From 00339c7ecd2cfa012e9486caaf66dd2a3ba7dca4 Mon Sep 17 00:00:00 2001 From: MooseBotter Date: Thu, 27 Nov 2025 08:23:53 +0000 Subject: [PATCH] Auto commit by GitHub Actions Workflow --- Documentation/AI.AI_A2A_Dispatcher.html | 20 +- Documentation/AI.AI_Air_Squadron.html | 22 + Documentation/AI.AI_Cargo.html | 8 +- Documentation/Cargo.Cargo.html | 11 - Documentation/Cargo.CargoGroup.html | 3 + Documentation/Cargo.CargoUnit.html | 22 + Documentation/Core.Fsm.html | 4 +- Documentation/Core.Settings.html | 26 +- Documentation/Core.Spawn.html | 234 +- Documentation/Core.SpawnStatic.html | 88 +- Documentation/Core.Spot.html | 33 + Documentation/Functional.Detection.html | 6 +- Documentation/Functional.Mantis.html | 182 +- Documentation/Functional.Movement.html | 28 - Documentation/Functional.RAT.html | 43 +- Documentation/Functional.Range.html | 7577 +++++++++++++++++ Documentation/Functional.Scoring.html | 4 +- Documentation/Ops.Airboss.html | 111 +- Documentation/Ops.CSAR.html | 15 +- Documentation/Ops.CTLD.html | 28 +- .../Tasking.Task_A2A_Dispatcher.html | 8 +- .../Tasking.Task_A2G_Dispatcher.html | 20 +- Documentation/Tasking.Task_CARGO.html | 13 +- .../Tasking.Task_Cargo_Dispatcher.html | 228 +- Documentation/Utilities.Utils.html | 50 + Documentation/Wrapper.Controllable.html | 165 - 26 files changed, 8316 insertions(+), 633 deletions(-) diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index b264eef50..ff1f39e85 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -5038,11 +5038,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean AI_A2A_DISPATCHER.SetSendPlayerMessages + +

Flash messages to player

+
@@ -11702,11 +11705,14 @@ They will lock the parking spot.

- + #boolean AI_A2A_DISPATCHER.SetSendPlayerMessages + +

Flash messages to player

+
@@ -12964,11 +12970,14 @@ They will lock the parking spot.

- + #boolean AI_A2A_DISPATCHER.SetSendPlayerMessages + +

Flash messages to player

+
@@ -14528,11 +14537,14 @@ They will lock the parking spot.

- + #boolean AI_A2A_DISPATCHER.SetSendPlayerMessages + +

Flash messages to player

+
diff --git a/Documentation/AI.AI_Air_Squadron.html b/Documentation/AI.AI_Air_Squadron.html index 5b4032d26..6a02f7032 100644 --- a/Documentation/AI.AI_Air_Squadron.html +++ b/Documentation/AI.AI_Air_Squadron.html @@ -2726,6 +2726,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
@@ -3797,6 +3808,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
diff --git a/Documentation/AI.AI_Cargo.html b/Documentation/AI.AI_Cargo.html index a868b2572..b05a07cf8 100644 --- a/Documentation/AI.AI_Cargo.html +++ b/Documentation/AI.AI_Cargo.html @@ -2922,7 +2922,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- Wrapper.Group#GROUP + AI_CARGO.CargoCarrier @@ -4952,7 +4952,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- Wrapper.Group#GROUP + AI_CARGO.CargoCarrier @@ -5564,7 +5564,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- Wrapper.Group#GROUP + AI_CARGO.CargoCarrier @@ -7064,7 +7064,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- Wrapper.Group#GROUP + AI_CARGO.CargoCarrier diff --git a/Documentation/Cargo.Cargo.html b/Documentation/Cargo.Cargo.html index 73e2690c4..8554ed870 100644 --- a/Documentation/Cargo.Cargo.html +++ b/Documentation/Cargo.Cargo.html @@ -2909,17 +2909,6 @@ All derived classes from CARGO follow the same state machine, expose the same ca -
- -
-
-
- - -CARGO.Weight - - -
diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index 528630fb5..88203febf 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -2006,6 +2006,9 @@ Therefore, this class is considered to be deprecated

+ +

Then we register the new group in the database

+
diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index 8864c41bc..ab0533b7c 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -1894,6 +1894,17 @@ Therefore, this class is considered to be deprecated

+ +
+
+
+ + CARGO_UNIT.CargoInAir @@ -2598,6 +2609,17 @@ Therefore, this class is considered to be deprecated

+ +
+
+
+ + CARGO_UNIT.CargoInAir diff --git a/Documentation/Core.Fsm.html b/Documentation/Core.Fsm.html index 04e073b7b..f3c1ae84f 100644 --- a/Documentation/Core.Fsm.html +++ b/Documentation/Core.Fsm.html @@ -6191,7 +6191,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + FSM._StartState @@ -7790,7 +7790,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + FSM._StartState diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index c9d1de30f..a65a6e4e8 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -3014,7 +3014,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + SETTINGS.A2ASystem @@ -3074,17 +3074,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - -SETTINGS.PlayerMenu - - -
@@ -5182,7 +5171,7 @@ It is advised to use this method at the start of the mission.

- #string + SETTINGS.A2ASystem @@ -5242,17 +5231,6 @@ It is advised to use this method at the start of the mission.

-
- -
-
-
- - -SETTINGS.PlayerMenu - - -
diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index 07f8f46db..3181a2122 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -3235,13 +3235,13 @@ and any spaces before and after the resulting name are removed.

-

SPAWN.hidden

+

SPAWN.communication

-

SPAWN.speed

+

SPAWN.frequency

@@ -3924,14 +3924,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + SPAWN.AIOnOff - -

The AI is on by default when spawning a group.

-
@@ -4078,20 +4075,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #number -SPAWN.SpawnCount - - - - -

The internal counter of the amount of spawning the has happened since SpawnStart.

