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Module Cargo.Cargo

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

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Banner Image

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1) MOOSE Cargo System.

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Those who have used the mission editor, know that the DCS mission editor provides cargo facilities.

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However, these are merely static objects. Wouldn't it be nice if cargo could bring a new dynamism into your -simulations? Where various objects of various types could be treated also as cargo?

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This is what MOOSE brings to you, a complete new cargo object model that used the cargo capabilities of -DCS world, but enhances it.

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MOOSE Cargo introduces also a new concept, called a "carrier". These can be:

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  • Helicopters
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  • Planes
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  • Ground Vehicles
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  • Ships
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With the MOOSE Cargo system, you can:

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  • Take full control of the cargo as objects within your script (see below).
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  • Board/Unboard infantry into carriers. Also other objects can be boarded, like mortars.
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  • Load/Unload dcs world cargo objects into carriers.
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  • Load/Unload other static objects into carriers (like tires etc).
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  • Slingload cargo objects.
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  • Board units one by one...
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2) MOOSE Cargo Objects.

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In order to make use of the MOOSE cargo system, you need to declare the DCS objects as MOOSE cargo objects!

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This sounds complicated, but it is actually quite simple.

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See here an example:

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local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 )
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The above code declares a MOOSE cargo object called EngineerCargoGroup. -It actually just refers to an infantry group created within the sim called "Engineers". -The infantry group now becomes controlled by the MOOSE cargo object EngineerCargoGroup. -A MOOSE cargo object also has properties, like the type of cargo, the logical name, and the reporting range.

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There are 4 types of MOOSE cargo objects possible, each represented by its own class:

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Note that a CARGO crate is not meant to be slingloaded (it can, but it is not meant to be handled like that. -Instead, a CARGO_CRATE is able to load itself into the bays of a carrier.

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Each of these MOOSE cargo objects behave in its own way, and have methods to be handled.

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local InfantryGroup = GROUP:FindByName( "Infantry" )
-local InfantryCargo = CARGO_GROUP:New( InfantryGroup, "Engineers", "Infantry Engineers", 2000 )
-local CargoCarrier = UNIT:FindByName( "Carrier" )
--- This call will make the Cargo run to the CargoCarrier.
--- Upon arrival at the CargoCarrier, the Cargo will be Loaded into the Carrier.
--- This process is now fully automated.
-InfantryCargo:Board( CargoCarrier, 25 ) 
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The above would create a MOOSE cargo object called InfantryCargo, and using that object, -you can board the cargo into the carrier CargoCarrier. -Simple, isn't it? Told you, and this is only the beginning.

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The boarding, unboarding, loading, unloading of cargo is however something that is not meant to be coded manually by mission designers. -It would be too low-level and not end-user friendly to deal with cargo handling complexity. -Things can become really complex if you want to make cargo being handled and behave in multiple scenarios.

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3) Cargo Handling Classes, the main engines for mission designers!

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For this reason, the MOOSE Cargo System is heavily used by 3 important cargo handling class hierarchies within MOOSE, -that make cargo come "alive" within your mission in a full automatic manner!

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3.1) AI Cargo handlers.

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  • AI.AI_Cargo_APC will create for you the capability to make an APC group handle cargo.
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  • AI.AI_Cargo_Helicopter will create for you the capability to make a Helicopter group handle cargo.
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3.2) AI Cargo transportation dispatchers.

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There are also dispatchers that make AI work together to transport cargo automatically!!!

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  • AI.AI_Cargo_Dispatcher_APC derived classes will create for your dynamic cargo handlers controlled by AI ground vehicle groups (APCs) to transport cargo between sites.
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  • AI.AI_Cargo_Dispatcher_Helicopter derived classes will create for your dynamic cargo handlers controlled by AI helicopter groups to transport cargo between sites.
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3.3) Cargo transportation tasking.

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And there is cargo transportation tasking for human players.

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  • Tasking.Task_CARGO derived classes will create for you cargo transportation tasks, that allow human players to interact with MOOSE cargo objects to complete tasks.
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Please refer to the documentation reflected within these modules to understand the detailed capabilities.

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4) Cargo SETs.

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To make life a bit more easy, MOOSE cargo objects can be grouped into a Core.Set#SET_CARGO. -This is a collection of MOOSE cargo objects.

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This would work as follows:

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 -- Define the cargo set.
- local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart()
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- -- Now add cargo the cargo set.
- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 )
- local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 )
- local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 )
- local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 )
- local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 )
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This is a very powerful concept! -Instead of having to deal with multiple MOOSE cargo objects yourself, the cargo set capability will group cargo objects into one set. -The key is the cargo type name given at each cargo declaration! -In the above example, the cargo type name is "Workmaterials". Each cargo object declared is given that type name. (the 2nd parameter). -What happens now is that the cargo set CargoSetWorkmaterials will be added with each cargo object dynamically when the cargo object is created. -In other words, the cargo set CargoSetWorkmaterials will incorporate any "Workmaterials" dynamically into its set.

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The cargo sets are extremely important for the AI cargo transportation dispatchers and the cargo transporation tasking.

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5) Declare cargo directly in the mission editor!

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But I am not finished! There is something more, that is even more great! -Imagine the mission designers having to code all these lines every time it wants to embed cargo within a mission.

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 -- Now add cargo the cargo set.
- local EngineerCargoGroup = CARGO_GROUP:New( GROUP:FindByName( "Engineers" ), "Workmaterials", "Engineers", 250 )
- local ConcreteCargo = CARGO_SLINGLOAD:New( STATIC:FindByName( "Concrete" ), "Workmaterials", "Concrete", 150, 50 )
- local CrateCargo = CARGO_CRATE:New( STATIC:FindByName( "Crate" ), "Workmaterials", "Crate", 150, 50 )
- local EnginesCargo = CARGO_CRATE:New( STATIC:FindByName( "Engines" ), "Workmaterials", "Engines", 150, 50 )
- local MetalCargo = CARGO_CRATE:New( STATIC:FindByName( "Metal" ), "Workmaterials", "Metal", 150, 50 )
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This would be extremely tiring and a huge overload. -However, the MOOSE framework allows to declare MOOSE cargo objects within the mission editor!!!

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So, at mission startup, MOOSE will search for objects following a special naming convention, and will create for you dynamically -cargo objects at mission start!!! -- These cargo objects can then be automatically incorporated within cargo set(s)!!! -In other words, your mission will be reduced to about a few lines of code, providing you with a full dynamic cargo handling mission!

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5.1) Use #CARGO tags in the mission editor:

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MOOSE can create automatically cargo objects, if the name of the cargo contains the #CARGO tag. -When a mission starts, MOOSE will scan all group and static objects it found for the presence of the #CARGO tag. -When found, MOOSE will declare the object as cargo (create in the background a CARGO_ object, like CARGO_GROUP, CARGO_CRATE or CARGO_SLINGLOAD. -The creation of these CARGO_ objects will allow to be filtered and automatically added in SET_CARGO objects. -In other words, with very minimal code as explained in the above code section, you are able to create vast amounts of cargo objects just from within the editor.

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What I talk about is this:

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 -- BEFORE THIS SCRIPT STARTS, MOOSE WILL ALREADY HAVE SCANNED FOR OBJECTS WITH THE #CARGO TAG IN THE NAME.
- -- FOR EACH OF THESE OBJECT, MOOSE WILL HAVE CREATED CARGO_ OBJECTS LIKE CARGO_GROUP, CARGO_CRATE AND CARGO_SLINGLOAD.
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- HQ = GROUP:FindByName( "HQ", "Bravo" )
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- CommandCenter = COMMANDCENTER
-   :New( HQ, "Lima" )
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- Mission = MISSION
-   :New( CommandCenter, "Operation Cargo Fun", "Tactical", "Transport Cargo", coalition.side.RED )
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- TransportGroups = SET_GROUP:New():FilterCoalitions( "blue" ):FilterPrefixes( "Transport" ):FilterStart()
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- TaskDispatcher = TASK_CARGO_DISPATCHER:New( Mission, TransportGroups )
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- -- This is the most important now. You setup a new SET_CARGO filtering the relevant type.
- -- The actual cargo objects are now created by MOOSE in the background.
- -- Each cargo is setup in the Mission Editor using the #CARGO tag in the group name.
- -- This allows a truly dynamic setup.
- local CargoSetWorkmaterials = SET_CARGO:New():FilterTypes( "Workmaterials" ):FilterStart()
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- local WorkplaceTask = TaskDispatcher:AddTransportTask( "Build a Workplace", CargoSetWorkmaterials, "Transport the workers, engineers and the equipment near the Workplace." )
- TaskDispatcher:SetTransportDeployZone( WorkplaceTask, ZONE:New( "Workplace" ) )
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The above code example has the CargoSetWorkmaterials, which is a SET_CARGO collection and will include the CARGO_ objects of the type "Workmaterials".
-And there is NO cargo object actually declared within the script! However, if you would open the mission, there would be hundreds of cargo objects...

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The #CARGO tag even allows for several options to be specified, which are important to learn.

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5.2) The #CARGO tag to create CARGO_GROUP objects:

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You can also use the #CARGO tag on group objects of the mission editor.

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For example, the following #CARGO naming in the group name of the object, will create a CARGO_GROUP object when the mission starts.

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Infantry #CARGO(T=Workmaterials,RR=500,NR=25)

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This will create a CARGO_GROUP object:

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  • with the group name Infantry #CARGO
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  • is of type Workmaterials
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  • will report when a carrier is within 500 meters
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  • will board to carriers when the carrier is within 500 meters from the cargo object
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  • will disappear when the cargo is within 25 meters from the carrier during boarding
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So the overall syntax of the #CARGO naming tag and arguments are:

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GroupName #CARGO(T=CargoTypeName,RR=Range,NR=Range)

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  • T= Provide a text that contains the type name of the cargo object. This type name can be used to filter cargo within a SET_CARGO object.
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  • RR= Provide the minimal range in meters when the report to the carrier, and board to the carrier. - Note that this option is optional, so can be omitted. The default value of the RR is 250 meters.
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  • NR= Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding. - Note that this option is optional, so can be omitted. The default value of the RR is 10 meters.
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5.2) The #CARGO tag to create CARGO_CRATE or CARGO_SLINGLOAD objects:

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You can also use the #CARGO tag on static objects, including static cargo objects of the mission editor.

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For example, the following #CARGO naming in the static name of the object, will create a CARGO_CRATE object when the mission starts.

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Static #CARGO(T=Workmaterials,C=CRATE,RR=500,NR=25)

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This will create a CARGO_CRATE object:

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  • with the group name Static #CARGO
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  • is of type Workmaterials
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  • is of category CRATE (as opposed to SLING)
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  • will report when a carrier is within 500 meters
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  • will board to carriers when the carrier is within 500 meters from the cargo object
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  • will disappear when the cargo is within 25 meters from the carrier during boarding
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So the overall syntax of the #CARGO naming tag and arguments are:

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StaticName #CARGO(T=CargoTypeName,C=Category,RR=Range,NR=Range)

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  • T= Provide a text that contains the type name of the cargo object. This type name can be used to filter cargo within a SET_CARGO object.
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  • C= Provide either CRATE or SLING to have this static created as a CARGO_CRATE or CARGO_SLINGLOAD respectively.
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  • RR= Provide the minimal range in meters when the report to the carrier, and board to the carrier. - Note that this option is optional, so can be omitted. The default value of the RR is 250 meters.
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  • NR= Provide the maximum range in meters when the cargo units will be boarded within the carrier during boarding. - Note that this option is optional, so can be omitted. The default value of the RR is 10 meters.
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Developer Note

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

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Author: FlightControl

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Contributions:

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Global(s)

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Global CARGO

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Defines the core functions that defines a cargo object within MOOSE.

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Defines the core functions that defines a cargo object within MOOSE.

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A cargo is a logical object defined that is available for transport, and has a life status within a simulation.

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CARGO is not meant to be used directly by mission designers, but provides a base class for concrete cargo implementation classes to handle:

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The above cargo classes are used by the AI_CARGO_ classes to allow AI groups to transport cargo:

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The above cargo classes are also used by the TASK_CARGO_ classes to allow human players to transport cargo as part of a tasking:

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The CARGO is a state machine: it manages the different events and states of the cargo. -All derived classes from CARGO follow the same state machine, expose the same cargo event functions, and provide the same cargo states.

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CARGO Events:

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  • CARGO.Board( ToCarrier ): Boards the cargo to a carrier.
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  • CARGO.Load( ToCarrier ): Loads the cargo into a carrier, regardless of its position.
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  • CARGO.UnBoard( ToPointVec2 ): UnBoard the cargo from a carrier. This will trigger a movement of the cargo to the option ToPointVec2.
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  • CARGO.UnLoad( ToPointVec2 ): UnLoads the cargo from a carrier.
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  • CARGO.Destroyed( Controllable ): The cargo is dead. The cargo process will be ended.
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Global CARGOS

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Global CARGO_PACKAGE

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@type CARGO_PACKAGE - @extends #CARGO_REPRESENTABLE

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Global CARGO_REPORTABLE

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@type CARGO_REPORTABLE - @extends #CARGO

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Global CARGO_REPRESENTABLE

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Models CARGO that is representable by a Unit.

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Models CARGO that is representable by a Unit.

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Type(s)

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Fields and Methods inherited from CARGODescription

CARGO:Board(ToCarrier, NearRadius)

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Boards the cargo to a Carrier.

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CARGO:CanBoard()

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Check if the cargo can be Boarded.

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CARGO:CanLoad()

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Check if the cargo can be Loaded.

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CARGO:CanSlingload()

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Check if the cargo can be Slingloaded.

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CARGO:CanUnboard()

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Check if the cargo can be Unboarded.

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CARGO:CanUnload()

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Check if the cargo can be Unloaded.

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CARGO.CargoCarrier

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CARGO.CargoLimit

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CARGO.CargoObject

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CARGO.CargoScheduler

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CARGO.Containable

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CARGO.Deployed

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CARGO:Destroy()

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Destroy the cargo.

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CARGO:FindByName(CargoName)

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Find a CARGO in the _DATABASE.

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CARGO:Flare(FlareColor)

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Signal a flare at the position of the CARGO.

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CARGO:FlareGreen()

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Signal a green flare at the position of the CARGO.

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CARGO:FlareRed()

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Signal a red flare at the position of the CARGO.

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CARGO:FlareWhite()

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Signal a white flare at the position of the CARGO.

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CARGO:FlareYellow()

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Signal a yellow flare at the position of the CARGO.

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CARGO:GetCoalition()

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Get the coalition of the Cargo.

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CARGO:GetCoordinate()

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Get the current coordinates of the Cargo.

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CARGO:GetCount()

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Get the amount of Cargo.

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CARGO:GetHeading()

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Get the heading of the cargo.

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CARGO:GetLoadRadius()

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Get the Load radius, which is the radius till when the Cargo can be loaded.

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CARGO:GetName()

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Get the name of the Cargo.

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CARGO:GetObject()

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Get the current active object representing or being the Cargo.

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CARGO:GetObjectName()

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Get the object name of the Cargo.

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CARGO:GetPointVec2()

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Get the current PointVec2 of the cargo.

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CARGO:GetTransportationMethod()

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Get the transportation method of the Cargo.

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CARGO:GetType()

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Get the type of the Cargo.

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CARGO:GetVolume()

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Get the volume of the cargo.

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CARGO:GetWeight()

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Get the weight of the cargo.

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CARGO:GetX()

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Get the x position of the cargo.

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CARGO:GetY()

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Get the y position of the cargo.

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CARGO:IsAlive()

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Check if cargo is alive.

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CARGO:IsBoarding()

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Check if cargo is boarding.

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CARGO:IsDeployed()

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Is the cargo deployed

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CARGO:IsDestroyed()

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Check if cargo is destroyed.

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CARGO:IsInLoadRadius(Coordinate)

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Check if Cargo is in the LoadRadius for the Cargo to be Boarded or Loaded.

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CARGO:IsInReportRadius(Coordinate)

-

Check if the Cargo can report itself to be Boarded or Loaded.

-

CARGO:IsInZone(Zone)

-

Check if Cargo is the given Core.Zone.

-

CARGO:IsLoaded()

-

Check if cargo is loaded.

-

CARGO:IsLoadedInCarrier(Carrier)

-

Check if cargo is loaded.

-

CARGO:IsNear(Coordinate, NearRadius)

-

Check if CargoCarrier is near the coordinate within NearRadius.

-

CARGO:IsUnLoaded()

-

Check if cargo is unloaded.

-

CARGO:IsUnboarding()

-

Check if cargo is unboarding.

-

CARGO:Load(ToCarrier)

-

Loads the cargo to a Carrier.

-

CARGO.LoadRadius

- -

CARGO:MessageToGroup(Message, CarrierGroup, Name)

-

Send a CC message to a Wrapper.Group.

-

CARGO.Moveable

- -

CARGO.Name

- -

CARGO:New(Type, Name, Weight, LoadRadius, NearRadius)

-

CARGO Constructor.

-

CARGO:OnEnterBoarding(Controllable, NearRadius)

- -

CARGO:OnEnterLoaded(Controllable)

- -

CARGO:OnEnterUnBoarding(Controllable)

- -

CARGO:OnEnterUnLoaded(Controllable)

- -

CARGO:OnLeaveBoarding(Controllable)

- -

CARGO:OnLeaveLoaded(Controllable)

- -

CARGO:OnLeaveUnBoarding(Controllable)

- -

CARGO:OnLeaveUnLoaded(Controllable)

- -

CARGO:Report(Action, CarrierGroup, ReportText)

-

Report to a Carrier Group.

-

CARGO:ReportFlare(FlareColor)

-

Report to a Carrier Group with a Flaring signal.

-

CARGO.ReportFlareColor

- -

CARGO:ReportReset(Action, CarrierGroup)

-

Reset the reporting for a Carrier Group.

-

CARGO:ReportResetAll(CarrierGroup)

-

Reset all the reporting for a Carrier Group.

-

CARGO:ReportSmoke(SmokeColor)

-

Report to a Carrier Group with a Smoking signal.

-

CARGO.ReportSmokeColor

- -

CARGO.Representable

- -

CARGO:RespawnOnDestroyed(RespawnDestroyed)

-

Respawn the cargo when destroyed

-

CARGO:SetDeployed(Deployed)

-

Set the cargo as deployed.

-

CARGO:SetLoadRadius(LoadRadius)

-

Set the Load radius, which is the radius till when the Cargo can be loaded.

-

CARGO:SetVolume(Volume)

-

Set the volume of the cargo.

-

CARGO:SetWeight(Weight)

-

Set the weight of the cargo.

-

CARGO.Slingloadable

- -

CARGO:Smoke(SmokeColor, Radius)

-

Smoke the CARGO.

-

CARGO:SmokeBlue()

-

Smoke the CARGO Blue.

-

CARGO:SmokeGreen()

-

Smoke the CARGO Green.

-

CARGO:SmokeOrange()

-

Smoke the CARGO Orange.

-

CARGO:SmokeRed()

-

Smoke the CARGO Red.

-

CARGO:SmokeWhite()

-

Smoke the CARGO White.

