Module Wrapper.DynamicCargo
+Wrapper - Dynamic Cargo create from the F8 menu.
+ + + +Main Features:
+ +-
+
- Convenient access to DCS API functions +
+ +
Example Missions:
+ +Demo missions can be found on github.
+ ++ +
Author: Applevangelist
+ ++ +
Global(s)
Global DYNAMICCARGO |
+
+ The capitalist cannot store labour-power in warehouses after he has bought it, as he may do with the raw material. -- Karl Marx + ++ + The DYNAMICCARGO Concept+ +The DYNAMICCARGO class offers an easy-to-use wrapper interface to all DCS API functions of DCS dynamically spawned cargo crates. + |
+
The capitalist cannot store labour-power in warehouses after he has bought it, as he may do with the raw material. -- Karl Marx
+ ++ +
The DYNAMICCARGO Concept
+ +The DYNAMICCARGO class offers an easy-to-use wrapper interface to all DCS API functions of DCS dynamically spawned cargo crates.
+ + +We named the class DYNAMICCARGO, because the name WAREHOUSE is already taken by another MOOSE class..
+ +Constructor
+ + +Type(s)
| Fields and Methods inherited from DYNAMICCARGO | +Description | +
|---|---|
| + | + + | +
| + | + + | +
| + | + + | +
| + |
+ Name of the class. + |
+
| + |
+ Vec3 LastPosition. + |
+
| + |
+ Find all DYNAMICCARGO objects matching using patterns. + |
+
| + |
+ Find the first(!) DYNAMICCARGO matching using patterns. + |
+
| + |
+ Find a DYNAMICCARGO in the _DATABASE using the name associated with it. + |
+
| + |
+ Get the cargo display name from this dynamic cargo. + |
+
| + |
+ Get the weight in kgs from this dynamic cargo. + |
+
| + |
+ [CTLD] Get number of crates this DYNAMICCARGO consists of. + |
+
| + |
+ Get DCS object. + |
+
| + |
+ Get last know owner (player) name of this DYNAMICCARGO + |
+
| + |
+ Find current state of this DYNAMICCARGO + |
+
| + |
+ Get the #STORAGE object from this dynamic cargo. + |
+
| + |
+ [CTLD] Get CTLD_CARGO.Enum type of this DYNAMICCARGO + |
+
| + |
+ Check Interval. 20 secs default. + |
+
| + | + + | +
| + | + + | +
| + | + + | +
| + |
+ The playername who has created, loaded or unloaded this cargo. Depends on state. + |
+
| + |
+ Create a new DYNAMICCARGO object from the DCS static cargo object. + |
+
| + | + + | +
| + | + + | +
| + | + + | +
| + |
+ [CTLD] Get this DYNAMICCARGO drop state. + |
+
| + |
+ [Internal] Track helos for loaded/unloaded decision making. + |
+
| + |
+ [Internal] _Get Possible Player Helo Nearby + |
+
| + |
+ [Internal] Update internal states. + |
+
| + |
+ Class id string for output to DCS log file. + |
+
| + | + + | +
| + |
+ Timmer to run intervals + |
+
| + |
+ Verbosity level. + |
+
| + | + + | +
| + |
+ The STORAGE object. + |
+
| Fields and Methods inherited from POSITIONABLE | +Description | +
|---|---|
| + |
+ Add cargo. + |
+
| + | + + | +
| + |
+ Get cargo item count. + |
+
| + |
+ Clear all cargo. + |
+
| + | + + | +
| + |
+ Destroys the POSITIONABLE. + |
+
| + |
+ Triggers an explosion at the coordinates of the positionable. + |
+
| + |
+ Signal a flare at the position of the POSITIONABLE. + |
+
| + |
+ Signal a green flare at the position of the POSITIONABLE. + |
+
| + |
+ Signal a red flare at the position of the POSITIONABLE. + |
+
| + |
+ Signal a white flare at the position of the POSITIONABLE. + |
+
| + |
+ Signal a yellow flare at the position of the POSITIONABLE. + |
+
| + |
+ Returns the indicated airspeed (IAS). + |
+
| + |
+ Returns the true airspeed (TAS). + |
+
| + |
+ Returns the altitude above sea level of the POSITIONABLE. + |
+
| + |
+ Returns the Angle of Attack of a POSITIONABLE. + |
+
| + |
+ Create a Core.Beacon#BEACON, to allow this POSITIONABLE to broadcast beacon signals. + |
+
| + |
+ Get the bounding box of the underlying POSITIONABLE DCS Object. + |
+
| + |
+ Get the bounding radius of the underlying POSITIONABLE DCS Object. + |
+
| + |
+ Get all contained cargo. + |
+
| + |
+ Get Cargo Bay Free Weight in kg. + |
+
| + |
+ Get Cargo Bay Weight Limit in kg. + |
+
| + |
+ Returns the climb or descent angle of the POSITIONABLE. + |
+
| + |
+ Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission. + |
+
| + |
+ Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission. + |
+
| + |
+ Returns the DCS object. + |
+
| + |
+ Returns the horizonal speed relative to eath's surface. + |
+
| + |
+ Returns the POSITIONABLE heading in degrees. + |
+
| + |
+ Returns the POSITIONABLE height above sea level in meters. + |
+
| + |
+ Get the last assigned laser code + |
+
| + |
+ Returns a message with the callsign embedded (if there is one). + |
+
| + |
+ Returns the message text with the callsign embedded (if there is one). + |
+
| + |
+ Returns a message of a specified type with the callsign embedded (if there is one). + |
+
| + |
+ Get the object size. + |
+
| + |
+ Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE. + |
+
| + |
+ Returns a {@DCS#Vec3} table of the objects current orientation in 3D space. + |
+
| + |
+ Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e. + |
+
| + |
+ Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e. + |
+
| + |
+ Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e. + |
+
| + |
+ Returns the pitch angle of a POSITIONABLE. + |
+
| + |
+ Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission. + |
+
| + |
+ Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission. + |
+
| + |