-
@@ -4125,6 +4108,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + +SPAWN.SpawnGrouping + + +
@@ -4183,6 +4177,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
@@ -4238,6 +4243,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + +SPAWN.SpawnInitFreq + + +
@@ -4315,6 +4331,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
@@ -4348,6 +4375,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPAWN.SpawnInitModu + + +
@@ -4362,6 +4400,32 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

self:T2( { self.SpawnTemplatePrefix, Vec2} )

+ + + +
+
+ + +SPAWN.SpawnInitSADL + + + + +

we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case + we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL

+ +
+ +
+
+
+ + #string +SPAWN.SpawnInitSkill + + +
@@ -4575,17 +4639,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - #boolean -SPAWN.SpawnUnControlled - - -
@@ -4734,7 +4787,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-SPAWN.hidden +SPAWN.communication @@ -4745,7 +4798,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-SPAWN.speed +SPAWN.frequency @@ -10544,14 +10597,11 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- #boolean + SPAWN.AIOnOff - -

The AI is on by default when spawning a group.

-
@@ -10698,20 +10748,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- -
-
-
- - #number -SPAWN.SpawnCount - - - - -

The internal counter of the amount of spawning the has happened since SpawnStart.

-
@@ -10745,6 +10781,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
+ + +SPAWN.SpawnGrouping + + +
@@ -10803,6 +10850,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
@@ -10858,6 +10916,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
+ + +SPAWN.SpawnInitFreq + + +
@@ -10935,6 +11004,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
@@ -10968,6 +11048,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
+ + +SPAWN.SpawnInitModu + + +
@@ -10982,6 +11073,32 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

self:T2( { self.SpawnTemplatePrefix, Vec2} )

+ + + +
+
+ + +SPAWN.SpawnInitSADL + + + + +

we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case + we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL

+ +
+ +
+
+
+ + #string +SPAWN.SpawnInitSkill + + +
@@ -11195,17 +11312,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- - -
-
- - #boolean -SPAWN.SpawnUnControlled - - -
@@ -11354,7 +11460,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

-SPAWN.hidden +SPAWN.communication @@ -11365,7 +11471,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

-SPAWN.speed +SPAWN.frequency diff --git a/Documentation/Core.SpawnStatic.html b/Documentation/Core.SpawnStatic.html index 1b21e897e..abed262c2 100644 --- a/Documentation/Core.SpawnStatic.html +++ b/Documentation/Core.SpawnStatic.html @@ -2152,24 +2152,6 @@ such as position and heading.

SPAWNSTATIC:_SpawnStatic(Template, CountryID)

Spawns a new static using a given template.

- - - -

SPAWNSTATIC.heliport_callsign_id

- - - - - -

SPAWNSTATIC.heliport_frequency

- - - - - -

SPAWNSTATIC.heliport_modulation

- - @@ -3201,7 +3183,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table SPAWNSTATIC.TemplateStaticUnit @@ -3228,39 +3210,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
- - -
-
- - -
-
-
@@ -4980,7 +4929,7 @@ Handy if you spawn from cargo statics which have resources already set.

- + #table SPAWNSTATIC.TemplateStaticUnit @@ -5007,39 +4956,6 @@ Handy if you spawn from cargo statics which have resources already set.

-
- -
-
- - -
-
- - -
-
-
diff --git a/Documentation/Core.Spot.html b/Documentation/Core.Spot.html index c40aa5640..2d4252d01 100644 --- a/Documentation/Core.Spot.html +++ b/Documentation/Core.Spot.html @@ -3009,6 +3009,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPOT.Target + + +
@@ -4325,6 +4336,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPOT.Target + + +
@@ -5880,6 +5902,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPOT.Target + + +
diff --git a/Documentation/Functional.Detection.html b/Documentation/Functional.Detection.html index 3b78ef08d..64f41a510 100644 --- a/Documentation/Functional.Detection.html +++ b/Documentation/Functional.Detection.html @@ -20338,7 +20338,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
- + #number DETECTION_BASE.RefreshTimeInterval @@ -25092,7 +25092,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual
- + #number DETECTION_BASE.RefreshTimeInterval @@ -26834,7 +26834,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual
- + #number DETECTION_BASE.RefreshTimeInterval diff --git a/Documentation/Functional.Mantis.html b/Documentation/Functional.Mantis.html index d1fca25e8..0ecd8b8ce 100644 --- a/Documentation/Functional.Mantis.html +++ b/Documentation/Functional.Mantis.html @@ -4441,8 +4441,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- -MANTIS.AWACS_Prefix + #table +MANTIS.AcceptZones @@ -4490,6 +4490,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + #table +MANTIS.ConflictZones + + +
@@ -4611,6 +4622,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The ME name of the HQ object

+
+ +
+
+
+ + #table +MANTIS.RejectZones + + +
@@ -4840,8 +4862,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- -MANTIS.SkateZones + #number +MANTIS.SkateNumber @@ -5145,61 +5167,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Log SAM status in dcs.log every cycle if true

-
- -
-
-
- - #number -MANTIS.maxclassic - - - -
- -
-
-
- - #number -MANTIS.maxlongrange - - - -
- -
-
-
- - #number -MANTIS.maxmidrange - - - -
- -
-
-
- - #number -MANTIS.maxpointdefrange - - - -
- -
-
-
- - #number -MANTIS.maxshortrange - - -
@@ -5269,9 +5236,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

switch alarm state RED

-
@@ -5283,6 +5247,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

self.SAMCheckRanges = {}

+
@@ -9396,8 +9363,8 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
- -MANTIS.AWACS_Prefix + #table +MANTIS.AcceptZones @@ -9445,6 +9412,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` +
+ +
+
+
+ + #table +MANTIS.ConflictZones + + +
@@ -9566,6 +9544,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

The ME name of the HQ object

+ + + +
+
+ + #table +MANTIS.RejectZones + + +
@@ -9795,8 +9784,8 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
- -MANTIS.SkateZones + #number +MANTIS.SkateNumber @@ -10100,61 +10089,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

Log SAM status in dcs.log every cycle if true

-
- -
-
-
- - #number -MANTIS.maxclassic - - - -
- -
-
-
- - #number -MANTIS.maxlongrange - - - -
- -
-
-
- - #number -MANTIS.maxmidrange - - - -
- -
-
-
- - #number -MANTIS.maxpointdefrange - - - -
- -
-
-
- - #number -MANTIS.maxshortrange - - -
@@ -10224,9 +10158,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` - -

switch alarm state RED

- @@ -10238,6 +10169,9 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` + +

self.SAMCheckRanges = {}

+ diff --git a/Documentation/Functional.Movement.html b/Documentation/Functional.Movement.html index 316a87afd..21ad83aa1 100644 --- a/Documentation/Functional.Movement.html +++ b/Documentation/Functional.Movement.html @@ -2429,20 +2429,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

-
-
- - #number -MOVEMENT.AliveUnits - - - - -

Contains the counter how many units are currently alive.