-

CARGO:Spawn(PointVec2)

-

Template method to spawn a new representation of the CARGO in the simulator.

-

CARGO.Type

- -

CARGO:UnBoard(ToPointVec2)

-

UnBoards the cargo to a Carrier.

-

CARGO:UnLoad(ToPointVec2)

-

UnLoads the cargo to a Carrier.

-

CARGO.Volume

- -

CARGO.Weight

- -

CARGO:__Board(DelaySeconds, ToCarrier, NearRadius)

-

Boards the cargo to a Carrier.

-

CARGO:__Load(DelaySeconds, ToCarrier)

-

Loads the cargo to a Carrier.

-

CARGO:__UnBoard(DelaySeconds, ToPointVec2)

-

UnBoards the cargo to a Carrier.

-

CARGO:__UnLoad(DelaySeconds, ToPointVec2)

-

UnLoads the cargo to a Carrier.

-

CARGO:onenterDestroyed()

- -
-
- - - -
- - - - - - - - - - - - - -
Fields and Methods inherited from CARGO_PACKAGEDescription

CARGO_PACKAGE.CargoCarrier

- -

CARGO_PACKAGE.CargoInAir

- -
-
- - - -
- - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from CARGO_REPRESENTABLEDescription

CARGO_REPRESENTABLE:Destroy()

-

CARGO_REPRESENTABLE Destructor.

-

CARGO_REPRESENTABLE:MessageToGroup(Message, TaskGroup, Name)

-

Send a message to a Wrapper.Group through a communication channel near the cargo.

-

CARGO_REPRESENTABLE:New(CargoObject, Type, Name, LoadRadius, NearRadius)

-

CARGO_REPRESENTABLE Constructor.

-

CARGO_REPRESENTABLE:RouteTo(ToPointVec2, Speed)

-

Route a cargo unit to a PointVec2.

-
-
- - -
-
-
- -
- -
-
-
-

Field(s)

-
- -
-
- - #number -CARGO.CargoLimit - - - -
- -
- -
-
- - -CARGO.CargoScheduler - - - -
- -
-
-
- - #boolean -CARGO.Containable - - - -
- -
-
-
- - -CARGO.Deployed - - - -
- -
-
-
- - #boolean -CARGO.Moveable - - - -
- -
-
-
- - -CARGO.Name - - - -
- -
-
- - -
-
- - -
-
-
- - #boolean -CARGO.Representable - - - -
- -
-
-
- - #boolean -CARGO.Slingloadable - - - -
- -
-
-
- - -CARGO.Type - - - -
- -
-
-
- - -CARGO.Volume - - - -
- -
-
-

Function(s)

-
-
- - - -

Boards the cargo to a Carrier.

- - -

The event will create a movement (= running or driving) of the cargo to the Carrier. -The cargo must be in the UnLoaded state.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameters:

-
-
-

- Wrapper.Controllable#CONTROLLABLE - ToCarrier -

-
-
- -

The Carrier that will hold the cargo.

- -
-
-
-
-

- #number - NearRadius -

-
-
- -

The radius when the cargo will board the Carrier (to avoid collision).

- -
-
-
- -
-
- -
- - - -

Check if the cargo can be Boarded.

- -
-
-

Defined in:

-
-

CARGO

-
-
- -
-
- -
- - - -

Check if the cargo can be Loaded.

- -
-
-

Defined in:

-
-

CARGO

-
-
- -
-
- -
- - - -

Check if the cargo can be Slingloaded.

- -
-
-

Defined in:

-
-

CARGO

-
-
- -
-
- -
- - - -

Check if the cargo can be Unboarded.

- -
-
-

Defined in:

-
-

CARGO

-
-
- -
-
- -
- - - -

Check if the cargo can be Unloaded.

- -
-
-

Defined in:

-
-

CARGO

-
-
- -
-
- -
- - - -

Destroy the cargo.

- -
-
-

Defined in:

-
-

CARGO

-
-
- -
-
- -
- - - -

Find a CARGO in the _DATABASE.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- #string - CargoName -

-
-
- -

The Cargo Name.

- -
-
-

Return value:

-
-
-

#CARGO:

-
-
- -

self

- -
-
-
- -
-
- -
- - - -

Signal a flare at the position of the CARGO.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- Utilities.Utils#FLARECOLOR - FlareColor -

-
-
-

-
-
-
- -
-
- -
- - - -

Signal a green flare at the position of the CARGO.

- -
-
-

Defined in:

-
-

CARGO

-
-
- -
-
- -
- - - -

Signal a red flare at the position of the CARGO.

- -
-
-

Defined in:

-
-

CARGO

-
-
- -
-
- -
- - - -

Signal a white flare at the position of the CARGO.

- -
-
-

Defined in:

-
-

CARGO

-
-
- -
-
- -
- - - -

Signal a yellow flare at the position of the CARGO.

- -
-
-

Defined in:

-
-

CARGO

-
-
- -
-
- -
- - - -

Get the coalition of the Cargo.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-
-
- -

Coalition

- -
-
-
- -
-
- -
- - - -

Get the current coordinates of the Cargo.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
- -
- -

The coordinates of the Cargo.

- -
-
-
- -
-
- -
- - - -

Get the amount of Cargo.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-

#number:

-
-
- -

The amount of Cargo.

- -
-
-
- -
-
- -
- - - -

Get the heading of the cargo.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-

#number:

-
-
- - - -
-
-
- -
-
- -
- - - -

Get the Load radius, which is the radius till when the Cargo can be loaded.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-

#number:

-
-
- -

The radius till Cargo can be loaded.

- -
-
-
- -
-
- -
- - - -

Get the name of the Cargo.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-

#string:

-
-
- -

The name of the Cargo.

- -
-
-
- -
-
- -
- - - -

Get the current active object representing or being the Cargo.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
- -
- -

The object representing or being the Cargo.

- -
-
-
- -
-
- -
- - - -

Get the object name of the Cargo.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-

#string:

-
-
- -

The object name of the Cargo.

- -
-
-
- -
-
- -
- - - -

Get the current PointVec2 of the cargo.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Get the transportation method of the Cargo.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-

#string:

-
-
- -

The transportation method of the Cargo.

- -
-
-
- -
-
- -
- - - -

Get the type of the Cargo.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-

#string:

-
-
- -

The type of the Cargo.

- -
-
-
- -
-
- -
- - - -

Get the volume of the cargo.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-

#number:

-
-
- -

Volume The volume in kg.

- -
-
-
- -
-
- -
- - - -

Get the weight of the cargo.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-

#number:

-
-
- -

Weight The weight in kg.

- -
-
-
- -
-
- -
- - - -

Get the x position of the cargo.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-

#number:

-
-
- - - -
-
-
- -
-
- -
- - - -

Get the y position of the cargo.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-

#number:

-
-
- - - -
-
-
- -
-
- -
- - - -

Check if cargo is alive.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-

#boolean:

-
-
- -

true if unloaded

- -
-
-
- -
-
- -
- - - -

Check if cargo is boarding.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-

#boolean:

-
-
- -

true if boarding

- -
-
-
- -
-
- -
- - - -

Is the cargo deployed

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-

#boolean:

-
-
- - - -
-
-
- -
-
- -
- - - -

Check if cargo is destroyed.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-

#boolean:

-
-
- -

true if destroyed

- -
-
-
- -
-
- -
- - - -

Check if Cargo is in the LoadRadius for the Cargo to be Boarded or Loaded.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- Core.Point#COORDINATE - Coordinate -

-
-
-

-
-
-

Return value:

-
-
-

#boolean:

-
-
- -

true if the CargoGroup is within the loading radius.

- -
-
-
- -
-
- -
- - - -

Check if the Cargo can report itself to be Boarded or Loaded.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- Core.Point#COORDINATE - Coordinate -

-
-
-

-
-
-

Return value:

-
-
-

#boolean:

-
-
- -

true if the Cargo can report itself.

- -
-
-
- -
-
- -
- - - -

Check if Cargo is the given Core.Zone.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- Core.Zone#ZONE_BASE - Zone -

-
-
-

-
-
-

Return value:

-
-
-

#boolean:

-
-
- -

true if cargo is in the Zone, false if cargo is not in the Zone.

- -
-
-
- -
-
- -
- - - -

Check if cargo is loaded.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-

#boolean:

-
-
- -

true if loaded

- -
-
-
- -
-
- -
- - - -

Check if cargo is loaded.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- Wrapper.Unit#UNIT - Carrier -

-
-
-

-
-
-

Return value:

-
-
-

#boolean:

-
-
- -

true if loaded

- -
-
-
- -
-
- -
- - - -

Check if CargoCarrier is near the coordinate within NearRadius.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameters:

-
-
-

- Core.Point#COORDINATE - Coordinate -

-
-
-

-
-
-
-
-

- #number - NearRadius -

-
-
- -

The radius when the cargo will board the Carrier (to avoid collision).

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- - - -
-
-
- -
-
- -
- - - -

Check if cargo is unloaded.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-

#boolean:

-
-
- -

true if unloaded

- -
-
-
- -
-
- -
- - - -

Check if cargo is unboarding.

- -
-
-

Defined in:

-
-

CARGO

-
-

Return value:

-
-
-

#boolean:

-
-
- -

true if unboarding

- -
-
-
- -
-
- -
- - - -

Loads the cargo to a Carrier.

- - -

The event will load the cargo into the Carrier regardless of its position. There will be no movement simulated of the cargo loading. -The cargo must be in the UnLoaded state.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- Wrapper.Controllable#CONTROLLABLE - ToCarrier -

-
-
- -

The Carrier that will hold the cargo.

- -
-
-
- -
-
- -
- - - -

Send a CC message to a Wrapper.Group.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameters:

-
-
-

- #string - Message -

-
-
-

-
-
-
-
-

- Wrapper.Group#GROUP - CarrierGroup -

-
-
- -

The Carrier Group.

- -
-
-
-
-

- #string - Name -

-
-
- -

(optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.

- -
-
-
- -
-
- -
- - - -

CARGO Constructor.

- - -

This class is an abstract class and should not be instantiated.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameters:

-
-
-

- #string - Type -

-
-
-

-
-
-
-
-

- #string - Name -

-
-
-

-
-
-
-
-

- #number - Weight -

-
-
-

-
-
-
-
-

- #number - LoadRadius -

-
-
- -

(optional)

- -
-
-
-
-

- #number - NearRadius -

-
-
- -

(optional)

- -
-
-

Return value:

-
-
-

#CARGO:

-
-
- - - -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

-
-

CARGO

-
-

Parameters:

-
-
-

- Wrapper.Controllable#CONTROLLABLE - Controllable -

-
-
-

-
-
-
-
-

- #number - NearRadius -

-
-
- -

The radius when the cargo will board the Carrier (to avoid collision).

- -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- Wrapper.Controllable#CONTROLLABLE - Controllable -

-
-
-

-
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- Wrapper.Controllable#CONTROLLABLE - Controllable -

-
-
-

-
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- Wrapper.Controllable#CONTROLLABLE - Controllable -

-
-
-

-
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- Wrapper.Controllable#CONTROLLABLE - Controllable -

-
-
-

-
-
-

Return value:

-
-
-

#boolean:

-
-
- - - -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- Wrapper.Controllable#CONTROLLABLE - Controllable -

-
-
-

-
-
-

Return value:

-
-
-

#boolean:

-
-
- - - -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- Wrapper.Controllable#CONTROLLABLE - Controllable -

-
-
-

-
-
-

Return value:

-
-
-

#boolean:

-
-
- - - -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- Wrapper.Controllable#CONTROLLABLE - Controllable -

-
-
-

-
-
-

Return value:

-
-
-

#boolean:

-
-
- - - -
-
-
- -
-
- -
- - - -

Report to a Carrier Group.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameters:

-
-
-

- #string - Action -

-
-
- -

The string describing the action for the cargo.

- -
-
-
-
-

- Wrapper.Group#GROUP - CarrierGroup -

-
-
- -

The Carrier Group to send the report to.

- -
-
-
-
-

- ReportText -

-
-
-

-
-
-

Return value:

-
-
-

#CARGO:

-
-
- - - -
-
-
- -
-
- -
- - - -

Report to a Carrier Group with a Flaring signal.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- Utilities.Utils#UTILS.FlareColor - FlareColor -

-
-
- -

the color of the flare.

- -
-
-

Return value:

-
-
-

#CARGO:

-
-
- - - -
-
-
- -
-
- -
- - - -

Reset the reporting for a Carrier Group.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameters:

-
-
-

- #string - Action -

-
-
- -

The string describing the action for the cargo.

- -
-
-
-
-

- Wrapper.Group#GROUP - CarrierGroup -

-
-
- -

The Carrier Group to send the report to.

- -
-
-

Return value:

-
-
-

#CARGO:

-
-
- - - -
-
-
- -
-
- -
- - - -

Reset all the reporting for a Carrier Group.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- Wrapper.Group#GROUP - CarrierGroup -

-
-
- -

The Carrier Group to send the report to.

- -
-
-

Return value:

-
-
-

#CARGO:

-
-
- - - -
-
-
- -
-
- -
- - - -

Report to a Carrier Group with a Smoking signal.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- Utilities.Utils#UTILS.SmokeColor - SmokeColor -

-
-
- -

the color of the smoke.

- -
-
-

Return value:

-
-
-

#CARGO:

-
-
- - - -
-
-
- -
-
- -
- - - -

Respawn the cargo when destroyed

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- #boolean - RespawnDestroyed -

-
-
-

-
-
-
- -
-
- -
- - - -

Set the cargo as deployed.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- #boolean - Deployed -

-
-
- -

true if the cargo is to be deployed. false or nil otherwise.

- -
-
-
- -
-
- -
- - - -

Set the Load radius, which is the radius till when the Cargo can be loaded.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- #number - LoadRadius -

-
-
- -

The radius till Cargo can be loaded.

- -
-
-

Return value:

-
-
-

#CARGO:

-
-
- - - -
-
-
- -
-
- -
- - - -

Set the volume of the cargo.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- #number - Volume -

-
-
- -

The volume in kg.

- -
-
-

Return value:

-
-
-

#CARGO:

-
-
- - - -
-
-
- -
-
- -
- - - -

Set the weight of the cargo.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- #number - Weight -

-
-
- -

The weight in kg.

- -
-
-

Return value:

-
-
-

#CARGO:

-
-
- - - -
-
-
- -
-
- -
- - - -

Smoke the CARGO.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameters:

-
-
-

- Utilities.Utils#SMOKECOLOR - SmokeColor -

-
-
- -

The color of the smoke.

- -
-
-
-
-

- #number - Radius -

-
-
- -

The radius of randomization around the center of the Cargo.

- -
-
-
- -
-
- -
- - - -

Smoke the CARGO Blue.

- -
-
-

Defined in:

-
-

CARGO

-
-
- -
-
- -
- - - -

Smoke the CARGO Green.

- -
-
-

Defined in:

-
-

CARGO

-
-
- -
-
- -
- - - -

Smoke the CARGO Orange.

- -
-
-

Defined in:

-
-

CARGO

-
-
- -
-
- -
- - - -

Smoke the CARGO Red.

- -
-
-

Defined in:

-
-

CARGO

-
-
- -
-
- -
- - - -

Smoke the CARGO White.

- -
-
-

Defined in:

-
-

CARGO

-
-
- -
-
- -
- - - -

Template method to spawn a new representation of the CARGO in the simulator.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- PointVec2 -

-
-
-

-
-
-

Return value:

-
-
-

#CARGO:

-
-
- - - -
-
-
- -
-
- -
- - - -

UnBoards the cargo to a Carrier.

- - -

The event will create a movement (= running or driving) of the cargo from the Carrier. -The cargo must be in the Loaded state.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- Core.Point#COORDINATE - ToPointVec2 -

-
-
- -

(optional) @{Core.Point#COORDINATE) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.

- -
-
-
- -
-
- -
- - - -

UnLoads the cargo to a Carrier.

- - -

The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading. -The cargo must be in the Loaded state.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameter:

-
-
-

- Core.Point#COORDINATE - ToPointVec2 -

-
-
- -

(optional) @{Core.Point#COORDINATE) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.

- -
-
-
- -
-
- -
- - - -

Boards the cargo to a Carrier.

- - -

The event will create a movement (= running or driving) of the cargo to the Carrier. -The cargo must be in the UnLoaded state.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameters:

-
-
-

- #number - DelaySeconds -

-
-
- -

The amount of seconds to delay the action.

- -
-
-
-
-

- Wrapper.Controllable#CONTROLLABLE - ToCarrier -

-
-
- -

The Carrier that will hold the cargo.

- -
-
-
-
-

- #number - NearRadius -

-
-
- -

The radius when the cargo will board the Carrier (to avoid collision).

- -
-
-
- -
-
- -
- - - -

Loads the cargo to a Carrier.

- - -

The event will load the cargo into the Carrier regardless of its position. There will be no movement simulated of the cargo loading. -The cargo must be in the UnLoaded state.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameters:

-
-
-

- #number - DelaySeconds -

-
-
- -

The amount of seconds to delay the action.

- -
-
-
-
-

- Wrapper.Controllable#CONTROLLABLE - ToCarrier -

-
-
- -

The Carrier that will hold the cargo.

- -
-
-
- -
-
- -
- - - -

UnBoards the cargo to a Carrier.

- - -

The event will create a movement (= running or driving) of the cargo from the Carrier. -The cargo must be in the Loaded state.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameters:

-
-
-

- #number - DelaySeconds -

-
-
- -

The amount of seconds to delay the action.

- -
-
-
-
-

- Core.Point#COORDINATE - ToPointVec2 -

-
-
- -

(optional) @{Core.Point#COORDINATE) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.

- -
-
-
- -
-
- -
- - - -

UnLoads the cargo to a Carrier.

- - -

The event will unload the cargo from the Carrier. There will be no movement simulated of the cargo loading. -The cargo must be in the Loaded state.

- -
-
-

Defined in:

-
-

CARGO

-
-

Parameters:

-
-
-

- #number - DelaySeconds -

-
-
- -

The amount of seconds to delay the action.

- -
-
-
-
-

- Core.Point#COORDINATE - ToPointVec2 -

-
-
- -

(optional) @{Core.Point#COORDINATE) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.

- -
-
-
- -
-
- -
- - - - - -
-
-

Defined in:

-
-

CARGO

-
-
- -
-
- -
- -
- -
-
-
-

Field(s)

-
-
- - -
-
- - -
-
-

Function(s)

-
-
- -
- -
-
-
-

Field(s)

-
-
-

Function(s)

-
-
- - - -

CARGO_REPRESENTABLE Destructor.

- -
-
-

Defined in:

-
-

CARGO_REPRESENTABLE

-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Send a message to a Wrapper.Group through a communication channel near the cargo.

- -
-
-

Defined in:

-
-

CARGO_REPRESENTABLE

-
-

Parameters:

-
-
-

- #string - Message -

-
-
-

-
-
-
-
-

- Wrapper.Group#GROUP - TaskGroup -

-
-
-

-
-
-
-
-

- #string - Name -

-
-
- -

(optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.

- -
-
-
- -
-
- -
- - - -

CARGO_REPRESENTABLE Constructor.