+ Returns a pos3 table of the objects current position and orientation in 3D space. + |
+
| + |
+ Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission. + |
+
| + |
+ Create a Sound.Radio#RADIO, to allow radio transmission for this POSITIONABLE. + |
+
| + |
+ Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission. + |
+
| + |
+ Returns a COORDINATE object, which is transformed to be relative to the POSITIONABLE. + |
+
| + |
+ Get relative velocity with respect to another POSITIONABLE. + |
+
| + |
+ Returns the roll angle of a unit. + |
+
| + | + + | +
| + |
+ Get the Spot + |
+
| + |
+ Get the number of infantry soldiers that can be embarked into an aircraft (airplane or helicopter). + |
+
| + |
+ Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission. + |
+
| + |
+ Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission. + |
+
| + |
+ Returns the Core.Velocity object from the POSITIONABLE. + |
+
| + |
+ Returns the POSITIONABLE velocity in km/h. + |
+
| + |
+ Returns the POSITIONABLE velocity in knots. + |
+
| + |
+ Returns the POSITIONABLE velocity in meters per second. + |
+
| + |
+ Returns the POSITIONABLE velocity Vec3 vector. + |
+
| + |
+ Returns the yaw angle of a POSITIONABLE. + |
+
| + |
+ Returns if carrier has given cargo. + |
+
| + |
+ Returns true if the POSITIONABLE is in the air. + |
+
| + |
+ Returns if the Positionable is located above a runway. + |
+
| + |
+ Returns if the unit is of an air category. + |
+
| + |
+ Is cargo bay empty. + |
+
| + |
+ Returns if the unit is of an ground category. + |
+
| + |
+ Returns true if the unit is within a Core.Zone. + |
+
| + |
+ Check if the POSITIONABLE is lasing a target. + |
+
| + |
+ Returns true if the unit is not within a Core.Zone. + |
+
| + |
+ Returns if the unit is of ship category. + |
+
| + |
+ Returns if the unit is a submarine. + |
+
DYNAMICCARGO:LaseCoordinate(Coordinate, LaserCode, Duration) |
+
+ Start Lasing a COORDINATE. + |
+
| + |
+ Stop Lasing a POSITIONABLE. + |
+
| + |
+ Start Lasing a POSITIONABLE. + |
+
| + | + + | +
| + |
+ Send a message to the players in the Wrapper.Group. + |
+
| + |
+ Send a message to all coalitions. + |
+
| + |
+ Send a message to the blue coalition. + |
+
DYNAMICCARGO:MessageToClient(Message, Duration, Client, Name) |
+
+ Send a message to a client. + |
+
DYNAMICCARGO:MessageToCoalition(Message, Duration, MessageCoalition, Name) |
+
+ Send a message to a coalition. + |
+
DYNAMICCARGO:MessageToGroup(Message, Duration, MessageGroup, Name) |
+
+ Send a message to a Wrapper.Group. + |
+
| + |
+ Send a message to the red coalition. + |
+
DYNAMICCARGO:MessageToSetGroup(Message, Duration, MessageSetGroup, Name) |
+
+ Send a message to a Core.Set#SET_GROUP. + |
+
DYNAMICCARGO:MessageToSetUnit(Message, Duration, MessageSetUnit, Name) |
+
+ Send a message to a Core.Set#SET_UNIT. + |
+
DYNAMICCARGO:MessageToUnit(Message, Duration, MessageUnit, Name) |
+
+ Send a message to a Wrapper.Unit. + |
+
DYNAMICCARGO:MessageTypeToCoalition(Message, MessageType, MessageCoalition, Name) |
+
+ Send a message to a coalition. + |
+
DYNAMICCARGO:MessageTypeToGroup(Message, MessageType, MessageGroup, Name) |
+
+ Send a message of a message type to a Wrapper.Group. + |
+
| + |
+ Create a new POSITIONABLE from a DCSPositionable + |
+
| + | + + | +
| + |
+ Remove cargo. + |
+
| + |
+ Set Cargo Bay Weight Limit in kg. + |
+
| + |
+ Smoke the POSITIONABLE. + |
+
| + |
+ Smoke the POSITIONABLE Blue. + |
+
| + |
+ Smoke the POSITIONABLE Green. + |
+
| + |
+ Smoke the POSITIONABLE Orange. + |
+
| + |
+ Smoke the POSITIONABLE Red. + |
+
| + |
+ Smoke the POSITIONABLE White. + |
+
| + | + + | +
| + | + + | +
| + |
+ Coordinate object. + |
+
| + |
+ Point Vec3 object. + |
+
| Fields and Methods inherited from IDENTIFIABLE | +Description | +
|---|---|
| + |
+ Gets the CallSign of the IDENTIFIABLE, which is a blank by default. + |
+
| + |
+ Returns object category of the DCS Identifiable. + |
+
| + |
+ Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor. + |
+
| + |
+ Returns coalition of the Identifiable. + |
+
| + |
+ Returns the name of the coalition of the Identifiable. + |
+
| + |
+ Returns country of the Identifiable. + |
+
| + |
+ Returns country name of the Identifiable. + |
+
| + |
+ Returns Identifiable descriptor. + |
+
| + |
+ Returns DCS Identifiable object name. + |
+
| + |
+ Gets the threat level. + |
+
| + |
+ Returns the type name of the DCS Identifiable. + |
+
| + |
+ Check if the Object has the attribute. + |
+
| + |
+ The name of the identifiable. + |
+
| + |
+ Returns if the Identifiable is alive. + |
+
| + |
+ Create a new IDENTIFIABLE from a DCSIdentifiable + |
+
| Fields and Methods inherited from OBJECT | +Description | +
|---|---|
| + |
+ Destroys the OBJECT. + |
+
| + |
+ Returns the unit's unique identifier. + |
+
| + |
+ Create a new OBJECT from a DCSObject + |
+
| + |
+ The name of the Object. + |
+
| Fields and Methods inherited from BASE | +Description | +
|---|---|
| + |
+ The ID number of the class. + |
+
| + |
+ The name of the class. + |
+
| + |
+ The name of the class concatenated with the ID number of the class. + |
+
| + |
+ Clear the state of an object. + |
+
DYNAMICCARGO:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
DYNAMICCARGO:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Crash Event. + |
+