- -
- -
@@ -2673,20 +2659,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

-
-
- - #number -MOVEMENT.AliveUnits - - - - -

Contains the counter how many units are currently alive.

- -
- -
diff --git a/Documentation/Functional.RAT.html b/Documentation/Functional.RAT.html index 8416dc0ce..a55f9813b 100644 --- a/Documentation/Functional.RAT.html +++ b/Documentation/Functional.RAT.html @@ -3573,6 +3573,12 @@ manager:Stop(7200)

RAT.termtype

Type of terminal to be used when spawning at an airbase.

+ + + +

RAT.type

+ + @@ -4807,13 +4813,13 @@ and any spaces before and after the resulting name are removed.

-

RAT.hidden

+

RAT.communication

-

RAT.speed

+

RAT.frequency

@@ -8062,6 +8068,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Type of terminal to be used when spawning at an airbase.

+
+ +
+
+
+ + +RAT.type + + +
@@ -15966,6 +15983,17 @@ Initializes the ratcraft array and group menu.

Type of terminal to be used when spawning at an airbase.

+
+ +
+
+
+ + +RAT.type + + +
@@ -23004,6 +23032,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

Type of terminal to be used when spawning at an airbase.

+ + + +
+
+ + +RAT.type + + +
diff --git a/Documentation/Functional.Range.html b/Documentation/Functional.Range.html index e4a89535c..0f6221518 100644 --- a/Documentation/Functional.Range.html +++ b/Documentation/Functional.Range.html @@ -2000,6 +2000,8 @@ The could avoid the lua garbage collection to accidentally/falsely deallocate th

Type RANGE

RANGE +, extends Core.Fsm#FSM +, extends Core.Base#BASE
@@ -3091,6 +3093,898 @@ The could avoid the lua garbage collection to accidentally/falsely deallocate th + +

RANGE.version

Range script version.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from FSMDescription

RANGE:AddEndState(State)

+

Adds an End state.

+

RANGE: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.

+

RANGE:AddScore(State, ScoreText, Score)

+

Adds a score for the FSM to be achieved.

+

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

+

Adds a score for the FSM_PROCESS to be achieved.

+

RANGE:AddTransition(From, Event, To)

+

Add a new transition rule to the FSM.

+

RANGE.CallScheduler

+

Call scheduler.

+

RANGE.ClassName

+

Name of the class.

+

RANGE.Events

+ +

RANGE:GetCurrentState()

+

Get current state.

+

RANGE:GetEndStates()

+

Returns the End states.

+

RANGE:GetProcess(From, Event)

+ +

RANGE:GetProcesses()

+

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

+

RANGE:GetScores()

+

Returns a table with the scores defined.

+

RANGE:GetStartState()

+

Returns the start state of the FSM.

+

RANGE:GetState()

+

Get current state.

+

RANGE:GetSubs()

+

Returns a table with the Subs defined.

+

RANGE:GetTransitions()

+

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

+

RANGE:Is(State)

+

Check if FSM is in state.

+

RANGE:LoadCallBacks(CallBackTable)

+

Load call backs.

+

RANGE:New()

+

Creates a new FSM object.

+

RANGE.Scores

+

Scores.

+

RANGE:SetProcess(From, Event, Fsm)

+ +

RANGE:SetStartState(State)

+

Sets the start state of the FSM.

+

RANGE._EndStates

+ +

RANGE._EventSchedules

+ +

RANGE._Processes

+ +

RANGE._Scores

+ +

RANGE._StartState

+ +

RANGE._Transitions

+ +

RANGE:_add_to_map(Map, Event)

+

Add to map.

+

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

+

Call handler.

+

RANGE:_create_transition(EventName)

+

Create transition.

+

RANGE:_delayed_transition(EventName)

+

Delayed transition.

+

RANGE:_eventmap(Events, EventStructure)

+

Event map.

+

RANGE:_gosub(ParentFrom, ParentEvent)

+

Go sub.

+

RANGE:_handler(EventName, ...)

+

Handler.

+

RANGE:_isendstate(Current)

+

Is end state.

+

RANGE:_submap(subs, sub, name)

+

Sub maps.

+

RANGE:can(e)

+

Check if can do an event.

+

RANGE:cannot(e)

+

Check if cannot do an event.

+

RANGE.current

+

Current state name.

+

RANGE.endstates

+ +

RANGE:is(State, state)

+

Check if FSM is in state.

+

RANGE.options

+

Options.

+

RANGE.subs

+

Subs.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

RANGE.ClassID

+

The ID number of the class.

+

RANGE.ClassName

+

The name of the class.

+

RANGE.ClassNameAndID

+

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

+

RANGE:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

RANGE:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

+

Creation of a Crash Event.

+

RANGE:CreateEventDead(EventTime, Initiator, IniObjectCategory)

+

Creation of a Dead Event.

+

RANGE:CreateEventDynamicCargoLoaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

+

RANGE:CreateEventDynamicCargoRemoved(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+

RANGE:CreateEventDynamicCargoUnloaded(DynamicCargo)

+

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+

RANGE:CreateEventNewDynamicCargo(DynamicCargo)

+

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+

RANGE:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

RANGE:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

RANGE:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

RANGE:CreateEventUnitLost(EventTime, Initiator)

+

Creation of a Crash Event.

+

RANGE:E(Arguments)

+

Log an exception which will be traced always.

+

RANGE:EventDispatcher()

+

Returns the event dispatcher

+

RANGE:EventRemoveAll()

+

Remove all subscribed events

+

RANGE:F(Arguments)

+

Trace a function call.

+

RANGE:F2(Arguments)

+

Trace a function call level 2.

+

RANGE:F3(Arguments)

+

Trace a function call level 3.

+

RANGE:GetClassID()

+

Get the ClassID of the class instance.

+

RANGE:GetClassName()

+

Get the ClassName of the class instance.

+

RANGE:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

RANGE:GetEventPriority()

+

Get the Class Core.Event processing Priority.

+

RANGE:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

RANGE:GetProperties()

+

Get all of the properties of an object in a table.

+

RANGE:GetProperty(Key)

+

Get one property of an object by the key.