- -
-
-

Defined in:

-
-

CARGO_REPRESENTABLE

-
-

Parameters:

-
-
-

- Wrapper.Positionable#POSITIONABLE - CargoObject -

-
-
- -

The cargo object.

- -
-
-
-
-

- #string - Type -

-
-
- -

Type name

- -
-
-
-
-

- #string - Name -

-
-
- -

Name.

- -
-
-
-
-

- #number - LoadRadius -

-
-
- -

(optional) Radius in meters.

- -
-
-
-
-

- #number - NearRadius -

-
-
- -

(optional) Radius in meters when the cargo is loaded into the carrier.

- -
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Route a cargo unit to a PointVec2.

- -
-
-

Defined in:

-
-

CARGO_REPRESENTABLE

-
-

Parameters:

-
-
-

- Core.Point#COORDINATE - ToPointVec2 -

-
-
-

-
-
-
-
-

- #number - Speed -

-
-
-

-
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- -
-
- - -
- - - - diff --git a/Documentation/Cargo.CargoCrate.html b/Documentation/Cargo.CargoCrate.html deleted file mode 100644 index 375a8c4c2..000000000 --- a/Documentation/Cargo.CargoCrate.html +++ /dev/null @@ -1,2741 +0,0 @@ - - - - - - - - - - - - - - - - - - -
-

- -

-
-
- - -Banner Image -
-
-

Module Cargo.CargoCrate

-
-
- -

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

- - - -
- -

Demo Missions

- -

YouTube Playlist

- -
- -

Author: FlightControl

-

Contributions:

- -
- - -
-

Global(s)

-
- - - - - -

Global CARGO_CRATE

-

Banner Image

- -
    -
  • Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
  • -
-
-
-
-
- - #CARGO_CRATE -CARGO_CRATE - -

Banner Image

- -
    -
  • Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.
  • -
- - -

Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO_CRATE objects to and from carriers.

- -

The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo:

- - - -

The above cargo classes are also used by the TASK_CARGO_ classes to allow human players to transport cargo as part of a tasking:

- - - -

Developer Note

- -

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

- -
- - -
- -
-

Type(s)

- - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from CARGO_CRATEDescription

CARGO_CRATE:CanBoard()

-

Check if the cargo can be Boarded.

-

CARGO_CRATE:CanSlingload()

-

Check if the cargo can be sling loaded.

-

CARGO_CRATE:CanUnboard()

-

Check if the cargo can be Unboarded.

-

CARGO_CRATE.CargoCarrier

- -

CARGO_CRATE.CargoObject

- -

CARGO_CRATE:GetCoordinate()

-

Get the current Coordinate of the CargoGroup.

-

CARGO_CRATE:GetTransportationMethod()

-

Get the transportation method of the Cargo.

-

CARGO_CRATE:IsAlive()

-

Check if the CargoGroup is alive.

-

CARGO_CRATE:IsInLoadRadius(Coordinate)

-

Check if Cargo Crate is in the radius for the Cargo to be Boarded or Loaded.

-

CARGO_CRATE:IsInReportRadius(Coordinate)

-

Check if Cargo Crate is in the radius for the Cargo to be reported.

-

CARGO_CRATE:IsNear(CargoCarrier, NearRadius)

-

Check if Cargo is near to the Carrier.

-

CARGO_CRATE.NearRadius

- -

CARGO_CRATE:New(CargoStatic, Type, Name, LoadRadius, NearRadius)

-

CARGO_CRATE Constructor.

-

CARGO_CRATE.NoDestroy

- -

CARGO_CRATE:OnEventCargoDead(EventData)

- -

CARGO_CRATE.OnUnLoadedCallBack

- -

CARGO_CRATE:Respawn()

-

Respawn the CargoGroup.

-

CARGO_CRATE:RouteTo(Coordinate)

-

Route Cargo to Coordinate and randomize locations.

-

CARGO_CRATE:onafterReset()

-

Respawn the CargoGroup.

-

CARGO_CRATE:onenterLoaded(Event, From, To, CargoCarrier)

-

Loaded State.

-

CARGO_CRATE:onenterUnLoaded(Event, From, To, Core, ToPointVec2)

-

Enter UnLoaded State.

-
-
-
- - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from CARGO_REPRESENTABLEDescription

CARGO_CRATE:Destroy()

-

CARGO_REPRESENTABLE Destructor.

-

CARGO_CRATE:MessageToGroup(Message, TaskGroup, Name)

-

Send a message to a Wrapper.Group through a communication channel near the cargo.

-

CARGO_CRATE:New(CargoObject, Type, Name, LoadRadius, NearRadius)

-

CARGO_REPRESENTABLE Constructor.

-

CARGO_CRATE:RouteTo(ToPointVec2, Speed)

-

Route a cargo unit to a PointVec2.

-
-
- - -
-
-
- -
- -
-
- -

Models the behaviour of cargo crates, which can be slingloaded and boarded on helicopters.

- -
-

Field(s)

-
- -
-
- - #boolean -CARGO_CRATE.NoDestroy - - - -
- -
-
-

Function(s)

-
-
- - - -

Check if the cargo can be Boarded.

- -
-
-

Defined in:

-
-

CARGO_CRATE

-
-
- -
-
- -
- - - -

Check if the cargo can be sling loaded.

- -
-
-

Defined in:

-
-

CARGO_CRATE

-
-
- -
-
- -
- - - -

Check if the cargo can be Unboarded.

- -
-
-

Defined in:

-
-

CARGO_CRATE

-
-
- -
-
- -
- - - -

Get the current Coordinate of the CargoGroup.

- -
-
-

Defined in:

-
-

CARGO_CRATE

-
-

Return values:

-
- -
- -

The current Coordinate of the first Cargo of the CargoGroup.

- -
-
-

#nil:

-
-
- -

There is no valid Cargo in the CargoGroup.

- -
-
-
- -
-
- -
- - - -

Get the transportation method of the Cargo.

- -
-
-

Defined in:

-
-

CARGO_CRATE

-
-

Return value:

-
-
-

#string:

-
-
- -

The transportation method of the Cargo.

- -
-
-
- -
-
- -
- - - -

Check if the CargoGroup is alive.

- -
-
-

Defined in:

-
-

CARGO_CRATE

-
-

Return values:

-
-
-

#boolean:

-
-
- -

true if the CargoGroup is alive.

- -
-
-

#boolean:

-
-
- -

false if the CargoGroup is dead.

- -
-
-
- -
-
- -
- - - -

Check if Cargo Crate is in the radius for the Cargo to be Boarded or Loaded.

- -
-
-

Defined in:

-
-

CARGO_CRATE

-
-

Parameter:

-
-
-

- Core.Point#Coordinate - Coordinate -

-
-
-

-
-
-

Return value:

-
-
-

#boolean:

-
-
- -

true if the Cargo Crate is within the loading radius.

- -
-
-
- -
-
- -
- - - -

Check if Cargo Crate is in the radius for the Cargo to be reported.

- -
-
-

Defined in:

-
-

CARGO_CRATE

-
-

Parameter:

-
-
-

- Core.Point#COORDINATE - Coordinate -

-
-
-

-
-
-

Return value:

-
-
-

#boolean:

-
-
- -

true if the Cargo Crate is within the report radius.

- -
-
-
- -
-
- -
- - - -

Check if Cargo is near to the Carrier.

- - -

The Cargo is near to the Carrier within NearRadius.

- -
-
-

Defined in:

-
-

CARGO_CRATE

-
-

Parameters:

-
-
-

- Wrapper.Group#GROUP - CargoCarrier -

-
-
-

-
-
-
-
-

- #number - NearRadius -

-
-
-

-
-
-

Return values:

-
-
-

#boolean:

-
-
- -

The Cargo is near to the Carrier.

- -
-
-

#nil:

-
-
- -

The Cargo is not near to the Carrier.

- -
-
-
- -
-
- -
- - - -

CARGO_CRATE Constructor.

- -
-
-

Defined in:

-
-

CARGO_CRATE

-
-

Parameters:

-
-
-

- Wrapper.Static#STATIC - CargoStatic -

-
-
-

-
-
-
-
-

- #string - Type -

-
-
-

-
-
-
-
-

- #string - Name -

-
-
-

-
-
-
-
-

- #number - LoadRadius -

-
-
- -

(optional)

- -
-
-
-
-

- #number - NearRadius -

-
-
- -

(optional)

- -
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - - - - -

@param #CARGO_CRATE self - @param Core.Event#EVENTDATA EventData

- -
-
-

Defined in:

-
-

CARGO_CRATE

-
-

Parameter:

-
-
-

- EventData -

-
-
-

-
-
-
- -
-
- -
- - - -

Respawn the CargoGroup.

- -
-
-

Defined in:

-
-

CARGO_CRATE

-
-
- -
-
- -
- - - -

Route Cargo to Coordinate and randomize locations.

- -
-
-

Defined in:

-
-

CARGO_CRATE

-
-

Parameter:

-
-
-

- Core.Point#COORDINATE - Coordinate -

-
-
-

-
-
-
- -
-
- -
- - - -

Respawn the CargoGroup.

- -
-
-

Defined in:

-
-

CARGO_CRATE

-
-
- -
-
- -
- - - -

Loaded State.

- -
-
-

Defined in:

-
-

CARGO_CRATE

-
-

Parameters:

-
-
-

- #string - Event -

-
-
-

-
-
-
-
-

- #string - From -

-
-
-

-
-
-
-
-

- #string - To -

-
-
-

-
-
-
-
-

- Wrapper.Unit#UNIT - CargoCarrier -

-
-
-

-
-
-
- -
-
- -
- - - -

Enter UnLoaded State.

- -
-
-

Defined in:

-
-

CARGO_CRATE

-
-

Parameters:

-
-
-

- #string - Event -

-
-
-

-
-
-
-
-

- #string - From -

-
-
-

-
-
-
-
-

- #string - To -

-
-
-

-
-
-
-
-

- Core -

-
-
- -

Point#COORDINATE

- -
-
-
-
-

- ToPointVec2 -

-
-
-

-
-
-
- -
-
- -
-

Field(s)

-
- -
-
- - #boolean -CARGO_CRATE.NoDestroy - - - -
- -
-
-

Function(s)

-
-
- - - -

CARGO_REPRESENTABLE Destructor.

- -
-
-

Defined in:

- -

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Send a message to a Wrapper.Group through a communication channel near the cargo.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - Message -

-
-
-

-
-
-
-
-

- Wrapper.Group#GROUP - TaskGroup -

-
-
-

-
-
-
-
-

- #string - Name -

-
-
- -

(optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.

- -
-
-
- -
-
- -
- - - -

CARGO_REPRESENTABLE Constructor.

- -
-
-

Defined in:

- -

Parameters:

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- Wrapper.Positionable#POSITIONABLE - CargoObject -

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The cargo object.

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- #string - Type -

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Type name

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- #string - Name -

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Name.

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- #number - LoadRadius -

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(optional) Radius in meters.

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- #number - NearRadius -

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(optional) Radius in meters when the cargo is loaded into the carrier.

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Return value:

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Route a cargo unit to a PointVec2.

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Defined in:

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Parameters:

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- Core.Point#COORDINATE - ToPointVec2 -

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- #number - Speed -

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Return value:

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- - - - diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html deleted file mode 100644 index 5b0b146f0..000000000 --- a/Documentation/Cargo.CargoGroup.html +++ /dev/null @@ -1,3201 +0,0 @@ - - - - - - - - - - - - - - - - - - -
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Module Cargo.CargoGroup

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

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Demo Missions

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YouTube Playlist

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Author: FlightControl

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Contributions:

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- - -
-

Global(s)

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Global CARGO_GROUP

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Defines a cargo that is represented by a Wrapper.Group object within the simulator.

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- - #CARGO_GROUP -CARGO_GROUP - -

Defines a cargo that is represented by a Wrapper.Group object within the simulator.

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Banner Image -The cargo can be Loaded, UnLoaded, Boarded, UnBoarded to and from Carriers.

- -

The above cargo classes are used by the following AI_CARGO_ classes to allow AI groups to transport cargo:

- - - -

The above cargo classes are also used by the TASK_CARGO_ classes to allow human players to transport cargo as part of a tasking:

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Developer Note

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

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Type(s)

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- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from CARGO_GROUPDescription

CARGO_GROUP.CargoCarrier

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CARGO_GROUP.CargoGroup

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CARGO_GROUP.CargoName

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CARGO_GROUP.CargoObject

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CARGO_GROUP.CargoSet

-

The collection of derived CARGO objects.

-

CARGO_GROUP.CargoTemplate

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CARGO_GROUP.CargoUnitTemplate

- -

CARGO_GROUP:Flare(FlareColor)

-

Signal a flare at the position of the CargoGroup.

-

CARGO_GROUP:GetCoordinate()

-

Get the current Coordinate of the CargoGroup.

-

CARGO_GROUP:GetCount()

-

Get the amount of cargo units in the group.

-

CARGO_GROUP:GetFirstAlive()

-

Get the first alive Cargo Unit of the Cargo Group.

-

CARGO_GROUP:GetGroup(Cargo)

-

Get the underlying GROUP object from the CARGO_GROUP.

-

CARGO_GROUP:GetTransportationMethod()

-

Get the transportation method of the Cargo.

-

CARGO_GROUP.GroupName

-

The name of the CargoGroup.

-

CARGO_GROUP.GroupTemplate

- -

CARGO_GROUP.Grouped

- -

CARGO_GROUP:IsAlive()

-

Check if the CargoGroup is alive.

-

CARGO_GROUP:IsInLoadRadius(Coordinate)

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Check if Cargo Group is in the radius for the Cargo to be Boarded.

-

CARGO_GROUP:IsInReportRadius(Coordinate)

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Check if Cargo Group is in the report radius.

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CARGO_GROUP:IsInZone(Zone)

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Check if the first element of the CargoGroup is the given Core.Zone.

-

CARGO_GROUP:IsNear(CargoCarrier, NearRadius)

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Check if Cargo is near to the Carrier.

-

CARGO_GROUP.NearRadius

- -

CARGO_GROUP:New(CargoGroup, Type, Name, LoadRadius, NearRadius)

-

CARGO_GROUP constructor.

-

CARGO_GROUP:OnEventCargoDead(EventData)

- -

CARGO_GROUP:Regroup()

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Regroup the cargo group into one group with multiple unit.

-

CARGO_GROUP:Respawn()

-

Respawn the CargoGroup.

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CARGO_GROUP:RouteTo(Coordinate)

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Route Cargo to Coordinate and randomize locations.

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CARGO_GROUP:Smoke(SmokeColor, Radius)

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Smoke the CargoGroup.

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CARGO_GROUP:Ungroup()

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Ungroup the cargo group into individual groups with one unit.

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CARGO_GROUP:onafterBoard(Event, From, To, CargoCarrier, NearRadius, ...)

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After Board Event.

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CARGO_GROUP:onafterBoarding(Event, From, To, CargoCarrier, NearRadius, ...)

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Leave Boarding State.

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CARGO_GROUP:onafterLoad(Event, From, To, CargoCarrier, ...)

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Enter Loaded State.

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CARGO_GROUP:onafterUnBoard(Event, From, To, ToPointVec2, NearRadius, ...)

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Enter UnBoarding State.

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CARGO_GROUP:onafterUnBoarding(Event, From, To, ToPointVec2, NearRadius, ...)

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Leave UnBoarding State.

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CARGO_GROUP:onafterUnLoad(Event, From, To, ToPointVec2, ...)

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Enter UnLoaded State.

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CARGO_GROUP.

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CargoCarrier The carrier group.

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Field(s)

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- - -CARGO_GROUP.CargoCarrier - - - - -

self.CargoObject:Destroy()

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- - -CARGO_GROUP.CargoGroup - - - - -

Then we register the new group in the database

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- -
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- - -CARGO_GROUP.CargoName - - - -
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- - -CARGO_GROUP.CargoObject - - - - -

Now we spawn the new group based on the template created.

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- - Core.Set#SET_CARGO -CARGO_GROUP.CargoSet - -

The collection of derived CARGO objects.

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- - #table -CARGO_GROUP.CargoUnitTemplate - - - -
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- - #string -CARGO_GROUP.GroupName - -

The name of the CargoGroup.

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- - #boolean -CARGO_GROUP.Grouped - - - -
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- - Wrapper.Group#GROU -CARGO_GROUP. - -

CargoCarrier The carrier group.

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Function(s)

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Signal a flare at the position of the CargoGroup.

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Defined in:

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CARGO_GROUP

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Parameter:

-
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- Utilities.Utils#FLARECOLOR - FlareColor -

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Get the current Coordinate of the CargoGroup.

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Defined in:

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CARGO_GROUP

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-

Return values:

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- -
- -

The current Coordinate of the first Cargo of the CargoGroup.

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#nil:

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There is no valid Cargo in the CargoGroup.

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Get the amount of cargo units in the group.

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-

Defined in:

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CARGO_GROUP

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Return value:

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- -
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Get the first alive Cargo Unit of the Cargo Group.

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Defined in:

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CARGO_GROUP

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Return value:

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Get the underlying GROUP object from the CARGO_GROUP.

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Defined in:

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CARGO_GROUP

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Parameter:

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- Cargo -

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Return value:

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Get the transportation method of the Cargo.

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Defined in:

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CARGO_GROUP

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Return value:

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#string:

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The transportation method of the Cargo.

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Check if the CargoGroup is alive.

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Defined in:

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CARGO_GROUP

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Return values:

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#boolean:

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true if the CargoGroup is alive.

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#boolean:

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false if the CargoGroup is dead.

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Check if Cargo Group is in the radius for the Cargo to be Boarded.

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Defined in:

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CARGO_GROUP

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Parameter:

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- Core.Point#COORDINATE - Coordinate -

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Return value:

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#boolean:

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true if the Cargo Group is within the load radius.

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Check if Cargo Group is in the report radius.

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Defined in:

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CARGO_GROUP

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Parameter:

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- Core.Point#Coordinate - Coordinate -

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Return value:

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#boolean:

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true if the Cargo Group is within the report radius.

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Check if the first element of the CargoGroup is the given Core.Zone.

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Defined in:

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CARGO_GROUP

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-

Parameter:

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- Core.Zone#ZONE_BASE - Zone -

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Return values:

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#boolean:

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true if the first element of the CargoGroup is in the Zone

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-
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#boolean:

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false if there is no element of the CargoGroup in the Zone.

- -
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- -
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Check if Cargo is near to the Carrier.

- - -

The Cargo is near to the Carrier if the first unit of the Cargo Group is within NearRadius.

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Defined in:

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CARGO_GROUP

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-

Parameters:

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- Wrapper.Group#GROUP - CargoCarrier -

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- #number - NearRadius -

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Return value:

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#boolean:

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The Cargo is near to the Carrier or #nil if the Cargo is not near to the Carrier.

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- - - -

CARGO_GROUP constructor.

- - -

This make a new CARGO_GROUP from a Wrapper.Group object. -It will "ungroup" the group object within the sim, and will create a Core.Set of individual Unit objects.

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-

Defined in:

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CARGO_GROUP

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Parameters:

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- Wrapper.Group#GROUP - CargoGroup -

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Group to be transported as cargo.