DYNAMICCARGO:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Dead Event. + |
+
| + |
+ Creation of a |
+
| + |
+ Creation of a Remove Unit Event. + |
+
| + |
+ Creation of a Takeoff Event. + |
+
| + |
+ Creation of a Crash Event. + |
+
| + |
+ Log an exception which will be traced always. + |
+
| + |
+ Returns the event dispatcher + |
+
| + |
+ Remove all subscribed events + |
+
| + |
+ Trace a function call. + |
+
| + |
+ Trace a function call level 2. + |
+
| + |
+ Trace a function call level 3. + |
+
| + |
+ Get the ClassID of the class instance. + |
+
| + |
+ Get the ClassName of the class instance. + |
+
| + |
+ Get the ClassName + ClassID of the class instance. + |
+
| + |
+ Get the Class Core.Event processing Priority. + |
+
| + |
+ This is the worker method to retrieve the Parent class. + |
+
| + |
+ Get a Value given a Key from the Object. + |
+
| + |
+ Subscribe to a DCS Event. + |
+
| + |
+ Log an information which will be traced always. + |
+
| + |
+ This is the worker method to inherit from a parent class. + |
+
| + |
+ This is the worker method to check if an object is an (sub)instance of a class. + |
+
| + |
+ Enquires if tracing is on (for the class). + |
+
| + |
+ BASE constructor. + |
+
| + |
+ Occurs when an Event for an object is triggered. + |
+
| + |
+ BDA. + |
+
| + |
+ Occurs when a ground unit captures either an airbase or a farp. + |
+
| + |
+ Occurs when any object is spawned into the mission. + |
+
| + |
+ Occurs when any aircraft crashes into the ground and is completely destroyed. + |
+
| + |
+ Occurs when an object is dead. + |
+
| + |
+ Unknown precisely what creates this event, likely tied into newer damage model. + |
+
| + |
+ Discard chair after ejection. + |
+
| + |
+ Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when any aircraft shuts down its engines. + |
+
| + |
+ Occurs when any aircraft starts its engines. + |
+
| + |
+ Occurs whenever an object is hit by a weapon. + |
+
| + |
+ Occurs when any system fails on a human controlled aircraft. + |
+
| + |
+ Occurs on the death of a unit. + |
+
| + |
+ 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. + |
+
| + |
+ Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. + |
+
| + |
+ Landing quality mark. + |
+
| + |
+ Occurs when a new mark was added. + |
+
| + |
+ Occurs when a mark text was changed. + |
+
| + |
+ Occurs when a mark was removed. + |
+
| + |
+ Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Weapon add. + |
+
| + |
+ Occurs when the pilot of an aircraft is killed. + |
+
| + |
+ Occurs when a player enters a slot and takes control of an aircraft. + |
+
| + |
+ Occurs when any player assumes direct control of a unit. + |
+
| + |
+ Occurs when any player relieves control of a unit to the AI. + |
+
| + |
+ Occurs when an aircraft connects with a tanker and begins taking on fuel. + |
+
| + |
+ Occurs when an aircraft is finished taking fuel. + |
+
| + |
+ Occurs when any modification to the "Score" as seen on the debrief menu would occur. + |
+
| + |
+ Occurs when any unit stops firing its weapon. + |
+
| + |
+ Occurs when any unit begins firing a weapon that has a high rate of fire. + |
+
| + |
+ Occurs whenever any unit in a mission fires a weapon. + |
+
| + |
+ Occurs when an aircraft takes off from an airbase, farp, or ship. + |
+
| + |
+ Trigger zone. + |
+
| + |
+ Occurs when the game thinks an object is destroyed. + |
+
| + |
+ Schedule a new time event. + |
+
DYNAMICCARGO:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + | + + | +
| + |
+ Set the Class Core.Event processing Priority. + |
+
| + |
+ Set a state or property of the Object given a Key and a Value. + |
+
| + |
+ Trace a function logic level 1. + |
+
| + |
+ Trace a function logic level 2. + |
+
| + |
+ Trace a function logic level 3. + |
+
| + |
+ Trace all methods in MOOSE + |
+
| + |
+ Set tracing for a class + |
+
| + |
+ Set tracing for a specific method of class + |
+
| + |
+ Set trace level + |
+
| + |
+ Set trace off. + |
+
| + |
+ Set trace on. + |
+
| + |
+ 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. + |
+
| + |
+ UnSubscribe to a DCS event. + |
+
| + | + + | +
DYNAMICCARGO:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
| + |
+ (Internal) Serialize arguments + |
+
DYNAMICCARGO:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + |
+ The main event handling function... + |
+
| Fields and Methods inherited from DYNAMICCARGO.AircraftDimensions | +Description | +
|---|---|
| + | + + | +
| Fields and Methods inherited from DYNAMICCARGO.AircraftTypes | +Description | +
|---|---|
| + | + + | +
| Fields and Methods inherited from DYNAMICCARGO.Liquid | +Description | +
|---|---|
| + |
+ Diesel (3). + |
+
| + |
+ Aviation gasoline (1). + |
+
| + |
+ Jet fuel (0). + |
+
| + |
+ MW50 (2). + |
+
| Fields and Methods inherited from DYNAMICCARGO.LiquidName | +Description | +
|---|---|
| + |
+ "diesel". + |
+
| + |
+ "gasoline". + |
+
| + |
+ "jet_fuel". + |
+
| + |
+ "methanol_mixture". + |
+
| Fields and Methods inherited from DYNAMICCARGO.State | +Description | +
|---|---|
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| Fields and Methods inherited from DYNAMICCARGO.Type | +Description | +
|---|---|
| + |
+ aircraft. + |
+
| + |
+ liquids. Also see #list<#DYNAMICCARGO.Liquid> for types of liquids. + |
+
| + |
+ weapons. + |
+
DYNAMICCARGO class.