+

RANGE:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

RANGE:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

RANGE:I(Arguments)

+

Log an information which will be traced always.

+

RANGE:Inherit(Child, Parent)

+

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

+

RANGE:IsInstanceOf(ClassName)

+

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

+

RANGE:IsTrace()

+

Enquires if tracing is on (for the class).

+

RANGE:New()

+

BASE constructor.

+

RANGE:OnEvent(EventData)

+

Occurs when an Event for an object is triggered.

+

RANGE:OnEventBDA(EventData)

+

BDA.

+

RANGE:OnEventBaseCaptured(EventData)

+

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

+

RANGE:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

RANGE:OnEventCrash(EventData)

+

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

+

RANGE:OnEventDead(EventData)

+

Occurs when an object is dead.

+

RANGE:OnEventDetailedFailure(EventData)

+

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

+

RANGE:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

RANGE:OnEventDynamicCargoLoaded(EventData)

+

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

+

RANGE:OnEventDynamicCargoRemoved(EventData)

+

Occurs when a dynamic cargo crate is removed.

+

RANGE:OnEventDynamicCargoUnloaded(EventData)

+

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

+

RANGE: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.

+

RANGE:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

RANGE:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

RANGE:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

RANGE:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

RANGE:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

RANGE: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.

+

RANGE:OnEventLandingAfterEjection(EventData)

+

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

+

RANGE:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

RANGE:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

RANGE:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

RANGE:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

RANGE:OnEventMissionEnd(EventData)

+

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

+

RANGE:OnEventMissionStart(EventData)

+

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

+

RANGE:OnEventNewDynamicCargo(EventData)

+

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

+

RANGE:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

RANGE:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

RANGE:OnEventPlayerEnterAircraft(EventData)

+

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

+

RANGE:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

RANGE:OnEventPlayerLeaveUnit(EventData)

+

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

+

RANGE:OnEventRefueling(EventData)

+

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

+

RANGE:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

RANGE:OnEventScore(EventData)

+

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

+

RANGE:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

RANGE:OnEventShootingStart(EventData)

+

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

+

RANGE:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

RANGE:OnEventTakeoff(EventData)

+

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

+

RANGE:OnEventTriggerZone(EventData)

+

Trigger zone.

+

RANGE:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

RANGE.Properties

+ +

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

RANGE:ScheduleStop(SchedulerID)

+

Stops the Schedule.

+

RANGE.Scheduler

+

The scheduler object.

+

RANGE:SetEventPriority(EventPriority)

+

Set the Class Core.Event processing Priority.

+

RANGE:SetProperty(Key, Value)

+

Set one property of an object.

+

RANGE:SetState(Object, Key, Value)

+

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

+

RANGE:T(Arguments)

+

Trace a function logic level 1.

+

RANGE:T2(Arguments)

+

Trace a function logic level 2.

+

RANGE:T3(Arguments)

+

Trace a function logic level 3.

+

RANGE:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

RANGE:TraceClass(Class)

+

Set tracing for a class

+

RANGE:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

RANGE:TraceLevel(Level)

+

Set trace level

+

RANGE:TraceOff()

+

Set trace off.

+

RANGE:TraceOn()

+

Set trace on.

+

RANGE: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.

+

RANGE:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

RANGE._

+ +

RANGE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

RANGE:_Serialize(Arguments)

+

(Internal) Serialize arguments

+

RANGE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

RANGE.__

+ +

RANGE:onEvent(event)

+

The main event handling function...

@@ -10495,6 +11389,6689 @@ If a zone is not explicitly specified, the range zone is determined by its locat
+
+

Field(s)

+
+
+
+ + Utilities.Utils#SMOKECOLOR +RANGE.BombSmokeColor + +

Color id used for smoking bomb targets.

+ +
+ +
+
+
+ + #number +RANGE.BombtrackThreshold + +

Bombs/rockets/missiles are only tracked if player-range distance is smaller than this threshold [m]. Default 25000 m.

+ +
+ +
+
+
+ + #string +RANGE.ClassName + +

Name of the Class.

+ +
+ +
+
+
+ + #number +RANGE.Coalition + +

Coalition side for the menu, if any.

+ +
+ +
+
+
+ + #boolean +RANGE.Debug + +

If true, debug info is sent as messages on the screen.

+ +
+ +
+
+ + +
+
+
+ + #table +RANGE.MenuAddedTo + +

Table for monitoring which players already got an F10 menu.

+ +
+ +
+
+
+ + #table +RANGE.MenuF10 + +

Main radio menu on group level.

+ +
+ +
+
+
+ + #table +RANGE.MenuF10Root + +

Main radio menu on mission level.

+ +
+ +
+
+
+ + #table +RANGE.Names + +

Global list of all defined range names.

+ +
+ +
+
+
+ + #table +RANGE.PlayerSettings + +

Individual player settings.

+ +
+ +
+
+ + +
+
+
+ + Utilities.Utils#SMOKECOLOR +RANGE.StrafePitSmokeColor + +

Color id used to smoke strafe pit approach boxes.

+ +
+ +
+
+
+ + Utilities.Utils#SMOKECOLOR +RANGE.StrafeSmokeColor + +

Color id used to smoke strafe targets.

+ +
+ +
+
+ + +
+
+
+ + #number +RANGE.TdelaySmoke + +

Time delay in seconds between impact of bomb and starting the smoke. Default 3 seconds.

+ +
+ +
+
+
+ + #number +RANGE.Tmsg + +

Time [sec] messages to players are displayed. Default 30 sec.

+ +
+ +
+
+
+ + #boolean +RANGE.autosave + +

If true, automatically save results every X seconds.

+ +
+ +
+
+
+ + #table +RANGE.bombPlayerResults + +

Table containing the bombing results of each player.

+ +
+ +
+
+
+ + #table +RANGE.bombingTargets + +

Table of targets to bomb.

+ +
+ +
+
+
+ + #number +RANGE.ceilingaltitude + +

Range ceiling altitude in ft MSL. Aircraft above this altitude are not considered to be in the range. Default is 20000 ft.

+ +
+ +
+
+
+ + #boolean +RANGE.ceilingenabled + +

Range has a ceiling and is not unlimited. Default is false.

+ +
+ +
+
+
+ + Sound.SRS#MSRS +RANGE.controlmsrs + +

SRS wrapper for range controller.

