage A2A CAP/GCI defenses using an AirWing and Squadrons for one coalition
  • Easy set-up
  • Add additional AirWings on other airbases
  • Each wing can have more than one Squadron - tasking to Squadrons is done on a random basis per AirWing
  • Create borders and zones of engagement
  • Detection can be ground based and/or via AWACS

AUTHOR: applevangelist

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Ops - Fleet Warehouse.

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Ops - Enhanced Airborne Group.

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Ops - Flotilla is a small naval group belonging to a fleet.

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Ops - Office of Military Intelligence.

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Ops - Legion Warehouse.

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Ops - Enhanced Naval Group.

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Ops - Operation with multiple phases.

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Ops - Generic group enhancement.

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Ops - Transport assignment for OPS groups and storage.

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Ops - Strategic Zone.

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Ops - Brigade Platoon.

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

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Ops - PlayerTask (mission) for Players.

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Ops - Recovery tanker for carrier operations.

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Ops - Rescue helicopter for carrier operations.

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Ops - Airwing Squadron.

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Ops - Target.

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Author: nielsvaes/coconutcockpit


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Author: nielsvaes/coconutcockpit


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Author: nielsvaes/coconutcockpit


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Author: nielsvaes/coconutcockpit


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Shapes - Class that serves as the base shapes drawn in the Mission Editor

Author: nielsvaes/coconutcockpit


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TRIANGLE class with properties and methods for handling triangles.

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Sound - Radio transmissions.

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Sound - Queues Radio Transmissions.

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Core - Makes the radio talk.

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Sound - Simple Radio Standalone (SRS) Integration and Text-to-Speech.

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Sound - Sound output classes.

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Sound - Manage user sound.

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Tasking - A command center governs multiple missions, and takes care of the reporting and communications.

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Tasking - This module contains the DETECTION_MANAGER class and derived classes.

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Tasking - A mission models a goal to be achieved through the execution and completion of tasks by human players.

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Tasking - A task object governs the main engine to administer human taskings.

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Tasking - Controls the information of a Task.

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Tasking - The TASK_A2A models tasks for players in Air to Air engagements.

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

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Tasking - The TASK_A2G models tasks for players in Air to Ground engagements.

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Tasking - Dynamically allocates A2G tasks to human players, based on detected ground targets through reconnaissance.

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Tasking - Base class to model tasks for players to transport cargo.

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Tasking - Creates and manages player TASK_ZONE_CAPTURE tasks.

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Tasking - The TASK_Protect models tasks for players to protect or capture specific zones.

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Tasking - Orchestrates the task for players to execute CSAR for downed pilots.

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Tasking - Creates and manages player TASK_CARGO tasks.

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Tasking - Models tasks for players to transport cargo.

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Tasking - This module contains the TASK_MANAGER class and derived classes.

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Utilities Enumerators.

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UTILS - Classic FiFo Stack.

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Utils - Lua Profiler.

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Utilities - DCS Simple Text-To-Speech (STTS).

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Utilities - Socket.

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Utilities - Templates.

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Utilities - Derived utilities taken from the MIST framework, added helpers from the MOOSE community.

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Wrapper - AIRBASE is a wrapper class to handle the DCS Airbase objects.

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Wrapper - CLIENT wraps DCS Unit objects acting as a Client or Player within a mission.

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Wrapper - CONTROLLABLE is an intermediate class wrapping Group and Unit classes "controllers".

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Wrapper - Dynamic Cargo create from the F8 menu.

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Wrapper - GROUP wraps the DCS Class Group objects.

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Wrapper - IDENTIFIABLE is an intermediate class wrapping DCS Object class derived Objects.

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Wrapper - Markers On the F10 map.

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Wrapper - DCS net functions.

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Wrapper - OBJECT wraps the DCS Object derived objects.

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Wrapper - POSITIONABLE wraps DCS classes that are "positionable".

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Wrapper - SCENERY models scenery within the DCS simulator.

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Wrapper - STATIC wraps the DCS StaticObject class.

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Wrapper - Warehouse storage of DCS airbases.

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Wrapper - UNIT is a wrapper class for the DCS Class Unit.

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Wrapper - Weapon functions.