+ +Field(s)
+Name of the class.
+ +Vec3 LastPosition.
+ +Check Interval. 20 secs default.
+ +The playername who has created, loaded or unloaded this cargo. Depends on state.
+ +Class id string for output to DCS log file.
+ +Verbosity level.
+ +Function(s)
+Find all DYNAMICCARGO objects matching using patterns.
+ + +Note that this is a lot slower than :FindByName()!
Defined in:
+DYNAMICCARGO
+Parameter:
++ #string + Pattern +
+The pattern to look for. Refer to LUA patterns for regular expressions in LUA.
+ +Return value:
+#table:
+Groups Table of matching #DYNAMICCARGO objects found
+ +Usage:
+ -- Find all dynamic cargo with a partial dynamic cargo name
+ local grptable = DYNAMICCARGO:FindAllByMatching( "Apple" )
+ -- will return all dynamic cargos with "Apple" in the name
+
+ -- using a pattern
+ local grp = DYNAMICCARGO:FindAllByMatching( ".%d.%d$" )
+ -- will return the all dynamic cargos found ending in "-1-1" to "-9-9", but not e.g. "-10-1" or "-1-10"
+
+Find the first(!) DYNAMICCARGO matching using patterns.
+ + +Note that this is a lot slower than :FindByName()!
Defined in:
+DYNAMICCARGO
+Parameter:
++ #string + Pattern +
+The pattern to look for. Refer to LUA patterns for regular expressions in LUA.
+ +Return value:
+The DYNAMICCARGO.
+ +Usage:
+ -- Find a dynamic cargo with a partial dynamic cargo name
+ local grp = DYNAMICCARGO:FindByMatching( "Apple" )
+ -- will return e.g. a dynamic cargo named "Apple|08:00|PKG08"
+
+ -- using a pattern
+ local grp = DYNAMICCARGO:FindByMatching( ".%d.%d$" )
+ -- will return the first dynamic cargo found ending in "-1-1" to "-9-9", but not e.g. "-10-1"
+
+Find a DYNAMICCARGO in the _DATABASE using the name associated with it.
+ +Defined in:
+DYNAMICCARGO
+Parameter:
++ #string + Name +
+The dynamic cargo name
+ +Return value:
+self
+ +Get the cargo display name from this dynamic cargo.
+ +Defined in:
+DYNAMICCARGO
+Return value:
+#string:
+The display name
+ +Get the weight in kgs from this dynamic cargo.
+ +Defined in:
+DYNAMICCARGO
+Return value:
+#number:
+Weight in kgs.
+ +[CTLD] Get number of crates this DYNAMICCARGO consists of.
+ + +Always one.
+ +Defined in:
+DYNAMICCARGO
+Return value:
+#number:
+crate number, always one
+ +Get DCS object.
+ +Defined in:
+DYNAMICCARGO
+Return value:
+DCS static object
+ +Get last know owner (player) name of this DYNAMICCARGO
+ +Find current state of this DYNAMICCARGO
+ +Defined in:
+DYNAMICCARGO
+Return value:
+string The current state
+ +Get the #STORAGE object from this dynamic cargo.
+ +Defined in:
+DYNAMICCARGO
+Return value:
+Storage The #STORAGE object
+ +[CTLD] Get CTLD_CARGO.Enum type of this DYNAMICCARGO
+ +Defined in:
+DYNAMICCARGO
+Return value:
+#string:
+Type, only one at the moment is CTLD_CARGO.Enum.GCLOADABLE
+ +Create a new DYNAMICCARGO object from the DCS static cargo object.
+ +Defined in:
+DYNAMICCARGO
+Parameter:
++ #string + CargoName +
+Name of the Cargo.
+ +Return value:
+self
+ +[CTLD] Get this DYNAMICCARGO drop state.
+ + +True if DYNAMICCARGO.State.UNLOADED
+ +Defined in:
+DYNAMICCARGO
+Return value:
+#boolean:
+Dropped
+ +[Internal] Track helos for loaded/unloaded decision making.
+ +Defined in:
+DYNAMICCARGO
+Parameter:
++ Wrapper.Client#CLIENT + client +
+Return value:
+#boolean:
+IsIn
+ +[Internal] _Get Possible Player Helo Nearby
+ +Defined in:
+DYNAMICCARGO
+Parameters:
++ Core.Point#COORDINATE + pos +
++ #boolean + loading +
+If true measure distance for loading else for unloading
+ +Return values:
+#boolean:
+Success
+ +Helo
+ +#string:
+PlayerName
+ +[Internal] Update internal states.