+ +
+ +
+
+
+ + Sound.SRS#MSRSQUEUE +RANGE.controlsrsQ + +

SRS queue for range controller.

+ +
+ +
+
+
+ + #boolean +RANGE.defaultsmokebomb + +

If true, initialize player settings to smoke bomb.

+ +
+ +
+
+
+ + #number +RANGE.dtBombtrack + +

Time step [sec] used for tracking released bomb/rocket positions. Default 0.005 seconds.

+ +
+ +
+
+
+ + #boolean +RANGE.examinerexclusive + +

If true, only the examiner gets messages. If false, clients and examiner get messages.

+ +
+ +
+
+
+ + #string +RANGE.examinergroupname + +

Name of the examiner group which should get all messages.

+ +
+ +
+
+
+ + +RANGE.funkmanSocket + + + +
+ +
+
+
+ + #number +RANGE.illuminationmaxalt + +

Maximum altitude in meters AGL at which illumination bombs are fired. Default is 1000 m.

+ +
+ +
+
+
+ + #number +RANGE.illuminationminalt + +

Minimum altitude in meters AGL at which illumination bombs are fired. Default is 500 m.

+ +
+ +
+
+
+ + Sound.SRS#MSRS +RANGE.instructmsrs + +

SRS wrapper for range instructor.

+ +
+ +
+
+
+ + Sound.RadioQueue#RADIOQUEUE +RANGE.instructor + +

Instructor radio queue.

+ +
+ +
+
+
+ + #number +RANGE.instructorfreq + +

Frequency on which the range control transmitts.

+ +
+ +
+
+
+ + #string +RANGE.instructorrelayname + +

Name of relay unit.

+ +
+ +
+
+
+ + Sound.SRS#MSRSQUEUE +RANGE.instructsrsQ + +

SRS queue for range instructor.

+ +
+ +
+
+
+ + #string +RANGE.lid + +

String id of range for output in DCS log.

+ +
+ +
+
+
+ + Core.Point#COORDINATE +RANGE.location + +

Coordinate of the range location.

+ +
+ +
+
+
+ + Core.Menu#MENU_MISSION +RANGE.menuF10root + +

Specific user defined root F10 menu.

+ +
+ +
+
+
+ + #boolean +RANGE.messages + +

Globally enable/disable all messages to players.

+ +
+ +
+
+
+ + #number +RANGE.nbombtargets + +

Number of bombing targets.

+ +
+ +
+
+
+ + #number +RANGE.ndisplayresult + +

Number of (player) results that a displayed. Default is 10.

+ +
+ +
+
+
+ + #number +RANGE.nstrafetargets + +

Number of strafing targets.

+ +
+ +
+
+
+ + #table +RANGE.planes + +

Table for administration.

+ +
+ +
+
+
+ + Sound.RadioQueue#RADIOQUEUE +RANGE.rangecontrol + +

Range control radio queue.

+ +
+ +
+
+
+ + #number +RANGE.rangecontrolfreq + +

Frequency on which the range control transmitts.

+ +
+ +
+
+
+ + #string +RANGE.rangecontrolrelayname + +

Name of relay unit.

+ +
+ +
+
+
+ + #string +RANGE.rangename + +

Name of the range.

+ +
+ +
+
+
+ + #number +RANGE.rangeradius + +

Radius of range defining its total size for e.g. smoking bomb impact points and sending radio messages. Default 5 km.

+ +
+ +
+
+
+ + Core.Zone#ZONE +RANGE.rangezone + +

MOOSE zone object of the range. For example, no bomb impacts are smoked if bombs fall outside of the range zone.

+ +
+ +
+
+
+ + #number +RANGE.scorebombdistance + +

Distance from closest target up to which bomb hits are counted. Default 1000 m.

+ +
+ +
+
+
+ + #string +RANGE.soundpath + +

Path inside miz file where the sound files are located. Default is "Range Soundfiles/".

+ +
+ +
+
+
+ + #table +RANGE.strafePlayerResults + +

Table containing the strafing results of each player.

+ +
+ +
+
+
+ + #table +RANGE.strafeStatus + +

Table containing the current strafing target a player as assigned to.

+ +
+ +
+
+
+ + #table +RANGE.strafeTargets + +

Table of strafing targets.

+ +
+ +
+
+
+ + #number +RANGE.strafemaxalt + +

Maximum altitude in meters AGL for registering for a strafe run. Default is 914 m = 3000 ft.

+ +
+ +
+
+
+ + #string +RANGE.targetpath + +

Path where to save the target sheets.

+ +
+ +
+
+
+ + #string +RANGE.targetprefix + +

File prefix for target sheet files.

+ +
+ +
+
+
+ + #boolean +RANGE.targetsheet + +

If true, players can save their target sheets. Rangeboss will not work if targetsheets do not save.

+ +
+ +
+
+
+ + +RANGE.timerCheckZone + + + +
+ +
+
+
+ + #boolean +RANGE.trackbombs + +

If true (default), all bomb types are tracked and impact point to closest bombing target is evaluated.

+ +
+ +
+
+
+ + #boolean +RANGE.trackmissiles + +

If true (default), all missile types are tracked and impact point to closest bombing target is evaluated.

+ +
+ +
+
+
+ + #boolean +RANGE.trackrockets + +

If true (default), all rocket types are tracked and impact point to closest bombing target is evaluated.

+ +
+ +
+
+
+ + #boolean +RANGE.useSRS + + + +
+ +
+
+
+ + #boolean +RANGE.verbose + +

Verbosity level. Higher means more output to DCS log file.

+ +
+ +
+
+
+ + #string +RANGE.version + +

Range script 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.

+ +
+
+
+
+

+ Core.Fsm#FSM_PROCESS + Process +

+
+
+ +

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)

+
+
+
+ + Utilities.Utils#SMOKECOLOR +RANGE.BombSmokeColor + +

Color id used for smoking bomb targets.

+ +
+ +
+
+
+ + #number +RANGE.BombtrackThreshold + +

Bombs/rockets/missiles are only tracked if player-range distance is smaller than this threshold [m]. Default 25000 m.

+ +
+ +
+
+
+ + #string +RANGE.ClassName + +

Name of the Class.

+ +
+ +
+
+
+ + #number +RANGE.Coalition + +

Coalition side for the menu, if any.

+ +
+ +
+
+
+ + #boolean +RANGE.Debug + +

If true, debug info is sent as messages on the screen.