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- #string - Type -

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Cargo type, e.g. "Infantry". This is the type used in SET_CARGO:New():FilterTypes("Infantry") to define the valid cargo groups of the set.

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- #string - Name -

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A user defined name of the cargo group. This name CAN be the same as the group object but can also have a different name. This name MUST be unique!

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- #number - LoadRadius -

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(optional) Distance in meters until which a cargo is loaded into the carrier. Cargo outside this radius has to be routed by other means to within the radius to be loaded.

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- #number - NearRadius -

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(optional) Once the units are within this radius of the carrier, they are actually loaded, i.e. disappear from the scene.

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-

Return value:

-
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Cargo group object.

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Defined in:

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CARGO_GROUP

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Parameter:

-
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- Core.Event#EVENTDATA - EventData -

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Regroup the cargo group into one group with multiple unit.

- - -

This is required because by default a group will move in formation and this is really an issue for group control. -Therefore this method is made to be able to regroup a group. -This works for ground only groups.

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Defined in:

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CARGO_GROUP

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Respawn the CargoGroup.

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Defined in:

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CARGO_GROUP

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Route Cargo to Coordinate and randomize locations.

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Defined in:

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CARGO_GROUP

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Parameter:

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- Core.Point#COORDINATE - Coordinate -

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Smoke the CargoGroup.

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Defined in:

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CARGO_GROUP

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Parameters:

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- Utilities.Utils#SMOKECOLOR - SmokeColor -

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The color of the smoke.

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- #number - Radius -

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The radius of randomization around the center of the first element of the CargoGroup.

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Ungroup the cargo group into individual groups with one unit.

- - -

This is required because by default a group will move in formation and this is really an issue for group control. -Therefore this method is made to be able to ungroup a group. -This works for ground only groups.

- -
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Defined in:

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CARGO_GROUP

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After Board Event.

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Defined in:

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CARGO_GROUP

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Parameters:

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- #string - Event -

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- #string - From -

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- #string - To -

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- Wrapper.Unit#UNIT - CargoCarrier -

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- #number - NearRadius -

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If distance is smaller than this number, cargo is loaded into the carrier.

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- ... -

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-
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- - - -

Leave Boarding State.

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Defined in:

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CARGO_GROUP

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Parameters:

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- #string - Event -

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- #string - From -

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- #string - To -

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- Wrapper.Unit#UNIT - CargoCarrier -

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- #number - NearRadius -

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If distance is smaller than this number, cargo is loaded into the carrier.

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- ... -

-
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-

-
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-
- -
- - - -

Enter Loaded State.

- -
-
-

Defined in:

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CARGO_GROUP

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-

Parameters:

-
-
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- #string - Event -

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-

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-
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- #string - From -

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- #string - To -

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- Wrapper.Unit#UNIT - CargoCarrier -

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-

-
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-

- ... -

-
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-

-
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-
- -
-
- -
- - - -

Enter UnBoarding State.

- -
-
-

Defined in:

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CARGO_GROUP

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-

Parameters:

-
-
-

- #string - Event -

-
-
-

-
-
-
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- #string - From -

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-

-
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- #string - To -

-
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-

-
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- Core.Point#COORDINATE - ToPointVec2 -

-
-
-

-
-
-
-
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- #number - NearRadius -

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- -

If distance is smaller than this number, cargo is loaded into the carrier.

- -
-
-
-
-

- ... -

-
-
-

-
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-
- -
-
- -
- - - -

Leave UnBoarding State.

- -
-
-

Defined in:

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CARGO_GROUP

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-

Parameters:

-
-
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- #string - Event -

-
-
-

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- #string - From -

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- #string - To -

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-
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- Core.Point#COORDINATE - ToPointVec2 -

-
-
-

-
-
-
-
-

- #number - NearRadius -

-
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- -

If distance is smaller than this number, cargo is loaded into the carrier.

- -
-
-
-
-

- ... -

-
-
-

-
-
-
- -
-
- -
- - - -

Enter UnLoaded State.

- -
-
-

Defined in:

-
-

CARGO_GROUP

-
-

Parameters:

-
-
-

- #string - Event -

-
-
-

-
-
-
-
-

- #string - From -

-
-
-

-
-
-
-
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- #string - To -

-
-
-

-
-
-
-
-

- Core.Point#COORDINATE - ToPointVec2 -

-
-
-

-
-
-
-
-

- ... -

-
-
-

-
-
-
- -
-
- -
- -
-
- - -
- - - - diff --git a/Documentation/Cargo.CargoSlingload.html b/Documentation/Cargo.CargoSlingload.html deleted file mode 100644 index 666e41be1..000000000 --- a/Documentation/Cargo.CargoSlingload.html +++ /dev/null @@ -1,2591 +0,0 @@ - - - - - - - - - - - - - - - - - - -
-

- -

-
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- - -Banner Image -
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-

Module Cargo.CargoSlingload

-
-
- -

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

- - -

The cargo can only be slingloaded.

- -
- -

Demo Missions

- -

YouTube Playlist

- -
- -

Author: FlightControl

-

Contributions:

- -
- - -
-

Global(s)

-
- - - - - -

Global CARGO_SLINGLOAD

-

Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.

-
-
-
-
- - #CARGO_SLINGLOAD -CARGO_SLINGLOAD - -

Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.

- - - -

The above cargo classes are also used by the TASK_CARGO_ classes to allow human players to transport cargo as part of a tasking:

- - - -

Developer Note

- -

Banner Image

- -

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

- -
- - -
- -
-

Type(s)

- - -
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from CARGO_SLINGLOADDescription

CARGO_SLINGLOAD:CanBoard()

-

Check if the cargo can be Boarded.

-

CARGO_SLINGLOAD:CanLoad()

-

Check if the cargo can be Loaded.

-

CARGO_SLINGLOAD:CanSlingload()

-

Check if the cargo can be Slingloaded.

-

CARGO_SLINGLOAD:CanUnboard()

-

Check if the cargo can be Unboarded.

-

CARGO_SLINGLOAD:CanUnload()

-

Check if the cargo can be Unloaded.

-

CARGO_SLINGLOAD.CargoCarrier

- -

CARGO_SLINGLOAD.CargoObject

- -

CARGO_SLINGLOAD:GetCoordinate()

-

Get the current Coordinate of the CargoGroup.

-

CARGO_SLINGLOAD:GetTransportationMethod()

-

Get the transportation method of the Cargo.

-

CARGO_SLINGLOAD:IsAlive()

-

Check if the CargoGroup is alive.

-

CARGO_SLINGLOAD:IsInLoadRadius(Coordinate)

-

Check if Cargo Slingload is in the radius for the Cargo to be Boarded or Loaded.

-

CARGO_SLINGLOAD:IsInReportRadius(Coordinate)

-

Check if Cargo Crate is in the radius for the Cargo to be reported.

-

CARGO_SLINGLOAD:IsNear(CargoCarrier, NearRadius)

-

Check if Cargo is near to the Carrier.

-

CARGO_SLINGLOAD.NearRadius

- -

CARGO_SLINGLOAD:New(CargoStatic, Type, Name, LoadRadius, NearRadius)

-

CARGO_SLINGLOAD Constructor.

-

CARGO_SLINGLOAD:OnEventCargoDead(EventData)

- -

CARGO_SLINGLOAD:Respawn()

-

Respawn the CargoGroup.

-

CARGO_SLINGLOAD:RouteTo(Coordinate)

-

Route Cargo to Coordinate and randomize locations.

-

CARGO_SLINGLOAD:onafterReset()

-

Respawn the CargoGroup.

-
-
-
- - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from CARGO_REPRESENTABLEDescription

CARGO_SLINGLOAD:Destroy()

-

CARGO_REPRESENTABLE Destructor.

-

CARGO_SLINGLOAD:MessageToGroup(Message, TaskGroup, Name)

-

Send a message to a Wrapper.Group through a communication channel near the cargo.

-

CARGO_SLINGLOAD:New(CargoObject, Type, Name, LoadRadius, NearRadius)

-

CARGO_REPRESENTABLE Constructor.

-

CARGO_SLINGLOAD:RouteTo(ToPointVec2, Speed)

-

Route a cargo unit to a PointVec2.

-
-
- - -
-
-
- -
- -
-
- -

Models the behaviour of cargo crates, which can only be slingloaded.

- -
-

Field(s)

-
-
- - -
-
-

Function(s)

-
-
- - - -

Check if the cargo can be Boarded.

- -
-
-

Defined in:

-
-

CARGO_SLINGLOAD

-
-
- -
-
- -
- - - -

Check if the cargo can be Loaded.

- -
-
-

Defined in:

-
-

CARGO_SLINGLOAD

-
-
- -
-
- -
- - - -

Check if the cargo can be Slingloaded.

- -
-
-

Defined in:

-
-

CARGO_SLINGLOAD

-
-
- -
-
- -
- - - -

Check if the cargo can be Unboarded.

- -
-
-

Defined in:

-
-

CARGO_SLINGLOAD

-
-
- -
-
- -
- - - -

Check if the cargo can be Unloaded.

- -
-
-

Defined in:

-
-

CARGO_SLINGLOAD

-
-
- -
-
- -
- - - -

Get the current Coordinate of the CargoGroup.

- -
-
-

Defined in:

-
-

CARGO_SLINGLOAD

-
-

Return values:

-
- -
- -

The current Coordinate of the first Cargo of the CargoGroup.

- -
-
-

#nil:

-
-
- -

There is no valid Cargo in the CargoGroup.

- -
-
-
- -
-
- -
- - - -

Get the transportation method of the Cargo.

- -
-
-

Defined in:

-
-

CARGO_SLINGLOAD

-
-

Return value:

-
-
-

#string:

-
-
- -

The transportation method of the Cargo.

- -
-
-
- -
-
- -
- - - -

Check if the CargoGroup is alive.

- -
-
-

Defined in:

-
-

CARGO_SLINGLOAD

-
-

Return values:

-
-
-

#boolean:

-
-
- -

true if the CargoGroup is alive.

- -
-
-

#boolean:

-
-
- -

false if the CargoGroup is dead.

- -
-
-
- -
-
- -
- - - -

Check if Cargo Slingload is in the radius for the Cargo to be Boarded or Loaded.

- -
-
-

Defined in:

-
-

CARGO_SLINGLOAD

-
-

Parameter:

-
-
-

- Core.Point#COORDINATE - Coordinate -

-
-
-

-
-
-

Return value:

-
-
-

#boolean:

-
-
- -

true if the Cargo Slingload is within the loading radius.

- -
-
-
- -
-
- -
- - - -

Check if Cargo Crate is in the radius for the Cargo to be reported.

- -
-
-

Defined in:

-
-

CARGO_SLINGLOAD

-
-

Parameter:

-
-
-

- Core.Point#COORDINATE - Coordinate -

-
-
-

-
-
-

Return value:

-
-
-

#boolean:

-
-
- -

true if the Cargo Crate is within the report radius.

- -
-
-
- -
-
- -
- - - -

Check if Cargo is near to the Carrier.

- - -

The Cargo is near to the Carrier within NearRadius.

- -
-
-

Defined in:

-
-

CARGO_SLINGLOAD

-
-

Parameters:

-
-
-

- Wrapper.Group#GROUP - CargoCarrier -

-
-
-

-
-
-
-
-

- #number - NearRadius -

-
-
-

-
-
-

Return values:

-
-
-

#boolean:

-
-
- -

The Cargo is near to the Carrier.

- -
-
-

#nil:

-
-
- -

The Cargo is not near to the Carrier.

- -
-
-
- -
-
- -
- - - -

CARGO_SLINGLOAD Constructor.

- -
-
-

Defined in:

-
-

CARGO_SLINGLOAD

-
-

Parameters:

-
-
-

- Wrapper.Static#STATIC - CargoStatic -

-
-
-

-
-
-
-
-

- #string - Type -

-
-
-

-
-
-
-
-

- #string - Name -

-
-
-

-
-
-
-
-

- #number - LoadRadius -

-
-
- -

(optional)

- -
-
-
-
-

- #number - NearRadius -

-
-
- -

(optional)

- -
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - - - - -

@param #CARGO_SLINGLOAD self - @param Core.Event#EVENTDATA EventData

- -
-
-

Defined in:

-
-

CARGO_SLINGLOAD

-
-

Parameter:

-
-
-

- EventData -

-
-
-

-
-
-
- -
-
- -
- - - -

Respawn the CargoGroup.

- -
-
-

Defined in:

-
-

CARGO_SLINGLOAD

-
-
- -
-
- -
- - - -

Route Cargo to Coordinate and randomize locations.

- -
-
-

Defined in:

-
-

CARGO_SLINGLOAD

-
-

Parameter:

-
-
-

- Core.Point#COORDINATE - Coordinate -

-
-
-

-
-
-
- -
-
- -
- - - -

Respawn the CargoGroup.

- -
-
-

Defined in:

-
-

CARGO_SLINGLOAD

-
-
- -
-
- -
-

Field(s)

-
-
- - -
-
-

Function(s)

-
-
- - - -

CARGO_REPRESENTABLE Destructor.

- -
-
-

Defined in:

- -

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Send a message to a Wrapper.Group through a communication channel near the cargo.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - Message -

-
-
-

-
-
-
-
-

- Wrapper.Group#GROUP - TaskGroup -

-
-
-

-
-
-
-
-

- #string - Name -

-
-
- -

(optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.

- -
-
-
- -
-
- -
- - - -

CARGO_REPRESENTABLE Constructor.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Wrapper.Positionable#POSITIONABLE - CargoObject -

-
-
- -

The cargo object.

- -
-
-
-
-

- #string - Type -

-
-
- -

Type name

- -
-
-
-
-

- #string - Name -

-
-
- -

Name.

- -
-
-
-
-

- #number - LoadRadius -

-
-
- -

(optional) Radius in meters.

- -
-
-
-
-

- #number - NearRadius -

-
-
- -

(optional) Radius in meters when the cargo is loaded into the carrier.

- -
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Route a cargo unit to a PointVec2.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Point#COORDINATE - ToPointVec2 -

-
-
-

-
-
-
-
-

- #number - Speed -

-
-
-

-
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- -
-
- - -
- - - - diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html deleted file mode 100644 index d2acfc804..000000000 --- a/Documentation/Cargo.CargoUnit.html +++ /dev/null @@ -1,2738 +0,0 @@ - - - - - - - - - - - - - - - - - - -
-

- -

-
-
- - -Banner Image -
-
-

Module Cargo.CargoUnit

-
-
- -

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

- - - -
- -

Demo Missions

- -

YouTube Playlist

- -
- -

Author: FlightControl

-

Contributions:

- -
- - -
-

Global(s)

-
- - - - - -

Global CARGO_UNIT

-

Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.

-
-
-
-
- - #CARGO_UNIT -CARGO_UNIT - -

Defines a cargo that is represented by a UNIT object within the simulator, and can be transported by a carrier.

- - -

Use the event functions as described above to Load, UnLoad, Board, UnBoard the CARGO_UNIT objects to and from carriers. -Note that ground forces behave in a group, and thus, act in formation, regardless if one unit is commanded to move.

- -

This class is used in CARGO_GROUP, and is not meant to be used by mission designers individually.

- -

Developer Note

- -

Banner Image

- -

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

- -
- - -
- -
-

Type(s)

- - - -
- - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from CARGO_REPRESENTABLEDescription

CARGO_UNIT:Destroy()

-

CARGO_REPRESENTABLE Destructor.

-

CARGO_UNIT:MessageToGroup(Message, TaskGroup, Name)

-

Send a message to a Wrapper.Group through a communication channel near the cargo.

-

CARGO_UNIT:New(CargoObject, Type, Name, LoadRadius, NearRadius)

-

CARGO_REPRESENTABLE Constructor.

-

CARGO_UNIT:RouteTo(ToPointVec2, Speed)

-

Route a cargo unit to a PointVec2.

-
-
- - -
-
-
- -
- -
-
- -

Models CARGO in the form of units, which can be boarded, unboarded, loaded, unloaded.

- -
-

Field(s)

-
-
- - -
-
-
- - -CARGO_UNIT.CargoInAir - - - -
- -
-
-
- - -CARGO_UNIT.CargoObject - - - - -

Set cargo object.

- -
- -
-
-

Function(s)

-
-
- - - -

Get the transportation method of the Cargo.

- -
-
-

Defined in:

-
-

CARGO_UNIT

-
-

Return value:

-
-
-

#string:

-
-
- -

The transportation method of the Cargo.

- -
-
-
- -
-
- -
- - - -

CARGO_UNIT Constructor.

- -
-
-

Defined in:

-
-

CARGO_UNIT

-
-

Parameters:

-
-
-

- Wrapper.Unit#UNIT - CargoUnit -

-
-
-

-
-
-
-
-

- #string - Type -

-
-
-

-
-
-
-
-

- #string - Name -

-
-
-

-
-
-
-
-

- #number - Weight -

-
-
-

-
-
-
-
-

- #number - LoadRadius -

-
-
- -

(optional)

- -
-
-
-
-

- #number - NearRadius -

-
-
- -

(optional)

- -
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Board Event.

- -
-
-

Defined in:

-
-

CARGO_UNIT

-
-

Parameters:

-
-
-

- #string - Event -

-
-
-

-
-
-
-
-

- #string - From -

-
-
-

-
-
-
-
-

- #string - To -

-
-
-

-
-
-
-
-

- Wrapper.Group#GROUP - CargoCarrier -

-
-
-

-
-
-
-
-

- #number - NearRadius -

-
-
-

-
-
-
-
-

- ... -

-
-
-

-
-
-
- -
-
- -
- - - -

Boarding Event.

- -
-
-

Defined in:

-
-

CARGO_UNIT

-
-

Parameters:

-
-
-

- #string - Event -

-
-
-

-
-
-
-
-

- #string - From -

-
-
-

-
-
-
-
-

- #string - To -

-
-
-

-
-
-
-
-

- Wrapper.Client#CLIENT - CargoCarrier -

-
-
-

-
-
-
-
-

- #number - NearRadius -

-
-
- -

Default 25 m.

- -
-
-
-
-

- ... -

-
-
-

-
-
-
- -
-
- -
- - - -

UnBoard Event.

- -
-
-

Defined in:

-
-

CARGO_UNIT

-
-

Parameters:

-
-
-

- #string - Event -

-
-
-

-
-
-
-
-

- #string - From -

-
-
-

-
-
-
-
-

- #string - To -

-
-
-

-
-
-
-
-

- Core.Point#COORDINATE - ToPointVec2 -

-
-
-

-
-
-
-
-

- #number - NearRadius -

-
-
- -

(optional) Defaut 100 m.

- -
-
-
- -
-
- -
- - - -

Loaded State.

- -
-
-

Defined in:

-
-

CARGO_UNIT

-
-

Parameters:

-
-
-

- #string - Event -

-
-
-

-
-
-
-
-

- #string - From -

-
-
-

-
-
-
-
-

- #string - To -

-
-
-

-
-
-
-
-

- Wrapper.Unit#UNIT - CargoCarrier -

-
-
-

-
-
-
- -
-
- -
- - - -

Enter UnBoarding State.