+ +Field(s)
+Name of the class.
+ +Vec3 LastPosition.
+ +Check Interval. 20 secs default.
+ +The playername who has created, loaded or unloaded this cargo. Depends on state.
+ +Class id string for output to DCS log file.
+ +Verbosity level.
+ +Function(s)
+Add cargo.
+ +Defined in:
+ +Parameter:
++ Cargo.Cargo#CARGO + Cargo +
+Return value:
+Get cargo item count.
+ +Defined in:
+ +Return value:
+Cargo
+ +Clear all cargo.
+ +Defined in:
+ +Destroys the POSITIONABLE.
+ +Defined in:
+ +Parameter:
++ #boolean + GenerateEvent +
+(Optional) If true, generates a crash or dead event for the unit. If false, no event generated. If nil, a remove event is generated.
+ +Return value:
+#nil:
+The DCS Unit is not existing or alive.
+ +Usages:
+-
+
+Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group. +Helicopter = UNIT:FindByName( "Helicopter" ) +Helicopter:Destroy( true ) +
+ -- Ground unit example: destroy the Tanks and generate a S_EVENT_DEAD for each unit in the Tanks group. +Tanks = UNIT:FindByName( "Tanks" ) +Tanks:Destroy( true ) +
+ -- Ship unit example: destroy the Ship silently. +Ship = STATIC:FindByName( "Ship" ) +Ship:Destroy() +
+ -- Destroy without event generation example. +Ship = STATIC:FindByName( "Boat" ) +Ship:Destroy( false ) -- Don't generate an event upon destruction. +
+
Triggers an explosion at the coordinates of the positionable.
+ +Defined in:
+ +Parameters:
++ #number + power +
+Power of the explosion in kg TNT. Default 100 kg TNT.
+ ++ #number + delay +
+(Optional) Delay of explosion in seconds.
+ +Return value:
+self
+ +Signal a flare at the position of the POSITIONABLE.
+ +Signal a green flare at the position of the POSITIONABLE.
+ +Defined in:
+ +Signal a red flare at the position of the POSITIONABLE.
+ +Defined in:
+ +Signal a white flare at the position of the POSITIONABLE.
+ +Defined in:
+ +Signal a yellow flare at the position of the POSITIONABLE.
+ +Defined in:
+ +Returns the indicated airspeed (IAS).
+ + +The IAS is calculated from the TAS under the approximation that TAS increases by ~2% with every 1000 feet altitude ASL.
+ +Defined in:
+ +Parameter:
++ #number + oatcorr +
+(Optional) Outside air temperature (OAT) correction factor. Default 0.017 (=1.7%).
+ +Return value:
+#number:
+IAS in m/s. Returns 0 if the POSITIONABLE does not exist.
+ +Returns the true airspeed (TAS).
+ + +This is calculated from the current velocity minus wind in 3D.
+ +Defined in:
+ +Return value:
+#number:
+TAS in m/s. Returns 0 if the POSITIONABLE does not exist.
+ +Returns the altitude above sea level of the POSITIONABLE.
+ +Defined in:
+ +Return values:
+The altitude of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the Angle of Attack of a POSITIONABLE.
+ +Defined in:
+ +Return values:
+#number:
+Angle of attack in degrees.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Create a Core.Beacon#BEACON, to allow this POSITIONABLE to broadcast beacon signals.
+ +Defined in:
+ +Return value:
+Beacon
+ +Get the bounding box of the underlying POSITIONABLE DCS Object.
+ +Defined in:
+ +Return values:
+The bounding box of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Get the bounding radius of the underlying POSITIONABLE DCS Object.
+ +Defined in:
+ +Parameter:
++ #number + MinDist +
+(Optional) If bounding box is smaller than this value, MinDist is returned.
+ +Return values:
+The bounding radius of the POSITIONABLE
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Get all contained cargo.
+ +Defined in:
+ +Return value:
+Get Cargo Bay Free Weight in kg.
+ +Defined in:
+ +Return value:
+#number:
+CargoBayFreeWeight
+ +Get Cargo Bay Weight Limit in kg.
+ +Defined in:
+ +Return value:
+#number:
+Max cargo weight in kg.
+ +Returns the climb or descent angle of the POSITIONABLE.
+ +Defined in:
+ +Return values:
+#number:
+Climb or descent angle in degrees. Or 0 if velocity vector norm is zero.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
+ + +This function works similar to POSITIONABLE.GetCoordinate(), however, this function caches, updates and re-uses the same COORDINATE object stored +within the POSITIONABLE. This has higher performance, but comes with all considerations associated with the possible referencing to the same COORDINATE object. +This should only be used when performance is critical and there is sufficient awareness of the possible pitfalls. However, in most instances, GetCoordinate() is +preferred as it will return a fresh new COORDINATE and thus avoid potentially unexpected issues.
+ +Defined in:
+ +Return value:
+A reference to the COORDINATE object of the POSITIONABLE.
+ +Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
+ +Defined in:
+ +Return value:
+A new COORDINATE object of the POSITIONABLE.
+ +Returns the DCS object.
+ + +Polymorphic for other classes like UNIT, STATIC, GROUP, AIRBASE.
+ +Defined in:
+ +Return value:
+The DCS object.
+ +Returns the horizonal speed relative to eath's surface.
+ + +The vertical component of the velocity vector is projected out (set to zero).