+ +
+ +
+
+ + +
+
+
+ + #table +RANGE.MenuAddedTo + +

Table for monitoring which players already got an F10 menu.

+ +
+ +
+
+
+ + #table +RANGE.MenuF10 + +

Main radio menu on group level.

+ +
+ +
+
+
+ + #table +RANGE.MenuF10Root + +

Main radio menu on mission level.

+ +
+ +
+
+
+ + #table +RANGE.Names + +

Global list of all defined range names.

+ +
+ +
+
+
+ + #table +RANGE.PlayerSettings + +

Individual player settings.

+ +
+ +
+
+ + +
+
+
+ + Utilities.Utils#SMOKECOLOR +RANGE.StrafePitSmokeColor + +

Color id used to smoke strafe pit approach boxes.

+ +
+ +
+
+
+ + Utilities.Utils#SMOKECOLOR +RANGE.StrafeSmokeColor + +

Color id used to smoke strafe targets.

+ +
+ +
+
+ + +
+
+
+ + #number +RANGE.TdelaySmoke + +

Time delay in seconds between impact of bomb and starting the smoke. Default 3 seconds.

+ +
+ +
+
+
+ + #number +RANGE.Tmsg + +

Time [sec] messages to players are displayed. Default 30 sec.

+ +
+ +
+
+
+ + #boolean +RANGE.autosave + +

If true, automatically save results every X seconds.

+ +
+ +
+
+
+ + #table +RANGE.bombPlayerResults + +

Table containing the bombing results of each player.

+ +
+ +
+
+
+ + #table +RANGE.bombingTargets + +

Table of targets to bomb.

+ +
+ +
+
+
+ + #number +RANGE.ceilingaltitude + +

Range ceiling altitude in ft MSL. Aircraft above this altitude are not considered to be in the range. Default is 20000 ft.

+ +
+ +
+
+
+ + #boolean +RANGE.ceilingenabled + +

Range has a ceiling and is not unlimited. Default is false.

+ +
+ +
+
+
+ + Sound.SRS#MSRS +RANGE.controlmsrs + +

SRS wrapper for range controller.

+ +
+ +
+
+
+ + Sound.SRS#MSRSQUEUE +RANGE.controlsrsQ + +

SRS queue for range controller.

+ +
+ +
+
+
+ + #boolean +RANGE.defaultsmokebomb + +

If true, initialize player settings to smoke bomb.

+ +
+ +
+
+
+ + #number +RANGE.dtBombtrack + +

Time step [sec] used for tracking released bomb/rocket positions. Default 0.005 seconds.

+ +
+ +
+
+
+ + #boolean +RANGE.examinerexclusive + +

If true, only the examiner gets messages. If false, clients and examiner get messages.

+ +
+ +
+
+
+ + #string +RANGE.examinergroupname + +

Name of the examiner group which should get all messages.

+ +
+ +
+
+
+ + +RANGE.funkmanSocket + + + +
+ +
+
+
+ + #number +RANGE.illuminationmaxalt + +

Maximum altitude in meters AGL at which illumination bombs are fired. Default is 1000 m.

+ +
+ +
+
+
+ + #number +RANGE.illuminationminalt + +

Minimum altitude in meters AGL at which illumination bombs are fired. Default is 500 m.

+ +
+ +
+
+
+ + Sound.SRS#MSRS +RANGE.instructmsrs + +

SRS wrapper for range instructor.

+ +
+ +
+
+
+ + Sound.RadioQueue#RADIOQUEUE +RANGE.instructor + +

Instructor radio queue.

+ +
+ +
+
+
+ + #number +RANGE.instructorfreq + +

Frequency on which the range control transmitts.

+ +
+ +
+
+
+ + #string +RANGE.instructorrelayname + +

Name of relay unit.

+ +
+ +
+
+
+ + Sound.SRS#MSRSQUEUE +RANGE.instructsrsQ + +

SRS queue for range instructor.

+ +
+ +
+
+
+ + #string +RANGE.lid + +

String id of range for output in DCS log.

+ +
+ +
+
+
+ + Core.Point#COORDINATE +RANGE.location + +

Coordinate of the range location.

+ +
+ +
+
+
+ + Core.Menu#MENU_MISSION +RANGE.menuF10root + +

Specific user defined root F10 menu.

+ +
+ +
+
+
+ + #boolean +RANGE.messages + +

Globally enable/disable all messages to players.

+ +
+ +
+
+
+ + #number +RANGE.nbombtargets + +

Number of bombing targets.

+ +
+ +
+
+
+ + #number +RANGE.ndisplayresult + +

Number of (player) results that a displayed. Default is 10.

+ +
+ +
+
+
+ + #number +RANGE.nstrafetargets + +

Number of strafing targets.

+ +
+ +
+
+
+ + #table +RANGE.planes + +

Table for administration.

+ +
+ +
+
+
+ + Sound.RadioQueue#RADIOQUEUE +RANGE.rangecontrol + +

Range control radio queue.

+ +
+ +
+
+
+ + #number +RANGE.rangecontrolfreq + +

Frequency on which the range control transmitts.

+ +
+ +
+
+
+ + #string +RANGE.rangecontrolrelayname + +

Name of relay unit.

+ +
+ +
+
+
+ + #string +RANGE.rangename + +

Name of the range.

+ +
+ +
+
+
+ + #number +RANGE.rangeradius + +

Radius of range defining its total size for e.g. smoking bomb impact points and sending radio messages. Default 5 km.

+ +
+ +
+
+
+ + Core.Zone#ZONE +RANGE.rangezone + +

MOOSE zone object of the range. For example, no bomb impacts are smoked if bombs fall outside of the range zone.

+ +
+ +
+
+
+ + #number +RANGE.scorebombdistance + +

Distance from closest target up to which bomb hits are counted. Default 1000 m.

+ +
+ +
+
+
+ + #string +RANGE.soundpath + +

Path inside miz file where the sound files are located. Default is "Range Soundfiles/".

+ +
+ +
+
+
+ + #table +RANGE.strafePlayerResults + +

Table containing the strafing results of each player.

+ +
+ +
+
+
+ + #table +RANGE.strafeStatus + +

Table containing the current strafing target a player as assigned to.

+ +
+ +
+
+
+ + #table +RANGE.strafeTargets + +

Table of strafing targets.