- -
-
-

Defined in:

-
-

CARGO_UNIT

-
-

Parameters:

-
-
-

- #string - Event -

-
-
-

-
-
-
-
-

- #string - From -

-
-
-

-
-
-
-
-

- #string - To -

-
-
-

-
-
-
-
-

- Core.Point#COORDINATE - ToPointVec2 -

-
-
-

-
-
-
-
-

- #number - NearRadius -

-
-
- -

(optional) Defaut 25 m.

- -
-
-
- -
-
- -
- - - -

Enter UnLoaded State.

- -
-
-

Defined in:

-
-

CARGO_UNIT

-
-

Parameters:

-
-
-

- #string - Event -

-
-
-

-
-
-
-
-

- #string - From -

-
-
-

-
-
-
-
-

- #string - To -

-
-
-

-
-
-
-
-

- Core -

-
-
- -

Point#COORDINATE

- -
-
-
-
-

- ToPointVec2 -

-
-
-

-
-
-
- -
-
- -
- - - -

Leave UnBoarding State.

- -
-
-

Defined in:

-
-

CARGO_UNIT

-
-

Parameters:

-
-
-

- #string - Event -

-
-
-

-
-
-
-
-

- #string - From -

-
-
-

-
-
-
-
-

- #string - To -

-
-
-

-
-
-
-
-

- Core.Point#COORDINATE - ToPointVec2 -

-
-
-

-
-
-
-
-

- #number - NearRadius -

-
-
- -

(optional) Defaut 100 m.

- -
-
-
- -
-
- -
-

Field(s)

-
-
- - -
-
-
- - -CARGO_UNIT.CargoInAir - - - -
- -
-
-
- - -CARGO_UNIT.CargoObject - - - - -

Set cargo object.

- -
- -
-
-

Function(s)

-
-
- - - -

CARGO_REPRESENTABLE Destructor.

- -
-
-

Defined in:

- -

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Send a message to a Wrapper.Group through a communication channel near the cargo.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - Message -

-
-
-

-
-
-
-
-

- Wrapper.Group#GROUP - TaskGroup -

-
-
-

-
-
-
-
-

- #string - Name -

-
-
- -

(optional) The name of the Group used as a prefix for the message to the Group. If not provided, there will be nothing shown.

- -
-
-
- -
-
- -
- - - -

CARGO_REPRESENTABLE Constructor.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Wrapper.Positionable#POSITIONABLE - CargoObject -

-
-
- -

The cargo object.

- -
-
-
-
-

- #string - Type -

-
-
- -

Type name

- -
-
-
-
-

- #string - Name -

-
-
- -

Name.

- -
-
-
-
-

- #number - LoadRadius -

-
-
- -

(optional) Radius in meters.

- -
-
-
-
-

- #number - NearRadius -

-
-
- -

(optional) Radius in meters when the cargo is loaded into the carrier.

- -
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- - - -

Route a cargo unit to a PointVec2.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Point#COORDINATE - ToPointVec2 -

-
-
-

-
-
-
-
-

- #number - Speed -

-
-
-

-
-
-

Return value:

-
- -
- - - -
-
-
- -
-
- -
- -
-
- - -
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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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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.

diff --git a/Documentation/Core.Base.html b/Documentation/Core.Base.html index df6b98eb2..a0b7c7135 100644 --- a/Documentation/Core.Base.html +++ b/Documentation/Core.Base.html @@ -32,61 +32,6 @@ onclick="w3_close()" class="w3-closenav w3-large">Close ×
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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 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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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.

diff --git a/Documentation/Core.Beacon.html b/Documentation/Core.Beacon.html index bcc0b4d15..e9535f733 100644 --- a/Documentation/Core.Beacon.html +++ b/Documentation/Core.Beacon.html @@ -32,61 +32,6 @@ onclick="w3_close()" class="w3-closenav w3-large">Close ×
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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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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.

diff --git a/Documentation/Core.ClientMenu.html b/Documentation/Core.ClientMenu.html index 05318dbec..97f67bf44 100644 --- a/Documentation/Core.ClientMenu.html +++ b/Documentation/Core.ClientMenu.html @@ -32,61 +32,6 @@ onclick="w3_close()" class="w3-closenav w3-large">Close ×
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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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@@ -1583,7 +1517,6 @@
  • AIRBASES
  • PLAYERSJOINED
  • PLAYERS
  • -
  • CARGOS
  • STORAGES (DCS warehouses)
  • DYNAMICCARGO
  • @@ -1625,12 +1558,6 @@ Moose refers to _DATABASE within the framework extensively, but

    DATABASE:AddAirbase(AirbaseName)

    Adds a Airbase based on the Airbase Name in the DATABASE.

    - - - -

    DATABASE:AddCargo(CargoName, Cargo)

    - -

    Adds a Cargo based on the Cargo Name in the DATABASE.

    @@ -1733,12 +1660,6 @@ Moose refers to _DATABASE within the framework extensively, but

    DATABASE:DeleteAirbase(AirbaseName)

    Deletes a Airbase from the DATABASE based on the Airbase Name.

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    DATABASE:DeleteCargo(CargoName)

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    Deletes a Cargo from the DATABASE based on the Cargo Name.

    @@ -1799,12 +1720,6 @@ Moose refers to _DATABASE within the framework extensively, but

    DATABASE:FindAirbase(AirbaseName)

    Finds an AIRBASE based on the AirbaseName.

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    DATABASE:FindCargo(CargoName)

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    Finds an CARGO based on the CargoName.

    @@ -1883,12 +1798,6 @@ Moose refers to _DATABASE within the framework extensively, but

    DATABASE:ForEach(IteratorFunction, FinalizeFunction, arg, Set)

    Iterate the DATABASE and call an iterator function for the given set, providing the Object for each element within the set and optional parameters.

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    DATABASE:ForEachCargo(IteratorFunction, FinalizeFunction, ...)

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    Iterate the DATABASE and call an iterator function for each CARGO, providing the CARGO object to the function and optional parameters.

    @@ -2051,12 +1960,6 @@ Moose refers to _DATABASE within the framework extensively, but

    DATABASE:GetUnitTemplateFromUnitName(UnitName)

    Get group template from unit name.

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    DATABASE:IsCargo(TemplateName)

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    Checks if the Template name has a #CARGO tag.

    @@ -2189,12 +2092,6 @@ Moose refers to _DATABASE within the framework extensively, but

    DATABASE:_RegisterAirbases()

    Register all world airbases.

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    DATABASE:_RegisterCargos()

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    @@ -3074,49 +2971,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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    @@ -6100,51 +5815,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
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    Checks if the Template name has a #CARGO tag.

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    @@ -1774,12 +1708,6 @@ Example code snippet:

    Fields and Methods inherited from EVENT Description - -

    EVENT:CreateEventDeleteCargo(Cargo)

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    EVENT:CreateEventDeleteZone(Zone)

    @@ -1808,12 +1736,6 @@ Example code snippet:

    EVENT:CreateEventDynamicCargoUnloaded(DynamicCargo)

    Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

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    EVENT:CreateEventNewCargo(Cargo)

    - - @@ -2600,18 +2522,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from EVENTDATA Description - -

    EVENTDATA.Cargo

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    EVENTDATA.CargoName

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    EVENTDATA.Coordinate

    @@ -3642,12 +3552,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    EVENTS.Dead

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    - - @@ -3822,12 +3726,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    EVENTS.MissionWinner

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    EVENTS.NewCargo

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    TODO Remove old Cargo event
    -- Creation of a Cargo Deletion Event. - @param #EVENT self - @param AI.AI_Cargo#AI_CARGO Cargo The Cargo created.

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    -- Creation of a New Cargo Event. - @param #EVENT self - @param AI.AI_Cargo#AI_CARGO Cargo The Cargo created.

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    Field(s)

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

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

    diff --git a/Documentation/Core.Scheduler.html b/Documentation/Core.Scheduler.html index 01cbd05ee..c6729378c 100644 --- a/Documentation/Core.Scheduler.html +++ b/Documentation/Core.Scheduler.html @@ -32,61 +32,6 @@ onclick="w3_close()" class="w3-closenav w3-large">Close ×
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    @@ -1546,7 +1480,6 @@
  • #SET_STATIC: Defines a collection of Wrapper.Statics filtered by filter criteria.
  • #SET_CLIENT: Defines a collection of Wrapper.Clients filtered by filter criteria.
  • #SET_AIRBASE: Defines a collection of Wrapper.Airbases filtered by filter criteria.
  • -
  • #SET_CARGO: Defines a collection of Cargo.Cargos filtered by filter criteria.
  • #SET_ZONE: Defines a collection of Core.Zones filtered by filter criteria.
  • #SET_SCENERY: Defines a collection of Wrapper.Scenerys added via a filtered #SET_ZONE.
  • #SET_DYNAMICCARGO: Defines a collection of Wrapper.DynamicCargos filtered by filter criteria.
  • @@ -1691,92 +1624,6 @@ The default "time interval" is after 0.001 seconds.

    You can set the "yield interval", and the "time interval". (See above).

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    Global SET_CARGO

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    Mission designers can use the Core.Set#SET_CARGO class to build sets of cargos optionally belonging to certain:

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    • -
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    Create a new SET_CARGO object with the SET_CARGO.New method:

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    Mission designers can use the Core.Set#SET_CARGO class to build sets of cargos optionally belonging to certain:

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    • -
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    • -
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    SET_CARGO constructor

    - -

    Create a new SET_CARGO object with the SET_CARGO.New method:

    - - - - - -

    Add or Remove CARGOs from SET_CARGO

    - -

    CARGOs can be added and removed using the Core.Set#SET_CARGO.AddCargosByName and Core.Set#SET_CARGO.RemoveCargosByName respectively. -These methods take a single CARGO name or an array of CARGO names to be added or removed from SET_CARGO.

    - -

    SET_CARGO filter criteria

    - -

    You can set filter criteria to automatically maintain the SET_CARGO contents. -Filter criteria are defined by:

    - -
      -
    • SET_CARGO.FilterCoalitions: Builds the SET_CARGO with the cargos belonging to the coalition(s).
    • -
    • SET_CARGO.FilterPrefixes: Builds the SET_CARGO with the cargos containing the same string(s). Attention! LUA regular expression apply here, so special characters in names like minus, dot, hash (#) etc might lead to unexpected results. - Have a read through here to understand the application of regular expressions: LUA regular expressions
    • -
    • SET_CARGO.FilterTypes: Builds the SET_CARGO with the cargos belonging to the cargo type(s).
    • -
    • SET_CARGO.FilterCountries: Builds the SET_CARGO with the cargos belonging to the country(ies).
    • -
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    Once the filter criteria have been set for the SET_CARGO, you can start filtering using:

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    SET_CARGO iterators

    - -

    Once the filters have been defined and the SET_CARGO has been built, you can iterate the SET_CARGO with the available iterator methods. -The iterator methods will walk the SET_CARGO set, and call for each cargo within the set a function that you provide. -The following iterator methods are currently available within the SET_CARGO:

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    @@ -4874,1105 +4721,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    SET_BASE.Filters.Functions

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    - SET_CARGO -, extends Core.Set#SET_BASE -, extends Core.Base#BASE -
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    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Fields and Methods inherited from SET_CARGODescription

    SET_CARGO:AddCargo(Cargo)

    -

    Add CARGO to SET_CARGO.

    -

    SET_CARGO:AddCargosByName(AddCargoNames)

    -

    Add CARGOs to SET_CARGO.

    -

    SET_CARGO:AddInDatabase(Event)

    -

    Handles the Database to check on an event (birth) that the Object was added in the Database.

    -

    SET_CARGO:FilterCountries(Countries)

    -

    Builds a set of cargos of defined countries.

    -

    SET_CARGO:FilterPrefixes(Prefixes)

    -

    Builds a set of CARGOs that contain a given string in their name.

    -

    SET_CARGO:FilterStart()

    -

    Starts the filtering.

    -

    SET_CARGO:FilterStop()

    -

    Stops the filtering for the defined collection.

    -

    SET_CARGO:FilterTypes(Types)

    -

    Builds a set of cargos of defined cargo types.

    -

    SET_CARGO:FindCargo(CargoName)

    -

    Finds a Cargo based on the Cargo Name.

    -

    SET_CARGO:FindInDatabase(Event)

    -

    Handles the Database to check on any event that Object exists in the Database.

    -

    SET_CARGO:FindNearestCargoFromPointVec2(Coordinate)

    -

    Iterate the SET_CARGO while identifying the nearest Cargo.Cargo#CARGO from a Core.Point#COORDINATE.

    -

    SET_CARGO:FirstCargoDeployed()

    -

    Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is Deployed.

    -

    SET_CARGO:FirstCargoLoaded()

    -

    Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is Loaded.

    -

    SET_CARGO:FirstCargoUnLoaded()

    -

    Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is UnLoaded.

    -

    SET_CARGO:FirstCargoUnLoadedAndNotDeployed()

    -

    Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is UnLoaded and not Deployed.

    -

    SET_CARGO:FirstCargoWithState(State)

    - -

    SET_CARGO:FirstCargoWithStateAndNotDeployed(State)

    - -

    SET_CARGO:ForEachCargo(IteratorFunction, ...)

    -

    Iterate the SET_CARGO and call an iterator function for each CARGO, providing the CARGO and optional parameters.

    -

    SET_CARGO:IsIncludeObject(MCargo)

    - -

    SET_CARGO:New()

    -

    Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories.

    -

    SET_CARGO:OnEventDeleteCargo(EventData)

    -

    Handles the OnDead or OnCrash event for alive units set.

    -

    SET_CARGO:OnEventNewCargo(EventData)

    -

    Handles the OnEventNewCargo event for the Set.

    -

    SET_CARGO:RemoveCargosByName(RemoveCargoNames)

    -

    Remove CARGOs from SET_CARGO.

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    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Fields and Methods inherited from SET_BASEDescription

    SET_CARGO:Add(ObjectName, Object)

    -

    Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index.

    -

    SET_CARGO:AddObject(Object)

    -

    Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.

    -

    SET_CARGO:AddSet(SetToAdd)

    -

    Add a SET to this set.

    -

    SET_CARGO.CallScheduler

    - -

    SET_CARGO:Clear(TriggerEvent)

    -

    Clear the Objects in the Set.

    -

    SET_CARGO:CompareSets(SetA, SetB)

    -

    Compare two sets.

    -

    SET_CARGO:Count()

    -

    Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes.

    -

    SET_CARGO.Database

    - -

    SET_CARGO.Filter

    -

    Filters

    -

    SET_CARGO:FilterClear()

    -

    Clear all filters.

    -

    SET_CARGO:FilterCoalitions(Coalitions, Clear)

    -

    Builds a set of objects of same coalitions.

    -

    SET_CARGO:FilterCrashes()

    -

    Starts the filtering of the Crash events for the collection.

    -

    SET_CARGO:FilterDeads()

    -

    Starts the filtering of the Dead events for the collection.

    -

    SET_CARGO:FilterFunction(ConditionFunction, ...)

    -

    [Internal] Add a functional filter

    -

    SET_CARGO:FilterOnce()

    -

    Filters for the defined collection.

    -

    SET_CARGO:FilterStop()

    -

    Stops the filtering for the defined collection.

    -

    SET_CARGO:FindNearestObjectFromPointVec2(Coordinate)

    -

    Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.

    -

    SET_CARGO:Flush(MasterObject)

    -

    Flushes the current SET_BASE contents in the log ...

    -

    SET_CARGO:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments)

    -

    Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters.

    -

    SET_CARGO:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments)

    -

    Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters.

    -

    SET_CARGO:Get(ObjectName)

    -

    Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name.

    -

    SET_CARGO:GetAliveSet()

    -

    Get a new set table that only contains alive objects.

    -

    SET_CARGO:GetFirst()

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    Gets the first object from the Core.Set#SET_BASE and derived classes.

    -

    SET_CARGO:GetLast()

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    Gets the last object from the Core.Set#SET_BASE and derived classes.

    -

    SET_CARGO:GetObjectNames()

    -

    Gets a string with all the object names.

    -

    SET_CARGO:GetRandom()

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    Gets a random object from the Core.Set#SET_BASE and derived classes.

    -

    SET_CARGO:GetRandomSurely()

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    Gets a random object from the Core.Set#SET_BASE and derived classes.

    -

    SET_CARGO:GetSet()

    -

    Gets the Set.

    -

    SET_CARGO:GetSetComplement(SetB)

    -

    Get the complement of two sets.

    -

    SET_CARGO:GetSetIntersection(SetB)

    -

    Get the intersection of this set, called A , and another set.

    -

    SET_CARGO:GetSetNames()

    -

    Gets a list of the Names of the Objects in the Set.

    -

    SET_CARGO:GetSetObjects()

    -

    Returns a table of the Objects in the Set.

    -

    SET_CARGO:GetSetUnion(SetB)

    -

    Get the union of two sets.

    -

    SET_CARGO:GetSomeIteratorLimit()

    -

    Get the SET iterator "limit".

    -

    SET_CARGO:GetThreatLevelMax()

    -

    Get max threat level of all objects in the SET.

    -

    SET_CARGO.Index

    -

    Table of indices.

    -

    SET_CARGO:IsInSet(Object)

    -

    Decides whether an object is in the SET

    -

    SET_CARGO:IsIncludeObject(Object)

    -

    Decides whether to include the Object.

    -

    SET_CARGO:IsNotInSet(Object)

    -

    Decides whether an object is not in the SET

    -

    SET_CARGO.List

    -

    Unused table.

    -

    SET_CARGO:New(Database)

    -

    Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.

    -

    SET_CARGO:OnAfterAdded(From, Event, To, ObjectName, Object)

    -

    Added Handler OnAfter for SET_BASE

    -

    SET_CARGO:OnAfterRemoved(From, Event, To, ObjectName, Object)

    -

    Removed Handler OnAfter for SET_BASE

    -

    SET_CARGO:Remove(ObjectName, NoTriggerEvent)

    -

    Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name.

    -

    SET_CARGO.Set

    -

    Table of objects.

    -

    SET_CARGO:SetDatabase(BaseSet)

    -

    Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).

    -

    SET_CARGO:SetSomeIteratorLimit(Limit)

    -

    Define the SET iterator "limit".

    -

    SET_CARGO.SomeIteratorLimit

    - -

    SET_CARGO:SortByName()

    -

    Sort the set by name.

    -

    SET_CARGO:_EvalFilterFunctions(Object)

    -

    [Internal] Check if the condition functions returns true.

    -

    SET_CARGO:_EventOnBirth(Event)

    -

    Handles the OnBirth event for the Set.

    -

    SET_CARGO:_EventOnDeadOrCrash(Event)

    -

    Handles the OnDead or OnCrash event for alive units set.

    -

    SET_CARGO:_FilterStart()

    -

    Starts the filtering for the defined collection.

    -

    SET_CARGO:_Find(ObjectName)

    -

    Finds an Core.Base#BASE object based on the object Name.

    -
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    - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
    Fields and Methods inherited from BASEDescription

    SET_CARGO.ClassID

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    The ID number of the class.

    -

    SET_CARGO.ClassName

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    The name of the class.

    -

    SET_CARGO.ClassNameAndID

    -

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

    -

    SET_CARGO:ClearState(Object, StateName)

    -

    Clear the state of an object.