+ +Defined in:
+ +Return value:
+#number:
+Ground speed in m/s. Returns 0 if the POSITIONABLE does not exist.
+ +Returns the POSITIONABLE heading in degrees.
+ +Defined in:
+ +Return values:
+#number:
+The POSITIONABLE heading in degrees.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the POSITIONABLE height above sea level in meters.
+ +Defined in:
+ +Return value:
+Height of the positionable in meters (or nil, if the object does not exist).
+ +Get the last assigned laser code
+ +Defined in:
+ +Return value:
+#number:
+The laser code
+ +Returns a message with the callsign embedded (if there is one).
+ +Defined in:
+ +Parameters:
++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Return value:
+Returns the message text with the callsign embedded (if there is one).
+ +Defined in:
+ +Parameters:
++ #string + Message +
+The message text.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Return values:
+#string:
+The message text.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns a message of a specified type with the callsign embedded (if there is one).
+ +Defined in:
+ +Parameters:
++ #string + Message +
+The message text
+ ++ Core.Message#MESSAGE + MessageType +
+MessageType The message type.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Return value:
+Get the object size.
+ +Defined in:
+ +Return values:
+Max size of object in x, z or 0 if bounding box could not be obtained.
+ +Length x or 0 if bounding box could not be obtained.
+ +Height y or 0 if bounding box could not be obtained.
+ +Width z or 0 if bounding box could not be obtained.
+ +Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE.
+ +Defined in:
+ +Parameters:
++ #number + x +
+Offset in the direction "the nose" of the unit is pointing in meters. Default 0 m.
+ ++ #number + y +
+Offset "above" the unit in meters. Default 0 m.
+ ++ #number + z +
+Offset in the direction "the wing" of the unit is pointing in meters. z>0 starboard, z<0 port. Default 0 m.
+ +Return value:
+The COORDINATE of the offset with respect to the orientation of the POSITIONABLE.
+ +Returns a {@DCS#Vec3} table of the objects current orientation in 3D space.
+ + +X, Y, Z values are unit vectors defining the objects orientation. + X is the orientation parallel to the movement of the object, Z perpendicular and Y vertical orientation.
+ +Defined in:
+ +Return values:
+ +Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e.
+ + +along the direction of movement.
+ +Defined in:
+ +Return values:
+X orientation, i.e. parallel to the direction of movement.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e.
+ + +vertical orientation.
+ +Defined in:
+ +Return values:
+Y orientation, i.e. vertical.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e.
+ + +perpendicular to direction of movement.
+ +Defined in:
+ +Return values:
+Z orientation, i.e. perpendicular to movement.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the pitch angle of a POSITIONABLE.
+ +Defined in:
+ +Return values:
+#number:
+Pitch angle in degrees.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+ +Defined in:
+ +Return values:
+The 2D point vector of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+ +Defined in:
+ +Return values:
+The 3D point vector of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns a pos3 table of the objects current position and orientation in 3D space.
+ + +X, Y, Z values are unit vectors defining the objects orientation. +Coordinates are dependent on the position of the maps origin.
+ +Defined in:
+ +Return value:
+Table consisting of the point and orientation tables.
+ +Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
+ +Defined in:
+ +Return values:
+The 3D position vectors of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Create a Sound.Radio#RADIO, to allow radio transmission for this POSITIONABLE.
+ + +Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message
+ +Defined in:
+ +Return value:
+Radio
+ +Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.
+ +Defined in:
+ +Parameter:
++ #number + Radius +
+Return values:
+The 3D point vector of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Usage:
+-- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP
+
+Returns a COORDINATE object, which is transformed to be relative to the POSITIONABLE.
+ + +Inverse of POSITIONABLE.GetOffsetCoordinate.
+ +Defined in:
+ +Parameters:
++ #number + x +
+Offset along the world x-axis in meters. Default 0 m.
+ ++ #number + y +
+Offset along the world y-axis in meters. Default 0 m.
+ ++ #number + z +
+Offset along the world z-axis in meters. Default 0 m.
+ +Return value:
+The relative COORDINATE with respect to the orientation of the POSITIONABLE.
+ +Get relative velocity with respect to another POSITIONABLE.
+ +Defined in:
+ +Parameter:
++ #POSITIONABLE + Positionable +
+Other POSITIONABLE.
+ +Return value:
+#number:
+Relative velocity in m/s.
+ +Returns the roll angle of a unit.
+ +Defined in:
+ +Return values:
+#number:
+Pitch angle in degrees.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Defined in:
+ +Get the Spot
+ +Defined in:
+ +Return value:
+The Spot
+ +Get the number of infantry soldiers that can be embarked into an aircraft (airplane or helicopter).
+ + +Returns nil for ground or ship units.
Defined in:
+ +Return value:
+#number:
+Descent number of soldiers that fit into the unit. Returns #nil for ground and ship units.
Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission.
+ +Defined in:
+ +Return values:
+The 2D point vector of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission.
+ +Defined in:
+ +Return values:
+The 3D point vector of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the Core.Velocity object from the POSITIONABLE.
+ +Defined in:
+ +Return values:
+Velocity The Velocity object.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the POSITIONABLE velocity in km/h.
+ +Defined in:
+ +Return value:
+#number:
+The velocity in km/h.
+ +Returns the POSITIONABLE velocity in knots.
+ +Defined in:
+ +Return value:
+#number:
+The velocity in knots.
+ +Returns the POSITIONABLE velocity in meters per second.
+ +Defined in:
+ +Return value:
+#number:
+The velocity in meters per second.
+ +Returns the POSITIONABLE velocity Vec3 vector.