+ +
+ +
+
+
+ + #number +RANGE.strafemaxalt + +

Maximum altitude in meters AGL for registering for a strafe run. Default is 914 m = 3000 ft.

+ +
+ +
+
+
+ + #string +RANGE.targetpath + +

Path where to save the target sheets.

+ +
+ +
+
+
+ + #string +RANGE.targetprefix + +

File prefix for target sheet files.

+ +
+ +
+
+
+ + #boolean +RANGE.targetsheet + +

If true, players can save their target sheets. Rangeboss will not work if targetsheets do not save.

+ +
+ +
+
+
+ + +RANGE.timerCheckZone + + + +
+ +
+
+
+ + #boolean +RANGE.trackbombs + +

If true (default), all bomb types are tracked and impact point to closest bombing target is evaluated.

+ +
+ +
+
+
+ + #boolean +RANGE.trackmissiles + +

If true (default), all missile types are tracked and impact point to closest bombing target is evaluated.

+ +
+ +
+
+
+ + #boolean +RANGE.trackrockets + +

If true (default), all rocket types are tracked and impact point to closest bombing target is evaluated.

+ +
+ +
+
+
+ + #boolean +RANGE.useSRS + + + +
+ +
+
+
+ + #boolean +RANGE.verbose + +

Verbosity level. Higher means more output to DCS log file.

+ +
+ +
+
+
+ + #string +RANGE.version + +

Range script version.

+ +
+ +
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ 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_DYNAMIC_CARGO_LOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +

+
+
+ +

the dynamic cargo object

+ +
+
+
+ +
+
+ +
+ + + +

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:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

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:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Get all of the properties of an object in a table.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#table:

+
+
+ +

of values, indexed by keys.

+ +
+
+
+ +
+
+ +
+ + + +

Get one property of an object by the key.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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!

+ +
+
+

Return value:

+
+
+
+
+ +

Value The value that is stored. Note that the value can be a #string, but it can also be any other type! Nil if not found.

+ +
+
+
+ +
+
+ +
+ + + +

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:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

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

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

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:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + + +

Examples:

+ + + + +
+
+

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:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

BDA.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

Will update this page when new information become available.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a dynamic cargo crate is removed.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Landing quality mark.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

+ + +

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Trigger zone.

+ + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

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.

+ +
+
+
+
+

+ ... +

+
+
+ +

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:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ + + +

Set one property of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ 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 that is stored. Note that the value can be a #string, but it can also be any other type!

+ +
+
+
+ +
+
+ +
+ + + +

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:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

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 +

+
+
+

+
+
+
+ +
+
+ diff --git a/Documentation/Functional.Scoring.html b/Documentation/Functional.Scoring.html index 93a25274b..99db44a55 100644 --- a/Documentation/Functional.Scoring.html +++ b/Documentation/Functional.Scoring.html @@ -3353,7 +3353,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean SCORING.penaltyonfratricide @@ -6657,7 +6657,7 @@ The scale magnifies the scores given to the players.

- + #boolean SCORING.penaltyonfratricide diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html index e4141ee7d..87b44f3b0 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -10065,17 +10065,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Radio queue of LSO.

-
- -
-
-
- - -AIRBOSS.RQLid - - -
@@ -10087,17 +10076,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Radio queue of marshal.

-
- -
-
-
- - -AIRBOSS.RQMid - - -
@@ -30734,17 +30712,6 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of LSO.

- - - -
-
- - -AIRBOSS.RQLid - - -
@@ -30756,17 +30723,6 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of marshal.

- - - -
-
- - -AIRBOSS.RQMid - - -
@@ -33847,17 +33803,6 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of LSO.

- - - -
-
- - -AIRBOSS.RQLid - - -
@@ -33869,17 +33814,6 @@ If removed flight is the section lead, we try to find a new leader.

Radio queue of marshal.

- - - -
-
- - -AIRBOSS.RQMid - - -
@@ -42295,9 +42229,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

Set case to that of lead.

- @@ -42361,6 +42292,20 @@ When moose is loading dynamically (for moose class development), tracing is swit
+AIRBOSS.PlayerData.flag + + + + +

Also decrease flag for section members of flight.

+ +
+ + +
+
+ + AIRBOSS.PlayerData.grade @@ -42379,6 +42324,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.

+
+ +
+
+
+ + #boolean +AIRBOSS.PlayerData.holding + + +
@@ -42514,9 +42470,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

Set section lead of player flight.

- @@ -42575,6 +42528,9 @@ When moose is loading dynamically (for moose class development), tracing is swit + +

Set new time stamp.

+ @@ -42817,6 +42773,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

Band modulation.

+ + + +
+
+ + +AIRBOSS.Radio.voice + + +
diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index cb413b81e..eeaf5d9c2 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -4711,11 +4711,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table CSAR.downedPilots + +

Replacement woundedGroups

+
@@ -11035,11 +11038,14 @@ callsigns from playername or group name.

- + #table CSAR.downedPilots + +

Replacement woundedGroups

+
@@ -13604,11 +13610,14 @@ callsigns from playername or group name.

- + #table CSAR.downedPilots + +

Replacement woundedGroups

+
diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index 9cd14156d..fc4f571f4 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -8884,7 +8884,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.FreeVHFFrequencies @@ -22291,7 +22291,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.FreeVHFFrequencies @@ -24865,7 +24865,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.FreeVHFFrequencies @@ -40871,6 +40871,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

template for a group of 10 paratroopers

+
+ +
+
+
+ + #number +CTLD_HERCULES.j + + +
@@ -42197,6 +42208,17 @@ Use either this method to integrate the Hercules **or** the one from the "normal