    -

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

    -

    Creation of a Birth Event.

    -

    SET_CARGO:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

    -

    Creation of a Crash Event.

    -

    SET_CARGO:CreateEventDead(EventTime, Initiator, IniObjectCategory)

    -

    Creation of a Dead Event.

    -

    SET_CARGO:CreateEventDynamicCargoLoaded(DynamicCargo)

    -

    Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

    -

    SET_CARGO:CreateEventDynamicCargoRemoved(DynamicCargo)

    -

    Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

    -

    SET_CARGO:CreateEventDynamicCargoUnloaded(DynamicCargo)

    -

    Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

    -

    SET_CARGO:CreateEventNewDynamicCargo(DynamicCargo)

    -

    Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

    -

    SET_CARGO:CreateEventPlayerEnterAircraft(PlayerUnit)

    -

    Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

    -

    SET_CARGO:CreateEventRemoveUnit(EventTime, Initiator)

    -

    Creation of a Remove Unit Event.

    -

    SET_CARGO:CreateEventTakeoff(EventTime, Initiator)

    -

    Creation of a Takeoff Event.

    -

    SET_CARGO:CreateEventUnitLost(EventTime, Initiator)

    -

    Creation of a Crash Event.

    -

    SET_CARGO:E(Arguments)

    -

    Log an exception which will be traced always.

    -

    SET_CARGO:EventDispatcher()

    -

    Returns the event dispatcher

    -

    SET_CARGO:EventRemoveAll()

    -

    Remove all subscribed events

    -

    SET_CARGO:F(Arguments)

    -

    Trace a function call.

    -

    SET_CARGO:F2(Arguments)

    -

    Trace a function call level 2.

    -

    SET_CARGO:F3(Arguments)

    -

    Trace a function call level 3.

    -

    SET_CARGO:GetClassID()

    -

    Get the ClassID of the class instance.

    -

    SET_CARGO:GetClassName()

    -

    Get the ClassName of the class instance.

    -

    SET_CARGO:GetClassNameAndID()

    -

    Get the ClassName + ClassID of the class instance.

    -

    SET_CARGO:GetEventPriority()

    -

    Get the Class Core.Event processing Priority.

    -

    SET_CARGO:GetParent(Child, FromClass)

    -

    This is the worker method to retrieve the Parent class.

    -

    SET_CARGO:GetProperties()

    -

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

    -

    SET_CARGO:GetProperty(Key)

    -

    Get one property of an object by the key.

    -

    SET_CARGO:GetState(Object, Key)

    -

    Get a Value given a Key from the Object.

    -

    SET_CARGO:HandleEvent(EventID, EventFunction)

    -

    Subscribe to a DCS Event.

    -

    SET_CARGO:I(Arguments)

    -

    Log an information which will be traced always.

    -

    SET_CARGO:Inherit(Child, Parent)

    -

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

    -

    SET_CARGO:IsInstanceOf(ClassName)

    -

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

    -

    SET_CARGO:IsTrace()

    -

    Enquires if tracing is on (for the class).

    -

    SET_CARGO:New()

    -

    BASE constructor.

    -

    SET_CARGO:OnEvent(EventData)

    -

    Occurs when an Event for an object is triggered.

    -

    SET_CARGO:OnEventBDA(EventData)

    -

    BDA.

    -

    SET_CARGO:OnEventBaseCaptured(EventData)

    -

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

    -

    SET_CARGO:OnEventBirth(EventData)

    -

    Occurs when any object is spawned into the mission.

    -

    SET_CARGO:OnEventCrash(EventData)

    -

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

    -

    SET_CARGO:OnEventDead(EventData)

    -

    Occurs when an object is dead.

    -

    SET_CARGO:OnEventDetailedFailure(EventData)

    -

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

    -

    SET_CARGO:OnEventDiscardChairAfterEjection(EventData)

    -

    Discard chair after ejection.

    -

    SET_CARGO:OnEventDynamicCargoLoaded(EventData)

    -

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

    -

    SET_CARGO:OnEventDynamicCargoRemoved(EventData)

    -

    Occurs when a dynamic cargo crate is removed.

    -

    SET_CARGO:OnEventDynamicCargoUnloaded(EventData)

    -

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

    -

    SET_CARGO: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.

    -

    SET_CARGO:OnEventEngineShutdown(EventData)

    -

    Occurs when any aircraft shuts down its engines.

    -

    SET_CARGO:OnEventEngineStartup(EventData)

    -

    Occurs when any aircraft starts its engines.

    -

    SET_CARGO:OnEventHit(EventData)

    -

    Occurs whenever an object is hit by a weapon.

    -

    SET_CARGO:OnEventHumanFailure(EventData)

    -

    Occurs when any system fails on a human controlled aircraft.

    -

    SET_CARGO:OnEventKill(EventData)

    -

    Occurs on the death of a unit.

    -

    SET_CARGO: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.

    -

    SET_CARGO:OnEventLandingAfterEjection(EventData)

    -

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

    -

    SET_CARGO:OnEventLandingQualityMark(EventData)

    -

    Landing quality mark.

    -

    SET_CARGO:OnEventMarkAdded(EventData)

    -

    Occurs when a new mark was added.

    -

    SET_CARGO:OnEventMarkChange(EventData)

    -

    Occurs when a mark text was changed.

    -

    SET_CARGO:OnEventMarkRemoved(EventData)

    -

    Occurs when a mark was removed.

    -

    SET_CARGO:OnEventMissionEnd(EventData)

    -

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

    -

    SET_CARGO:OnEventMissionStart(EventData)

    -

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

    -

    SET_CARGO:OnEventNewDynamicCargo(EventData)

    -

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

    -

    SET_CARGO:OnEventParatrooperLanding(EventData)

    -

    Weapon add.

    -

    SET_CARGO:OnEventPilotDead(EventData)

    -

    Occurs when the pilot of an aircraft is killed.

    -

    SET_CARGO:OnEventPlayerEnterAircraft(EventData)

    -

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

    -

    SET_CARGO:OnEventPlayerEnterUnit(EventData)

    -

    Occurs when any player assumes direct control of a unit.

    -

    SET_CARGO:OnEventPlayerLeaveUnit(EventData)

    -

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

    -

    SET_CARGO:OnEventRefueling(EventData)

    -

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

    -

    SET_CARGO:OnEventRefuelingStop(EventData)

    -

    Occurs when an aircraft is finished taking fuel.

    -

    SET_CARGO:OnEventScore(EventData)

    -

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

    -

    SET_CARGO:OnEventShootingEnd(EventData)

    -

    Occurs when any unit stops firing its weapon.

    -

    SET_CARGO:OnEventShootingStart(EventData)

    -

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

    -

    SET_CARGO:OnEventShot(EventData)

    -

    Occurs whenever any unit in a mission fires a weapon.

    -

    SET_CARGO:OnEventTakeoff(EventData)

    -

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

    -

    SET_CARGO:OnEventTriggerZone(EventData)

    -

    Trigger zone.

    -

    SET_CARGO:OnEventUnitLost(EventData)

    -

    Occurs when the game thinks an object is destroyed.

    -

    SET_CARGO.Properties

    - -

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

    -

    Schedule a new time event.

    -

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

    -

    Schedule a new time event.

    -

    SET_CARGO:ScheduleStop(SchedulerID)

    -

    Stops the Schedule.

    -

    SET_CARGO.Scheduler

    -

    The scheduler object.

    -

    SET_CARGO:SetEventPriority(EventPriority)

    -

    Set the Class Core.Event processing Priority.

    -

    SET_CARGO:SetProperty(Key, Value)

    -

    Set one property of an object.

    -

    SET_CARGO:SetState(Object, Key, Value)

    -

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

    -

    SET_CARGO:T(Arguments)

    -

    Trace a function logic level 1.

    -

    SET_CARGO:T2(Arguments)

    -

    Trace a function logic level 2.

    -

    SET_CARGO:T3(Arguments)

    -

    Trace a function logic level 3.

    -

    SET_CARGO:TraceAll(TraceAll)

    -

    Trace all methods in MOOSE

    -

    SET_CARGO:TraceClass(Class)

    -

    Set tracing for a class

    -

    SET_CARGO:TraceClassMethod(Class, Method)

    -

    Set tracing for a specific method of class

    -

    SET_CARGO:TraceLevel(Level)

    -

    Set trace level

    -

    SET_CARGO:TraceOff()

    -

    Set trace off.

    -

    SET_CARGO:TraceOn()

    -

    Set trace on.

    -

    SET_CARGO: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.

    -

    SET_CARGO:UnHandleEvent(EventID)

    -

    UnSubscribe to a DCS event.

    -

    SET_CARGO._

    - -

    SET_CARGO:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

    -

    Trace a function call.

    -

    SET_CARGO:_Serialize(Arguments)

    -

    (Internal) Serialize arguments

    -

    SET_CARGO:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

    -

    Trace a function logic.

    -

    SET_CARGO.__

    - -

    SET_CARGO:onEvent(event)

    -

    The main event handling function...

    @@ -31056,6696 +29804,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

    Function(s)

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    Field(s)

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    Function(s)

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    Add CARGO to SET_CARGO.

    - -
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    Defined in:

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    -

    SET_CARGO

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    -

    Parameter:

    -
    -
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    - Cargo.Cargo#CARGO - Cargo -

    -
    -
    - -

    A single cargo.

    - -
    -
    -

    Return value:

    -
    - -
    - -

    self

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Add CARGOs to SET_CARGO.

    - -
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    -

    Defined in:

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    -

    SET_CARGO

    -
    -

    Parameter:

    -
    -
    -

    - #string - AddCargoNames -

    -
    -
    - -

    A single name or an array of CARGO names.

    - -
    -
    -

    Return value:

    -
    - -
    - -

    self

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Handles the Database to check on an event (birth) that the Object was added in the Database.

    - - -

    This is required, because sometimes the DATABASE birth event gets called later than the SETBASE birth event!

    - -
    -
    -

    Defined in:

    -
    -

    SET_CARGO

    -
    -

    Parameter:

    -
    -
    -

    - Core.Event#EVENTDATA - Event -

    -
    -
    -

    -
    -
    -

    Return values:

    -
    -
    -

    #string:

    -
    -
    - -

    The name of the CARGO

    - -
    -
    -

    #table:

    -
    -
    - -

    The CARGO

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Builds a set of cargos of defined countries.

    - - -

    Possible current countries are those known within DCS world.

    - -
    -
    -

    Defined in:

    -
    -

    SET_CARGO

    -
    -

    Parameter:

    -
    -
    -

    - #string - Countries -

    -
    -
    - -

    Can take those country strings known within DCS world.

    - -
    -
    -

    Return value:

    -
    -
    -

    #SET_CARGO:

    -
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    - -

    self

    - -
    -
    -
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    -
    - -
    - - - -

    Builds a set of CARGOs that contain a given string in their name.

    - - -

    Attention! Bad naming convention as this does not filter only prefixes but all cargos that contain the string.

    - -
    -
    -

    Defined in:

    -
    -

    SET_CARGO

    -
    -

    Parameter:

    -
    -
    -

    - #string - Prefixes -

    -
    -
    - -

    The string pattern(s) that need to be in the cargo name. Can also be passed as a #table of strings.

    - -
    -
    -

    Return value:

    -
    -
    -

    #SET_CARGO:

    -
    -
    - -

    self

    - -
    -
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    -
    - -
    - - - -

    Starts the filtering.

    - -
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    Defined in:

    -
    -

    SET_CARGO

    -
    -

    Return value:

    -
    -
    -

    #SET_CARGO:

    -
    -
    - -

    self

    - -
    -
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    - -
    - - - -

    Stops the filtering for the defined collection.

    - -
    -
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    Defined in:

    -
    -

    SET_CARGO

    -
    -

    Return value:

    -
    -
    -

    #SET_CARGO:

    -
    -
    - -

    self

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Builds a set of cargos of defined cargo types.

    - - -

    Possible current types are those types known within DCS world.

    - -
    -
    -

    Defined in:

    -
    -

    SET_CARGO

    -
    -

    Parameter:

    -
    -
    -

    - #string - Types -

    -
    -
    - -

    Can take those type strings known within DCS world.

    - -
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    Return value:

    -
    -
    -

    #SET_CARGO:

    -
    -
    - -

    self

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Finds a Cargo based on the Cargo Name.

    - -
    -
    -

    Defined in:

    -
    -

    SET_CARGO

    -
    -

    Parameter:

    -
    -
    -

    - #string - CargoName -

    -
    -
    -

    -
    -
    -

    Return value:

    -
    - -
    - -

    The found Cargo.

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Handles the Database to check on any event that Object exists in the Database.

    - - -

    This is required, because sometimes the DATABASE event gets called later than the SETBASE event or vise versa!

    - -
    -
    -

    Defined in:

    -
    -

    SET_CARGO

    -
    -

    Parameter:

    -
    -
    -

    - Core.Event#EVENTDATA - Event -

    -
    -
    -

    -
    -
    -

    Return values:

    -
    -
    -

    #string:

    -
    -
    - -

    The name of the CARGO

    - -
    -
    -

    #table:

    -
    -
    - -

    The CARGO

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Iterate the SET_CARGO while identifying the nearest Cargo.Cargo#CARGO from a Core.Point#COORDINATE.

    - -
    -
    -

    Defined in:

    -
    -

    SET_CARGO

    -
    -

    Parameter:

    -
    -
    -

    - Core.Point#COORDINATE - Coordinate -

    -
    -
    - -

    A Core.Point#COORDINATE object from where to evaluate the closest Cargo.Cargo#CARGO.

    - -
    -
    -

    Return value:

    -
    - -
    - -

    The closest Cargo.Cargo#CARGO.

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is Deployed.

    - -
    -
    -

    Defined in:

    -
    -

    SET_CARGO

    -
    -

    Return value:

    -
    - -
    - -

    The first Cargo.Cargo#CARGO.

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is Loaded.

    - -
    -
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    Defined in:

    -
    -

    SET_CARGO

    -
    -

    Return value:

    -
    - -
    - -

    The first Cargo.Cargo#CARGO.

    - -
    -
    -
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    -
    - -
    - - - -

    Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is UnLoaded.

    - -
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    -

    Defined in:

    -
    -

    SET_CARGO

    -
    -

    Return value:

    -
    - -
    - -

    The first Cargo.Cargo#CARGO.

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is UnLoaded and not Deployed.

    - -
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    -

    Defined in:

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    SET_CARGO

    -
    -

    Return value:

    -
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    The first Cargo.Cargo#CARGO.

    - -
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    - - - - - -
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    Defined in:

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    SET_CARGO

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    Parameter:

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    - State -

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    Defined in:

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    SET_CARGO

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    Parameter:

    -
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    - State -

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    -

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    Iterate the SET_CARGO and call an iterator function for each CARGO, providing the CARGO and optional parameters.

    - -
    -
    -

    Defined in:

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    SET_CARGO

    -
    -

    Parameters:

    -
    -
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    - #function - IteratorFunction -

    -
    -
    - -

    The function that will be called when there is an alive CARGO in the SET_CARGO. The function needs to accept a CARGO parameter.

    - -
    -
    -
    -
    -

    - ... -

    -
    -
    -

    -
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    Return value:

    -
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    #SET_CARGO:

    -
    -
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    self

    - -
    -
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    - - - - - -
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    Defined in:

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    SET_CARGO

    -
    -

    Parameter:

    -
    -
    -

    - AI.AI_Cargo#AI_CARGO - MCargo -

    -
    -
    -

    -
    -
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    Return value:

    -
    -
    -

    #SET_CARGO:

    -
    -
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    self

    - -
    -
    -
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    -
    - -
    - - - -

    Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories.

    - -
    -
    -

    Defined in:

    -
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    SET_CARGO

    -
    -

    Return value:

    -
    -
    -

    #SET_CARGO:

    -
    -
    - - - -
    -
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    Usage:

    -
    -- Define a new SET_CARGO Object. The DatabaseSet will contain a reference to all Cargos.
    -DatabaseSet = SET_CARGO:New()
    - -
    - -
    -
    - -
    - - - -

    Handles the OnDead or OnCrash event for alive units set.

    - -
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    -

    Defined in:

    -
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    SET_CARGO

    -
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    Parameter:

    -
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    -

    - Core.Event#EVENTDATA - EventData -

    -
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    Handles the OnEventNewCargo event for the Set.

    - -
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    Defined in:

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    SET_CARGO

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    Parameter:

    -
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    - Core.Event#EVENTDATA - EventData -

    -
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    -
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    Remove CARGOs from SET_CARGO.

    - -
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    Defined in:

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    SET_CARGO

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    Parameter:

    -
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    - Cargo.Cargo#CARGO - RemoveCargoNames -

    -
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    A single name or an array of CARGO names.

    - -
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    Return value:

    -
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    self

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    Field(s)

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    Function(s)

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    Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index.

    - -
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    Defined in:

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    Parameters:

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    - #string - ObjectName -

    -
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    The name of the object.

    - -
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    - Core.Base#BASE - Object -

    -
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    The object itself.

    - -
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    Return value:

    -
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    The added BASE Object.

    - -
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    Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.

    - -
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    Defined in:

    - -

    Parameter:

    -
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    - Wrapper.Object#OBJECT - Object -

    -
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    Return value:

    -
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    The added BASE Object.

    - -
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    Add a SET to this set.

    - -
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    Defined in:

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    Parameter:

    -
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    - Core.Set#SET_BASE - SetToAdd -

    -
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    Set to add.

    - -
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    Return value:

    -
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    #SET_BASE:

    -
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    self

    - -
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    -
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    Clear the Objects in the Set.

    - -
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    Defined in:

    - -

    Parameter:

    -
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    -

    - #boolean - TriggerEvent -

    -
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    - -

    If true, an event remove is triggered for each group that is removed from the set.

    - -
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    -

    Return value:

    -
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    -

    #SET_BASE:

    -
    -
    - -

    self

    - -
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    - -
    - - - -

    Compare two sets.

    - -
    -
    -

    Defined in:

    - -

    Parameters:

    -
    -
    -

    - Core.Set#SET_BASE - SetA -

    -
    -
    - -

    First set.

    - -
    -
    -
    -
    -

    - Core.Set#SET_BASE - SetB -

    -
    -
    - -

    Set to be merged into first set.

    - -
    -
    -

    Return value:

    -
    - -
    - -

    The set of objects that are included in SetA and SetB.

    - -
    -
    -
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    -
    - -
    - - - -

    Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes.

    - -
    -
    -

    Defined in:

    - -

    Return value:

    -
    -
    -

    #number:

    -
    -
    - -

    Count

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Clear all filters.

    - - -

    You still need to apply :FilterOnce()

    - -
    -
    -

    Defined in:

    - -

    Return value:

    -
    -
    -

    #SET_BASE:

    -
    -
    - -

    self

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Builds a set of objects of same coalitions.

    - - -

    Possible current coalitions are red, blue and neutral.

    - -
    -
    -

    Defined in:

    - -

    Parameters:

    -
    -
    -

    - #string - Coalitions -

    -
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    - -

    Can take the following values: "red", "blue", "neutral" and coalition.side.RED, coalition.side.BLUE,coalition.side.NEUTRAL

    - -
    -
    -
    -
    -

    - #boolean - Clear -

    -
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    - -

    If true, clear any previously defined filters.