+ +Defined in:
+ +Return values:
+The velocity Vec3 vector
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the yaw angle of a POSITIONABLE.
+ +Defined in:
+ +Return values:
+#number:
+Yaw angle in degrees.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns if carrier has given cargo.
+ +Defined in:
+ +Parameter:
++ Cargo +
+Return value:
+Cargo
+ +Returns true if the POSITIONABLE is in the air.
+ + +Polymorphic, is overridden in GROUP and UNIT.
+ +Defined in:
+ +Return values:
+#boolean:
+true if in the air.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns if the Positionable is located above a runway.
+ +Defined in:
+ +Return values:
+#boolean:
+true if Positionable is above a runway.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns if the unit is of an air category.
+ + +If the unit is a helicopter or a plane, then this method will return true, otherwise false.
+ +Defined in:
+ +Return values:
+#boolean:
+Air category evaluation result.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Is cargo bay empty.
+ +Defined in:
+ +Returns if the unit is of an ground category.
+ + +If the unit is a ground vehicle or infantry, this method will return true, otherwise false.
+ +Defined in:
+ +Return values:
+#boolean:
+Ground category evaluation result.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns true if the unit is within a Core.Zone.
+ +Defined in:
+ +Parameter:
++ Core.Zone#ZONE_BASE + Zone +
+The zone to test.
+ +Return value:
+#boolean:
+Returns true if the unit is within the Core.Zone#ZONE_BASE
+ +Check if the POSITIONABLE is lasing a target.
+ +Defined in:
+ +Return value:
+#boolean:
+true if it is lasing a target
+ +Returns true if the unit is not within a Core.Zone.
+ +Defined in:
+ +Parameter:
++ Core.Zone#ZONE_BASE + Zone +
+The zone to test.
+ +Return value:
+#boolean:
+Returns true if the unit is not within the Core.Zone#ZONE_BASE
+ +Returns if the unit is of ship category.
+ +Defined in:
+ +Return values:
+#boolean:
+Ship category evaluation result.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns if the unit is a submarine.
+ +Defined in:
+ +Return value:
+#boolean:
+Submarines attributes result.
+ +Start Lasing a COORDINATE.
+ +Defined in:
+ +Parameters:
++ Core.Point#COORDINATE + Coordinate +
+The coordinate where the lase is pointing at.
+ ++ #number + LaserCode +
+Laser code or random number in [1000, 9999].
+ ++ #number + Duration +
+Duration of lasing in seconds.
+ +Return value:
+Stop Lasing a POSITIONABLE.
+ +Defined in:
+ +Return value:
+Start Lasing a POSITIONABLE.
+ +Defined in:
+ +Parameters:
++ #POSITIONABLE + Target +
+The target to lase.
+ ++ #number + LaserCode +
+Laser code or random number in [1000, 9999].
+ ++ #number + Duration +
+Duration of lasing in seconds.
+ +Return value:
+Send a message to the players in the Wrapper.Group.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ +Defined in:
+ +Parameters:
++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Send a message to all coalitions.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ +Defined in:
+ +Parameters:
++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Send a message to the blue coalition.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ +Defined in:
+ +Parameters:
++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Send a message to a client.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ +Defined in:
+ +Parameters:
++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ Wrapper.Client#CLIENT + Client +
+The client object receiving the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Send a message to a coalition.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ +Defined in:
+ +Parameters:
++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ DCS#coalition + MessageCoalition +
+The Coalition receiving the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Send a message to a Wrapper.Group.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ +Defined in:
+ +Parameters:
++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ Wrapper.Group#GROUP + MessageGroup +
+The GROUP object receiving the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Send a message to the red coalition.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ +Defined in:
+ +Parameters:
++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Send a message to a Core.Set#SET_GROUP.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ +Defined in:
+ +Parameters:
++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ Core.Set#SET_GROUP + MessageSetGroup +
+The SET_GROUP collection receiving the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Send a message to a Core.Set#SET_UNIT.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ +Defined in:
+ +Parameters:
++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ Core.Set#SET_UNIT + MessageSetUnit +
+The SET_UNIT collection receiving the message.
+ ++ #string + Name +
+(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
+ +Send a message to a Wrapper.Unit.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ +Defined in:
+ +Parameters:
++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ Wrapper.Unit#UNIT + MessageUnit +
+The UNIT object receiving the message.
+ ++ #string + Name +
+(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
+ +Send a message to a coalition.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ +Defined in:
+ +Parameters:
++ #string + Message +
+The message text
+ ++ Core.Message#MESSAGE.Type + MessageType +
+The message type that determines the duration.
+ ++ DCS#coalition + MessageCoalition +
+The Coalition receiving the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Send a message of a message type to a Wrapper.Group.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ +Defined in:
+ +Parameters:
++ #string + Message +
+The message text
+ ++ Core.Message#MESSAGE.Type + MessageType +
+The message type that determines the duration.
+ ++ Wrapper.Group#GROUP + MessageGroup +
+The GROUP object receiving the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, the Name is the type of the POSITIONABLE.
+ +Create a new POSITIONABLE from a DCSPositionable
+ +Defined in:
+ +Parameter:
++ #string + PositionableName +
+The POSITIONABLE name
+ +Return value:
+self
+ +Remove cargo.
+ +Defined in:
+ +Parameter:
++ Cargo.Cargo#CARGO + Cargo +
+Return value:
+Set Cargo Bay Weight Limit in kg.
+ +Defined in:
+ +Parameter:
++ #number + WeightLimit +
+(Optional) Weight limit in kg. If not given, the value is taken from the descriptors or hard coded.