template for a group of 10 paratroopers

+
+ +
+
+
+ + #number +CTLD_HERCULES.j + + +
diff --git a/Documentation/Tasking.Task_A2A_Dispatcher.html b/Documentation/Tasking.Task_A2A_Dispatcher.html index 8097d4b9a..b672c6232 100644 --- a/Documentation/Tasking.Task_A2A_Dispatcher.html +++ b/Documentation/Tasking.Task_A2A_Dispatcher.html @@ -3102,7 +3102,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + TASK_A2A_DISPATCHER.FlashNewTask @@ -3827,7 +3827,7 @@ If too large, any airborne cap may not be able to reach the detected target area
- #boolean + TASK_A2A_DISPATCHER.FlashNewTask @@ -5003,7 +5003,7 @@ If too large, any airborne cap may not be able to reach the detected target area
- #boolean + TASK_A2A_DISPATCHER.FlashNewTask @@ -6481,7 +6481,7 @@ If too large, any airborne cap may not be able to reach the detected target area
- #boolean + TASK_A2A_DISPATCHER.FlashNewTask diff --git a/Documentation/Tasking.Task_A2G_Dispatcher.html b/Documentation/Tasking.Task_A2G_Dispatcher.html index d138a824a..4bf94b5a5 100644 --- a/Documentation/Tasking.Task_A2G_Dispatcher.html +++ b/Documentation/Tasking.Task_A2G_Dispatcher.html @@ -3372,14 +3372,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + TASK_A2G_DISPATCHER.FlashNewTask - -

set to false to suppress flash messages

-
@@ -3952,14 +3949,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + TASK_A2G_DISPATCHER.FlashNewTask - -

set to false to suppress flash messages

-
@@ -5142,14 +5136,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + TASK_A2G_DISPATCHER.FlashNewTask - -

set to false to suppress flash messages

-
@@ -6634,14 +6625,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + TASK_A2G_DISPATCHER.FlashNewTask - -

set to false to suppress flash messages

-
diff --git a/Documentation/Tasking.Task_CARGO.html b/Documentation/Tasking.Task_CARGO.html index 2eb0c3b1a..113b61858 100644 --- a/Documentation/Tasking.Task_CARGO.html +++ b/Documentation/Tasking.Task_CARGO.html @@ -3315,22 +3315,11 @@ based on the tasking capabilities defined in - -
-
-
diff --git a/Documentation/Tasking.Task_Cargo_Dispatcher.html b/Documentation/Tasking.Task_Cargo_Dispatcher.html index efd381fa0..87a2512f7 100644 --- a/Documentation/Tasking.Task_Cargo_Dispatcher.html +++ b/Documentation/Tasking.Task_Cargo_Dispatcher.html @@ -3379,7 +3379,62 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
+ +
+ + +
+
+ + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
+ +
+
+
+ + #number +TASK_CARGO_DISPATCHER.CountCSAR + + + +
+ +
+
+
+ + TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -4474,7 +4529,62 @@ This method can only be used once!

+ +
+ + +
+
+ + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
+ +
+
+
+ + #number +TASK_CARGO_DISPATCHER.CountCSAR + + + +
+ +
+
+
+ + TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -5321,7 +5431,62 @@ This method can only be used once!

+ +
+ + +
+
+ + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
+ +
+
+
+ + #number +TASK_CARGO_DISPATCHER.CountCSAR + + + +
+ +
+
+
+ + TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -6799,7 +6964,62 @@ This method can only be used once!

+ +
+ + +
+
+ + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
+ +
+
+
+ + #number +TASK_CARGO_DISPATCHER.CountCSAR + + + +
+ +
+
+
+ + TASK_CARGO_DISPATCHER.DefaultDeployZones diff --git a/Documentation/Utilities.Utils.html b/Documentation/Utilities.Utils.html index d0a70673c..c0f74b075 100644 --- a/Documentation/Utilities.Utils.html +++ b/Documentation/Utilities.Utils.html @@ -2167,6 +2167,12 @@ Fields and Methods inherited from UTILS Description + +

UTILS.AdjustHeading360(Heading)

+ +

Adjust given heading so that is is in [0, 360).

+ +

UTILS.AngleBetween(angle, min, max)

@@ -3975,6 +3981,50 @@ use negative idp for rounding ahead of decimal place, positive for rounding afte
+ + +

Adjust given heading so that is is in [0, 360).

+ +
+
+

Defined in:

+
+

UTILS

+
+

Parameter:

+
+
+

+ #number + Heading +

+
+
+ +

The heading in degrees.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

Adjust heading in [0,360).

+ +
+
+
+ +
+
+ +
+ diff --git a/Documentation/Wrapper.Controllable.html b/Documentation/Wrapper.Controllable.html index 7b174ea34..875b0a4bf 100644 --- a/Documentation/Wrapper.Controllable.html +++ b/Documentation/Wrapper.Controllable.html @@ -4632,28 +4632,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The DCS controllable class.

-
- -
-
-
- - #boolean -CONTROLLABLE.IRMarkerGroup - - - -
- -
-
-
- - #boolean -CONTROLLABLE.IRMarkerUnit - - -
@@ -4687,17 +4665,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - -CONTROLLABLE.timer - - -
@@ -18256,28 +18223,6 @@ mygroup:WayPointExecute()

The DCS controllable class.

-
- -
-
-
- - #boolean -CONTROLLABLE.IRMarkerGroup - - - -
- -
-
-
- - #boolean -CONTROLLABLE.IRMarkerUnit - - -
@@ -18311,17 +18256,6 @@ mygroup:WayPointExecute() -
- -
-
-
- - -CONTROLLABLE.timer - - -
@@ -22301,28 +22235,6 @@ Coordinates are dependent on the position of the maps origin.

The DCS controllable class.

-
- -
-
-
- - #boolean -CONTROLLABLE.IRMarkerGroup - - - -
- -
-
-
- - #boolean -CONTROLLABLE.IRMarkerUnit - - -
@@ -22356,17 +22268,6 @@ Coordinates are dependent on the position of the maps origin.

-
- -
-
-
- - -CONTROLLABLE.timer - - -
@@ -22988,28 +22889,6 @@ If the Identifiable is alive, true is returned.

The DCS controllable class.

-
- -
-
-
- - #boolean -CONTROLLABLE.IRMarkerGroup - - - -
- -
-
-
- - #boolean -CONTROLLABLE.IRMarkerUnit - - -
@@ -23043,17 +22922,6 @@ If the Identifiable is alive, true is returned.

-
- -
-
-
- - -CONTROLLABLE.timer - - -
@@ -23186,28 +23054,6 @@ If the Identifiable is alive, true is returned.

The DCS controllable class.

-
- - -
-
- - #boolean -CONTROLLABLE.IRMarkerGroup - - - -
- -
-
-
- - #boolean -CONTROLLABLE.IRMarkerUnit - - -
@@ -23241,17 +23087,6 @@ If the Identifiable is alive, true is returned.

- - - -
-
- - -CONTROLLABLE.timer - - -