    - -
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    Return value:

    -
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    -

    #SET_BASE:

    -
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    self

    - -
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    - - - -

    Starts the filtering of the Crash events for the collection.

    - -
    -
    -

    Defined in:

    - -

    Return value:

    -
    -
    -

    #SET_BASE:

    -
    -
    - -

    self

    - -
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    Starts the filtering of the Dead events for the collection.

    - -
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    -

    Defined in:

    - -

    Return value:

    -
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    -

    #SET_BASE:

    -
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    self

    - -
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    [Internal] Add a functional filter

    - -
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    Defined in:

    - -

    Parameters:

    -
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    - #function - ConditionFunction -

    -
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    - -

    If this function returns true, the object is added to the SET. The function needs to take a CONTROLLABLE object as first argument.

    - -
    -
    -
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    -

    - ... -

    -
    -
    - -

    Condition function arguments, if any.

    - -
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    -

    Return value:

    -
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    -

    #boolean:

    -
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    - -

    If true, at least one condition is true

    - -
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    Filters for the defined collection.

    - -
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    Defined in:

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    Return value:

    -
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    -

    #SET_BASE:

    -
    -
    - -

    self

    - -
    -
    -
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    -
    - -
    - - - -

    Stops the filtering for the defined collection.

    - -
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    -

    Defined in:

    - -

    Return value:

    -
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    -

    #SET_BASE:

    -
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    self

    - -
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    Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.

    - -
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    Defined in:

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    Parameter:

    -
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    - Core.Point#COORDINATE - Coordinate -

    -
    -
    - -

    A Core.Point#COORDINATE object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.

    - -
    -
    -

    Return value:

    -
    - -
    - -

    The closest object.

    - -
    -
    -

    Usage:

    -
             myset:FindNearestObjectFromPointVec2(ZONE:New("Test Zone"):GetCoordinate())
    - -
    - -
    -
    - -
    - - - -

    Flushes the current SET_BASE contents in the log ...

    - - -

    (for debugging reasons).

    - -
    -
    -

    Defined in:

    - -

    Parameter:

    -
    -
    -

    - Core.Base#BASE - MasterObject -

    -
    -
    - -

    (Optional) The master object as a reference.

    - -
    -
    -

    Return value:

    -
    -
    -

    #string:

    -
    -
    - -

    A string with the names of the objects.

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters.

    - -
    -
    -

    Defined in:

    - -

    Parameters:

    -
    -
    -

    - #function - IteratorFunction -

    -
    -
    - -

    The function that will be called.

    - -
    -
    -
    -
    -

    - #table - arg -

    -
    -
    - -

    Arguments of the IteratorFunction.

    - -
    -
    -
    -
    -

    - #SET_BASE - Set -

    -
    -
    - -

    (Optional) The set to use. Default self:GetSet().

    - -
    -
    -
    -
    -

    - #function - Function -

    -
    -
    - -

    (Optional) A function returning a #boolean true/false. Only if true, the IteratorFunction is called.

    - -
    -
    -
    -
    -

    - #table - FunctionArguments -

    -
    -
    - -

    (Optional) Function arguments.

    - -
    -
    -

    Return value:

    -
    -
    -

    #SET_BASE:

    -
    -
    - -

    self

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters.

    - -
    -
    -

    Defined in:

    - -

    Parameters:

    -
    -
    -

    - #function - IteratorFunction -

    -
    -
    - -

    The function that will be called.

    - -
    -
    -
    -
    -

    - arg -

    -
    -
    -

    -
    -
    -
    -
    -

    - Set -

    -
    -
    -

    -
    -
    -
    -
    -

    - Function -

    -
    -
    -

    -
    -
    -
    -
    -

    - FunctionArguments -

    -
    -
    -

    -
    -
    -

    Return value:

    -
    -
    -

    #SET_BASE:

    -
    -
    - -

    self

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name.

    - -
    -
    -

    Defined in:

    - -

    Parameter:

    -
    -
    -

    - #string - ObjectName -

    -
    -
    -

    -
    -
    -

    Return value:

    -
    - -
    - - - -
    -
    -
    - -
    -
    - -
    - - - -

    Get a new set table that only contains alive objects.

    - -
    -
    -

    Defined in:

    - -

    Return value:

    -
    -
    -

    #table:

    -
    -
    - -

    Set table of alive objects.

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Gets the first object from the Core.Set#SET_BASE and derived classes.

    - -
    -
    -

    Defined in:

    - -

    Return value:

    -
    - -
    - - - -
    -
    -
    - -
    -
    - -
    - - - -

    Gets the last object from the Core.Set#SET_BASE and derived classes.

    - -
    -
    -

    Defined in:

    - -

    Return value:

    -
    - -
    - - - -
    -
    -
    - -
    -
    - -
    - - - -

    Gets a string with all the object names.

    - -
    -
    -

    Defined in:

    - -

    Return value:

    -
    -
    -

    #string:

    -
    -
    - -

    A string with the names of the objects.

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Gets a random object from the Core.Set#SET_BASE and derived classes.

    - -
    -
    -

    Defined in:

    - -

    Return value:

    -
    - -
    - -

    or nil if none found or the SET is empty!

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Gets a random object from the Core.Set#SET_BASE and derived classes.

    - - -

    A bit slower than SET_BASE.GetRandom() but tries to ensure you get an object back if the SET is not empty.

    - -
    -
    -

    Defined in:

    - -

    Return value:

    -
    - -
    - -

    or nil if the SET is empty!

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Gets the Set.

    - -
    -
    -

    Defined in:

    - -

    Return value:

    -
    -
    -

    #SET_BASE:

    -
    -
    - -

    self

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Get the complement of two sets.

    - -
    -
    -

    Defined in:

    - -

    Parameter:

    -
    -
    -

    - Core.Set#SET_BASE - SetB -

    -
    -
    - -

    Set other set, called B .

    - -
    -
    -

    Return value:

    -
    - -
    - -

    The set of objects that are in set B but not in this set A .

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Get the intersection of this set, called A , and another set.

    - -
    -
    -

    Defined in:

    - -

    Parameter:

    -
    -
    -

    - Core.Set#SET_BASE - SetB -

    -
    -
    - -

    Set other set, called B .

    - -
    -
    -

    Return value:

    -
    - -
    - -

    A set of objects that is included in set A and in set B .

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Gets a list of the Names of the Objects in the Set.

    - -
    -
    -

    Defined in:

    - -

    Return value:

    -
    -
    -

    #table:

    -
    -
    - -

    Table of names.

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Returns a table of the Objects in the Set.

    - -
    -
    -

    Defined in:

    - -

    Return value:

    -
    -
    -

    #table:

    -
    -
    - -

    Table of objects.

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Get the union of two sets.

    - -
    -
    -

    Defined in:

    - -

    Parameter:

    -
    -
    -

    - Core.Set#SET_BASE - SetB -

    -
    -
    - -

    Set B .

    - -
    -
    -

    Return value:

    -
    - -
    - -

    The union set, i.e. contains objects that are in set A or in set B .

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Get the SET iterator "limit".

    - -
    -
    -

    Defined in:

    - -

    Return value:

    -
    -
    -

    #number:

    -
    -
    - -

    Defines how many objects are evaluated of the set as part of the Some iterators.

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Get max threat level of all objects in the SET.

    - -
    -
    -

    Defined in:

    - -

    Return value:

    -
    -
    -

    #number:

    -
    -
    - -

    Max threat level found.

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Decides whether an object is in the SET

    - -
    -
    -

    Defined in:

    - -

    Parameter:

    -
    -
    -

    - #table - Object -

    -
    -
    -

    -
    -
    -

    Return value:

    -
    -
    -

    #boolean:

    -
    -
    - -

    true if object is in set and false otherwise.

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Decides whether to include the Object.

    - -
    -
    -

    Defined in:

    - -

    Parameter:

    -
    -
    -

    - #table - Object -

    -
    -
    -

    -
    -
    -

    Return value:

    -
    -
    -

    #SET_BASE:

    -
    -
    - -

    self

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Decides whether an object is not in the SET

    - -
    -
    -

    Defined in:

    - -

    Parameter:

    -
    -
    -

    - #table - Object -

    -
    -
    -

    -
    -
    -

    Return value:

    -
    -
    -

    #SET_BASE:

    -
    -
    - -

    self

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.

    - -
    -
    -

    Defined in:

    - -

    Parameter:

    -
    -
    -

    - Database -

    -
    -
    -

    -
    -
    -

    Return value:

    -
    -
    -

    #SET_BASE:

    -
    -
    - - - -
    -
    -

    Usage:

    -
    -- Define a new SET_BASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
    -DBObject = SET_BASE:New()
    - -
    - -
    -
    - -
    - - - -

    Added Handler OnAfter for SET_BASE

    - -
    -
    -

    Defined in:

    - -

    Parameters:

    -
    -
    -

    - #string - From -

    -
    -
    -

    -
    -
    -
    -
    -

    - #string - Event -

    -
    -
    -

    -
    -
    -
    -
    -

    - #string - To -

    -
    -
    -

    -
    -
    -
    -
    -

    - #string - ObjectName -

    -
    -
    - -

    The name of the object.

    - -
    -
    -
    -
    -

    - Object -

    -
    -
    - -

    The object.

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Removed Handler OnAfter for SET_BASE

    - -
    -
    -

    Defined in:

    - -

    Parameters:

    -
    -
    -

    - #string - From -

    -
    -
    -

    -
    -
    -
    -
    -

    - #string - Event -

    -
    -
    -

    -
    -
    -
    -
    -

    - #string - To -

    -
    -
    -

    -
    -
    -
    -
    -

    - #string - ObjectName -

    -
    -
    - -

    The name of the object.

    - -
    -
    -
    -
    -

    - Object -

    -
    -
    - -

    The object.

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name.

    - -
    -
    -

    Defined in:

    - -

    Parameters:

    -
    -
    -

    - #string - ObjectName -

    -
    -
    -

    -
    -
    -
    -
    -

    - #boolean - NoTriggerEvent -

    -
    -
    - -

    (Optional) When true, the :Remove() method will not trigger a Removed event.

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).

    - -
    -
    -

    Defined in:

    - -

    Parameter:

    -
    -
    -

    - #SET_BASE - BaseSet -

    -
    -
    -

    -
    -
    -

    Return value:

    -
    -
    -

    #SET_BASE:

    -
    -
    - - - -
    -
    -
    - -
    -
    - -
    - - - -

    Define the SET iterator "limit".

    - -
    -
    -

    Defined in:

    - -

    Parameter:

    -
    -
    -

    - #number - Limit -

    -
    -
    - -

    Defines how many objects are evaluated of the set as part of the Some iterators. The default is 1.

    - -
    -
    -

    Return value:

    -
    -
    -

    #SET_BASE:

    -
    -
    - -

    self

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Sort the set by name.

    - -
    -
    -

    Defined in:

    - -

    Return value:

    -
    - -
    - -

    The added BASE Object.

    - -
    -
    -
    - -
    -
    - -
    - - - -

    [Internal] Check if the condition functions returns true.

    - -
    -
    -

    Defined in:

    - -

    Parameter:

    -
    - -
    - -

    The object to filter for

    - -
    -
    -

    Return value:

    -
    -
    -

    #boolean:

    -
    -
    - -

    If true, if all conditions are true

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Handles the OnBirth event for the Set.

    - -
    -
    -

    Defined in:

    - -

    Parameter:

    -
    -
    -

    - Core.Event#EVENTDATA - Event -

    -
    -
    -

    -
    -
    -
    - -
    -
    - -
    - - - -

    Handles the OnDead or OnCrash event for alive units set.

    - -
    -
    -

    Defined in:

    - -

    Parameter:

    -
    -
    -

    - Core.Event#EVENTDATA - Event -

    -
    -
    -

    -
    -
    -
    - -
    -
    - -
    - - - -

    Starts the filtering for the defined collection.

    - -
    -
    -

    Defined in:

    - -

    Return value:

    -
    -
    -

    #SET_BASE:

    -
    -
    - -

    self

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Finds an Core.Base#BASE object based on the object Name.

    - -
    -
    -

    Defined in:

    - -

    Parameter:

    -
    -
    -

    - #string - ObjectName -

    -
    -
    -

    -
    -
    -

    Return value:

    -
    - -
    - -

    The Object found.

    - -
    -
    -
    - -
    -
    - -
    -

    Field(s)

    -
    -
    -

    Function(s)

    -
    -
    - - - -

    Clear the state of an object.

    - -
    -
    -

    Defined in:

    - -

    Parameters:

    -
    -
    -

    - Object -

    -
    -
    - -

    The object that holds the Value set by the Key.

    - -
    -
    -
    -
    -

    - StateName -

    -
    -
    - -

    The key that is should be cleared.

    - -
    -
    -
    - -
    -
    - -
    - - - -

    Creation of a Birth Event.

    - -
    -
    -

    Defined in:

    - -

    Parameters:

    -
    -
    -

    - DCS#Time - EventTime -

    -
    -
    - -

    The time stamp of the event.

    - -
    -
    -
    -
    -

    - DCS#Object - Initiator -

    -
    -
    - -

    The initiating object of the event.

    - -
    -
    -
    -
    -

    - #string - IniUnitName -

    -
    -
    - -

    The initiating unit name.

    - -
    -
    -
    -
    -

    - place -

    -
    -
    -

    -
    -
    -
    -
    -

    - subplace -

    -
    -
    -

    -
    -
    -
    - -
    -
    - -
    - - - -

    Creation of a Crash Event.

    - -
    -
    -

    Defined in:

    - -

    Parameters:

    -
    -
    -

    - DCS#Time - EventTime -

    -
    -
    - -

    The time stamp of the event.

    - -
    -
    -
    -
    -

    - DCS#Object - Initiator -

    -
    -
    - -

    The initiating object of the event.

    - -
    -
    -
    -
    -

    - IniObjectCategory -

    -
    -
    -

    -
    -
    -
    - -
    -
    - -
    - - - -

    Creation of a Dead Event.

    - -
    -
    -

    Defined in:

    - -

    Parameters:

    -
    -
    -

    - DCS#Time - EventTime -

    -
    -
    - -

    The time stamp of the event.

    - -
    -
    -
    -
    -

    - DCS#Object - Initiator -

    -
    -
    - -

    The initiating object of the event.

    - -
    -
    -
    -
    -

    - IniObjectCategory -

    -
    -
    -

    -
    -
    -
    - -
    -
    - -
    - - - -

    Creation of a S_EVENT_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:

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

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

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

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

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

    • -
    - - -
    -
    -

    Defined in:

    - -

    Parameter:

    -
    -
    -

    - ClassName -

    -
    -
    - -

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

    - -
    -
    -

    Return value:

    -
    -
    -

    #boolean:

    -
    -
    - - - -
    -
    -
    - -
    -
    - -
    - - - -

    Enquires if tracing is on (for the class).

    - -
    -
    -

    Defined in:

    - -

    Return value:

    -
    -
    -

    #boolean:

    -
    -
    - - - -
    -
    -
    - -
    -
    - -
    - - - -

    BASE constructor.

    - - - -

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

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

    Defined in:

    - -

    Return value:

    -
    -
    -

    #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.

    - -
      -
    • initiator: The unit that had the failure.
    • -
    - - -
    -
    -

    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.

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

    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.

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

    Defined in:

    - -

    Parameter:

    -
    -
    -

    - 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.

    - -
      -
    • initiator: The unit that is was destroyed.
    • -
    - - -
    -
    -

    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/Core.Settings.html b/Documentation/Core.Settings.html index e41fe5a88..c0e8db411 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -32,61 +32,6 @@ onclick="w3_close()" class="w3-closenav w3-large">Close ×
    -
    -
    -
    - Image - -
    -

    -

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

    -

    -
    -
    -
    -
    - -

    -

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

    -

    -
    -
    -
    -
    - -

    -

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

    -

    -
    -
    -
    -
    - -

    -

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

    -

    -
    -
    -
    -
    - -

    -

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

    -

    -
    -
    @@ -713,17 +658,6 @@

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

    -

    -
    -
    -
    -
    - -

    -

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

    @@ -2840,7 +2774,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #string SETTINGS.A2ASystem @@ -2856,6 +2790,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

    BASE:E( {PlayerUnit:GetName(), A2GSystem } )

    +
    @@ -5008,7 +4945,7 @@ It is advised to use this method at the start of the mission.

    - + #string SETTINGS.A2ASystem @@ -5024,6 +4961,9 @@ It is advised to use this method at the start of the mission.

    + +

    BASE:E( {PlayerUnit:GetName(), A2GSystem } )

    +
    diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index 8f7ce3a5a..b79111d90 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -32,61 +32,6 @@ onclick="w3_close()" class="w3-closenav w3-large">Close ×
    -
    -
    -
    - Image - -
    -

    -

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

    -

    -
    -
    -
    -
    - -

    -

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

    -

    -
    -
    -
    -
    - -

    -

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

    -

    -
    -
    -
    -
    - -

    -

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

    -

    -
    -
    -
    -
    - -

    -

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

    -

    -
    -
    @@ -713,17 +658,6 @@

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

    -

    -
    -
    -
    -
    - -

    -

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

    @@ -3058,12 +2992,6 @@ and any spaces before and after the resulting name are removed.

    SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)

    - - - -

    SPAWN.communication

    - - @@ -3076,6 +3004,12 @@ and any spaces before and after the resulting name are removed.

    SPAWN.hidden

    + + + +

    SPAWN.livery_id

    + + @@ -3085,7 +3019,7 @@ and any spaces before and after the resulting name are removed.

    -

    SPAWN.uncontrolled

    +

    SPAWN.skill

    @@ -4603,17 +4537,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
    - -
    -
    -
    - - -SPAWN.communication - - -
    @@ -4636,6 +4559,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
    + +
    +
    +
    + + +SPAWN.livery_id + + +
    @@ -4654,7 +4588,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    -SPAWN.uncontrolled +SPAWN.skill @@ -11283,17 +11217,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    - -
    -
    -
    - - -SPAWN.communication - - -
    @@ -11316,6 +11239,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    + +
    +
    +
    + + +SPAWN.livery_id + + +
    @@ -11334,7 +11268,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    -SPAWN.uncontrolled +SPAWN.skill diff --git a/Documentation/Core.SpawnStatic.html b/Documentation/Core.SpawnStatic.html index 99a27499d..6ab1fc99e 100644 --- a/Documentation/Core.SpawnStatic.html +++ b/Documentation/Core.SpawnStatic.html @@ -32,61 +32,6 @@ onclick="w3_close()" class="w3-closenav w3-large">Close ×
    -
    -
    -
    - Image - -
    -

    -

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

    -

    -
    -
    -
    -
    - -

    -

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

    -

    -
    -
    -
    -
    - -

    -

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

    -

    -
    -
    -
    -
    - -

    -

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

    -

    -
    -
    -
    -
    - -

    -

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

    -

    -
    -
    @@ -713,17 +658,6 @@

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

    -

    -
    -
    -
    -
    - -

    -

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

    @@ -2027,24 +1961,6 @@ such as position and heading.

    SPAWNSTATIC:_SpawnStatic(Template, CountryID)

    Spawns a new static using a given template.

    - - - -

    SPAWNSTATIC.heliport_callsign_id

    - - - - - -

    SPAWNSTATIC.heliport_frequency

    - - - - - -

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    - SetZoneDepoly   = SET_ZONE:New():FilterPrefixes("Deploy"):FilterStart()
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    ARTY:New(group, alias)

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    diff --git a/Documentation/Functional.ZoneCaptureCoalition.html b/Documentation/Functional.ZoneCaptureCoalition.html index 63c021c8b..236a88f11 100644 --- a/Documentation/Functional.ZoneCaptureCoalition.html +++ b/Documentation/Functional.ZoneCaptureCoalition.html @@ -32,61 +32,6 @@ onclick="w3_close()" class="w3-closenav w3-large">Close ×
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    @@ -2184,6 +2118,20 @@ We start the monitoring after 5 seconds, and will repeat every 30 seconds a chec
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    + + ZONE_CAPTURE_COALITION.HitsOn diff --git a/Documentation/Functional.ZoneGoal.html b/Documentation/Functional.ZoneGoal.html index d192c7734..16c7ed5f2 100644 --- a/Documentation/Functional.ZoneGoal.html +++ b/Documentation/Functional.ZoneGoal.html @@ -32,61 +32,6 @@ onclick="w3_close()" class="w3-closenav w3-large">Close ×
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    diff --git a/Documentation/Functional.ZoneGoalCargo.html b/Documentation/Functional.ZoneGoalCargo.html deleted file mode 100644 index f5171b459..000000000 --- a/Documentation/Functional.ZoneGoalCargo.html +++ /dev/null @@ -1,2970 +0,0 @@ - - - - - - - - - - - - - - - - - - -
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    Module Functional.ZoneGoalCargo

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

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    ZONE_GOAL_CARGO models processes that have a Goal with a defined achievement involving a Zone and Cargo.
    -Derived classes implement the ways how the achievements can be realized.

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    Developer Note

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

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    Author: FlightControl

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    Global ZONE_GOAL_CARGO

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    Models processes that have a Goal with a defined achievement involving a Zone and Cargo.

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    - - #ZONE_GOAL_CARGO -ZONE_GOAL_CARGO - -

    Models processes that have a Goal with a defined achievement involving a Zone and Cargo.

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    Derived classes implement the ways how the achievements can be realized.

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    1. ZONE_GOAL_CARGO constructor

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    2. ZONE_GOAL_CARGO is a finite state machine (FSM).

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    2.1 ZONE_GOAL_CARGO States

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    • Deployed: The Zone has been captured by an other coalition.
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    • Airborne: The Zone is currently intruded by an other coalition. There are units of the owning coalition and an other coalition in the Zone.
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    • Loaded: The Zone is guarded by the owning coalition. There is no other unit of an other coalition in the Zone.
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    • Empty: The Zone is empty. There is not valid unit in the Zone.
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    2.2 ZONE_GOAL_CARGO Events

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    • Capture: The Zone has been captured by an other coalition.
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    • Attack: The Zone is currently intruded by an other coalition. There are units of the owning coalition and an other coalition in the Zone.
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    • Guard: The Zone is guarded by the owning coalition. There is no other unit of an other coalition in the Zone.
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    • Empty: The Zone is empty. There is not valid unit in the Zone.
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    2.3 ZONE_GOAL_CARGO State Machine

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    Type(s)

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    Fields and Methods inherited from ZONE_GOAL_CARGODescription

    ZONE_GOAL_CARGO:Attack()

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    Attack Trigger for ZONE_GOAL_CARGO

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    ZONE_GOAL_CARGO:Capture()

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    Capture Trigger for ZONE_GOAL_CARGO

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    ZONE_GOAL_CARGO.Coalition

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    ZONE_GOAL_CARGO:Empty()

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    Empty Trigger for ZONE_GOAL_CARGO

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    ZONE_GOAL_CARGO:GetCoalition()

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    Get the owning coalition of the zone.

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    ZONE_GOAL_CARGO:GetCoalitionName()

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    Get the owning coalition name of the zone.

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    ZONE_GOAL_CARGO:Guard()

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    Guard Trigger for ZONE_GOAL_CARGO

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    ZONE_GOAL_CARGO:IsAttacked()

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    ZONE_GOAL_CARGO:IsCaptured()

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    ZONE_GOAL_CARGO:IsEmpty()

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    ZONE_GOAL_CARGO:IsGuarded()

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    ZONE_GOAL_CARGO:Mark()

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    Mark.

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    ZONE_GOAL_CARGO.MarkBlue

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    ZONE_GOAL_CARGO.MarkRed

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    ZONE_GOAL_CARGO:New(Zone, Coalition)

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    ZONE_GOAL_CARGO Constructor.

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    ZONE_GOAL_CARGO:OnAfterAttack(From, Event, To)

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    Attack Handler OnAfter for ZONE_GOAL_CARGO

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    ZONE_GOAL_CARGO:OnAfterCapture(From, Event, To)

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    Capture Handler OnAfter for ZONE_GOAL_CARGO

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    ZONE_GOAL_CARGO:OnAfterEmpty(From, Event, To)

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    Empty Handler OnAfter for ZONE_GOAL_CARGO

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    ZONE_GOAL_CARGO:OnAfterGuard(From, Event, To)

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    Guard Handler OnAfter for ZONE_GOAL_CARGO

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    ZONE_GOAL_CARGO:OnBeforeAttack(From, Event, To)

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    Attack Handler OnBefore for ZONE_GOAL_CARGO

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    ZONE_GOAL_CARGO:OnBeforeCapture(From, Event, To)

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    Capture Handler OnBefore for ZONE_GOAL_CARGO

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    ZONE_GOAL_CARGO:OnBeforeEmpty(From, Event, To)

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    Empty Handler OnBefore for ZONE_GOAL_CARGO

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    ZONE_GOAL_CARGO:OnBeforeGuard(From, Event, To)

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    Guard Handler OnBefore for ZONE_GOAL_CARGO

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    ZONE_GOAL_CARGO.ScheduleStatusZone

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    ZONE_GOAL_CARGO:SetCoalition(Coalition)

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    Set the owning coalition of the zone.

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    ZONE_GOAL_CARGO.SmokeScheduler

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    ZONE_GOAL_CARGO.States

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    ZONE_GOAL_CARGO:StatusZone()

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    Check status Coalition ownership.

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    ZONE_GOAL_CARGO:__Attack(Delay)

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    Attack Asynchronous Trigger for ZONE_GOAL_CARGO

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    ZONE_GOAL_CARGO:__Capture(Delay)

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    Capture Asynchronous Trigger for ZONE_GOAL_CARGO

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    ZONE_GOAL_CARGO:__Empty(Delay)

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    Empty Asynchronous Trigger for ZONE_GOAL_CARGO

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    ZONE_GOAL_CARGO:__Guard(Delay)

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    Guard Asynchronous Trigger for ZONE_GOAL_CARGO

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    ZONE_GOAL_CARGO:onafterGuard()

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    When started, check the Coalition status.

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    ZONE_GOAL_CARGO:onenterAttacked()

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    ZONE_GOAL_CARGO:onenterCaptured()

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    ZONE_GOAL_CARGO:onenterEmpty()

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    ZONE_GOAL_CARGO:onenterGuarded()

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    Bound.

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    Field(s)

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    - - #table -ZONE_GOAL_CARGO.States - - - - -

    @field #table ZONE_GOAL_CARGO.States

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    Function(s)

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    Attack Trigger for ZONE_GOAL_CARGO

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    Defined in:

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    Capture Trigger for ZONE_GOAL_CARGO

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    Empty Trigger for ZONE_GOAL_CARGO

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    Get the owning coalition of the zone.

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    Return value:

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    #number:

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    Coalition.

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    Get the owning coalition name of the zone.

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    Return value:

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    #string:

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    Coalition name.

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    Guard Trigger for ZONE_GOAL_CARGO

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    Mark.

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    ZONE_GOAL_CARGO Constructor.

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    - Core.Zone#ZONE - Zone -

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    A Core.Zone object with the goal to be achieved.

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    - #number - Coalition -

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    The initial coalition owning the zone.

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    Attack Handler OnAfter for ZONE_GOAL_CARGO

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    Capture Handler OnAfter for ZONE_GOAL_CARGO

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    Empty Handler OnAfter for ZONE_GOAL_CARGO

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    Guard Handler OnAfter for ZONE_GOAL_CARGO

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    Attack Handler OnBefore for ZONE_GOAL_CARGO

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    Capture Handler OnBefore for ZONE_GOAL_CARGO

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    Empty Handler OnBefore for ZONE_GOAL_CARGO

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    Guard Handler OnBefore for ZONE_GOAL_CARGO

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    Set the owning coalition of the zone.

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    Defined in:

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    Parameter:

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    - #number - Coalition -

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    Check status Coalition ownership.

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    Defined in:

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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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    @@ -713,17 +658,6 @@

    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.

    @@ -4099,7 +4033,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CSAR.FreeVHFFrequencies @@ -4545,11 +4479,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CSAR.csarUnits + +

    table of CSAR unit names

    +
    @@ -4570,11 +4507,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CSAR.downedPilots + +

    Replacement woundedGroups

    +
    @@ -4914,6 +4854,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    +
    +
    +
    + + #number +CSAR.rescuedpilots + + + + +

    counter for saved pilots

    + +
    +
    @@ -4939,6 +4893,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    +
    +
    +
    + + #number +CSAR.rescues + + + + +

    counter for successful rescue landings at FARP/AFB/MASH

    + +
    +
    @@ -10444,7 +10412,7 @@ callsigns from playername or group name.

    - + #table CSAR.FreeVHFFrequencies @@ -10890,11 +10858,14 @@ callsigns from playername or group name.

    - + #table CSAR.csarUnits + +

    table of CSAR unit names

    +
    @@ -10915,11 +10886,14 @@ callsigns from playername or group name.

    - + #table CSAR.downedPilots + +

    Replacement woundedGroups

    +
    @@ -11259,6 +11233,20 @@ callsigns from playername or group name.

    +
    +
    +
    + + #number +CSAR.rescuedpilots + + + + +

    counter for saved pilots

    + +
    +
    @@ -11284,6 +11272,20 @@ callsigns from playername or group name.

    +
    +
    +
    + + #number +CSAR.rescues + + + + +

    counter for successful rescue landings at FARP/AFB/MASH

    + +
    +
    @@ -12993,7 +12995,7 @@ callsigns from playername or group name.

    - + #table CSAR.FreeVHFFrequencies @@ -13439,11 +13441,14 @@ callsigns from playername or group name.

    - + #table CSAR.csarUnits + +

    table of CSAR unit names

    +
    @@ -13464,11 +13469,14 @@ callsigns from playername or group name.

    - + #table CSAR.downedPilots + +

    Replacement woundedGroups

    +
    @@ -13808,6 +13816,20 @@ callsigns from playername or group name.

    +
    +
    +
    + + #number +CSAR.rescuedpilots + + + + +

    counter for saved pilots

    + +
    +
    @@ -13833,6 +13855,20 @@ callsigns from playername or group name.

    +
    +
    +
    + + #number +CSAR.rescues + + + + +

    counter for successful rescue landings at FARP/AFB/MASH

    + +
    +
    diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index e7984438c..a186926da 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -32,61 +32,6 @@ onclick="w3_close()" class="w3-closenav w3-large">Close ×
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    @@ -8799,7 +8733,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.CtldUnits @@ -8821,7 +8755,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.DroppedTroops @@ -8846,11 +8780,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.EngineersInField + +

    holds #CTLD_ENGINEERING objects

    +
    @@ -8935,7 +8872,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.FreeFMFrequencies @@ -8946,7 +8883,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CTLD.FreeUHFFrequencies @@ -8957,14 +8894,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CTLD.FreeVHFFrequencies - -

    Beacons

    -
    @@ -9051,11 +8985,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #string + CTLD.RadioPath + +

    Folderpath.

    +
    @@ -9347,17 +9284,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    #1570

    -
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    @@ -9632,6 +9558,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    enfore engineer build only?

    +
    + +
    +
    +
    + + #boolean +CTLD.onestepmenu + + +
    @@ -9686,7 +9623,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

    noob catch

    +

    time to repairor build a unit/group

    @@ -9779,9 +9716,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    message suppression

    -
    @@ -9799,7 +9733,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #number + CTLD.troopdropzoneradius @@ -9837,9 +9771,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    sub categories

    -
    @@ -23567,7 +23498,7 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #table CTLD.CtldUnits @@ -23589,7 +23520,7 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #table CTLD.DroppedTroops @@ -23614,11 +23545,14 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #table CTLD.EngineersInField + +

    holds #CTLD_ENGINEERING objects

    +
    @@ -23703,7 +23637,7 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #table CTLD.FreeFMFrequencies @@ -23714,7 +23648,7 @@ However, if you create a new folder inside the miz file, which contains the soun
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    Beacons

    -
    @@ -23819,11 +23750,14 @@ However, if you create a new folder inside the miz file, which contains the soun
    - #string + CTLD.RadioPath + +

    Folderpath.

    +
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    #1570

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    @@ -24400,6 +24323,17 @@ However, if you create a new folder inside the miz file, which contains the soun

    enfore engineer build only?

    +
    + +
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    + + #boolean +CTLD.onestepmenu + + +
    @@ -24454,7 +24388,7 @@ However, if you create a new folder inside the miz file, which contains the soun -

    noob catch

    +

    time to repairor build a unit/group

    @@ -24547,9 +24481,6 @@ However, if you create a new folder inside the miz file, which contains the soun - -

    message suppression

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    sub categories

    -
    @@ -26225,7 +26153,7 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #table CTLD.CtldUnits @@ -26247,7 +26175,7 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #table CTLD.DroppedTroops @@ -26272,11 +26200,14 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #table CTLD.EngineersInField + +

    holds #CTLD_ENGINEERING objects

    +
    @@ -26361,7 +26292,7 @@ However, if you create a new folder inside the miz file, which contains the soun
    - + #table CTLD.FreeFMFrequencies @@ -26372,7 +26303,7 @@ However, if you create a new folder inside the miz file, which contains the soun
    - #table + CTLD.FreeUHFFrequencies @@ -26383,14 +26314,11 @@ However, if you create a new folder inside the miz file, which contains the soun
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    Beacons

    -
    @@ -26477,11 +26405,14 @@ However, if you create a new folder inside the miz file, which contains the soun
    - #string + CTLD.RadioPath + +

    Folderpath.

    +
    @@ -26773,17 +26704,6 @@ However, if you create a new folder inside the miz file, which contains the soun

    #1570

    -
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    @@ -27058,6 +26978,17 @@ However, if you create a new folder inside the miz file, which contains the soun

    enfore engineer build only?

    +
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    noob catch

    +

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    sub categories

    -
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    Can transport crate.

    -
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    @@ -32088,6 +32002,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

    Location (if set) where to get this cargo item.

    +
    + +
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    +
    + + +CTLD_CARGO.Mark + + +
    @@ -33723,6 +33648,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

    Location (if set) where to get this cargo item.

    +
    + +
    +
    +
    + + +CTLD_CARGO.Mark + + +
    diff --git a/Documentation/Ops.Chief.html b/Documentation/Ops.Chief.html index 28170b390..4538051da 100644 --- a/Documentation/Ops.Chief.html +++ b/Documentation/Ops.Chief.html @@ -32,61 +32,6 @@ onclick="w3_close()" class="w3-closenav w3-large">Close ×
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    diff --git a/Documentation/Ops.FlightGroup.html b/Documentation/Ops.FlightGroup.html index 586c931dc..56378898b 100644 --- a/Documentation/Ops.FlightGroup.html +++ b/Documentation/Ops.FlightGroup.html @@ -32,61 +32,6 @@ onclick="w3_close()" class="w3-closenav w3-large">Close ×
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    @@ -3360,6 +3294,12 @@

    FLIGHTGROUP:DestroyUnit(UnitName, Delay)

    Destroy a unit of the group.

    + + + +

    FLIGHTGROUP.EPLRS

    + + @@ -7821,6 +7761,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    +
    +
    +
    + + +FLIGHTGROUP.Twaiting + + + + +

    Set time stamp.

    + +
    +
    @@ -7901,6 +7855,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    +
    +
    +
    + + +FLIGHTGROUP.dTwait + + + + +

    Max waiting time in seconds.

    + +
    +
    @@ -8124,11 +8092,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - -FLIGHTGROUP.isLandingAtAirbase + #boolean +FLIGHTGROUP.isLateActivated + +

    No late activation.

    +
    @@ -8151,6 +8122,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Flight is ready for takeoff. This is for FLIGHTCONTROL.

    +
    + +
    +
    +
    + + #boolean +FLIGHTGROUP.isUncontrolled + + +
    @@ -18590,6 +18572,20 @@ Here we only check if stuck whilst taxiing.

    +
    +
    +
    + + +FLIGHTGROUP.Twaiting + + + + +

    Set time stamp.

    + +
    +
    @@ -18670,6 +18666,20 @@ Here we only check if stuck whilst taxiing.

    +
    +
    +
    + + +FLIGHTGROUP.dTwait + + + + +

    Max waiting time in seconds.

    + +
    +
    @@ -18893,11 +18903,14 @@ Here we only check if stuck whilst taxiing.

    - -FLIGHTGROUP.isLandingAtAirbase + #boolean +FLIGHTGROUP.isLateActivated + +

    No late activation.

    +
    @@ -18920,6 +18933,17 @@ Here we only check if stuck whilst taxiing.

    Flight is ready for takeoff. This is for FLIGHTCONTROL.

    +
    + +
    +
    +
    + + #boolean +FLIGHTGROUP.isUncontrolled + + +
    @@ -39426,6 +39450,20 @@ Optionally, you can calculate the current max weight possible, which accounts fo
    +
    +
    +
    + + +FLIGHTGROUP.Twaiting + + + + +

    Set time stamp.

    + +
    +
    @@ -39506,6 +39544,20 @@ Optionally, you can calculate the current max weight possible, which accounts fo
    +
    +
    +
    + + +FLIGHTGROUP.dTwait + + + + +

    Max waiting time in seconds.

    + +
    +
    @@ -39729,11 +39781,14 @@ Optionally, you can calculate the current max weight possible, which accounts fo
    - -FLIGHTGROUP.isLandingAtAirbase + #boolean +FLIGHTGROUP.isLateActivated + +

    No late activation.

    +
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    Flight is ready for takeoff. This is for FLIGHTCONTROL.

    +
    + +
    +
    +
    + + #boolean +FLIGHTGROUP.isUncontrolled + + +
    @@ -41595,6 +41661,20 @@ Optionally, you can calculate the current max weight possible, which accounts fo
    +
    +
    +
    + + +FLIGHTGROUP.Twaiting + + + + +

    Set time stamp.

    + +
    +
    @@ -41675,6 +41755,20 @@ Optionally, you can calculate the current max weight possible, which accounts fo
    +
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    @@ -1775,12 +1709,6 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return

    CLIENT:IsMultiSeated()

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    CLIENT:ShowBriefing()

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