+ +Smoke the POSITIONABLE.
+ +Defined in:
+ +Parameters:
++ Utilities.Utils#SMOKECOLOR + SmokeColor +
+The smoke color.
+ ++ #number + Range +
+The range in meters to randomize the smoking around the POSITIONABLE.
+ ++ #number + AddHeight +
+The height in meters to add to the altitude of the POSITIONABLE.
+ +Smoke the POSITIONABLE Blue.
+ +Defined in:
+ +Smoke the POSITIONABLE Green.
+ +Defined in:
+ +Smoke the POSITIONABLE Orange.
+ +Defined in:
+ +Smoke the POSITIONABLE Red.
+ +Defined in:
+ +Smoke the POSITIONABLE White.
+ +Defined in:
+ +Field(s)
+Name of the class.
+ +Vec3 LastPosition.
+ +Check Interval. 20 secs default.
+ +The playername who has created, loaded or unloaded this cargo. Depends on state.
+ +Class id string for output to DCS log file.
+ +Verbosity level.
+ +Function(s)
+Gets the CallSign of the IDENTIFIABLE, which is a blank by default.
+ +Defined in:
+ +Return value:
+#string:
+The CallSign of the IDENTIFIABLE.
+ +Returns object category of the DCS Identifiable.
+ + +One of
+ +-
+
- Object.Category.UNIT = 1 +
- Object.Category.WEAPON = 2 +
- Object.Category.STATIC = 3 +
- Object.Category.BASE = 4 +
- Object.Category.SCENERY = 5 +
- Object.Category.Cargo = 6 +
For UNITs this returns a second value, one of
+ + Unit.Category.AIRPLANE = 0
+ Unit.Category.HELICOPTER = 1
+ Unit.Category.GROUND_UNIT = 2
+ Unit.Category.SHIP = 3
+ Unit.Category.STRUCTURE = 4
+
Defined in:
+ +Return values:
+The category ID, i.e. a number.
+ +The unit category ID, i.e. a number. For units only.
+ +Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.
+ +Defined in:
+ +Return value:
+#string:
+The DCS Identifiable Category Name
+ +Returns coalition of the Identifiable.
+ +Defined in:
+ +Return value:
+The side of the coalition or #nil The DCS Identifiable is not existing or alive.
Returns the name of the coalition of the Identifiable.
+ +Defined in:
+ +Return values:
+#string:
+The name of the coalition.
+ +#nil:
+The DCS Identifiable is not existing or alive.
+ +Returns country of the Identifiable.
+ +Defined in:
+ +Return value:
+The country identifier or #nil The DCS Identifiable is not existing or alive.
Returns country name of the Identifiable.
+ +Defined in:
+ +Return value:
+#string:
+Name of the country.
+ +Returns Identifiable descriptor.
+ + +Descriptor type depends on Identifiable category.
+ +Defined in:
+ +Return value:
+The Identifiable descriptor or #nil The DCS Identifiable is not existing or alive.
Returns DCS Identifiable object name.
+ + +The function provides access to non-activated objects too.
+ +Defined in:
+ +Return value:
+#string:
+The name of the DCS Identifiable or #nil.
Gets the threat level.
+ +Defined in:
+ +Return values:
+#number:
+Threat level.
+ +#string:
+Type.
+ +Returns the type name of the DCS Identifiable.
+ +Defined in:
+ +Return value:
+#string:
+The type name of the DCS Identifiable.
+ +Check if the Object has the attribute.
+ +Defined in:
+ +Parameter:
++ #string + AttributeName +
+The attribute name.
+ +Return value:
+#boolean:
+true if the attribute exists or #nil The DCS Identifiable is not existing or alive.
Returns if the Identifiable is alive.
+ + +If the Identifiable is not alive, nil is returned.
+If the Identifiable is alive, true is returned.
Defined in:
+ +Return value:
+#boolean:
+true if Identifiable is alive or #nil if the Identifiable is not existing or is not alive.
Create a new IDENTIFIABLE from a DCSIdentifiable
+ +Defined in:
+ +Parameter:
++ #string + IdentifiableName +
+The DCS Identifiable name
+ +Return value:
+self
+ +Field(s)
+Name of the class.
+ +Vec3 LastPosition.
+ +Check Interval. 20 secs default.
+ +The playername who has created, loaded or unloaded this cargo. Depends on state.
+ +Class id string for output to DCS log file.
+ +Verbosity level.
+ +Function(s)
+Destroys the OBJECT.
+ +Defined in:
+ +Return value:
+#boolean:
+Returns true if the object is destroyed or #nil if the object is nil.
Returns the unit's unique identifier.
+ +Defined in:
+ +Return value:
+ObjectID or #nil if the DCS Object is not existing or alive. Note that the ID is passed as a string and not a number.
+ +Create a new OBJECT from a DCSObject
+ +Defined in:
+ +Parameter:
++ DCS#Object + ObjectName +
+The Object name
+ +Return value:
+self
+ +Field(s)
+Name of the class.
+ +Vec3 LastPosition.
+ +Check Interval. 20 secs default.
+ +The playername who has created, loaded or unloaded this cargo. Depends on state.
+ +Class id string for output to DCS log file.
+ +Verbosity level.
+ +Function(s)
+Clear the state of an object.
+ +Defined in:
+ +Parameters:
++ Object +
+The object that holds the Value set by the Key.
+ ++ StateName +
+The key that is should be cleared.
+ +Creation of a Birth Event.
+ +Defined in:
+ +Parameters:
++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ #string + IniUnitName +
+The initiating unit name.
+ ++ place +
++ subplace +
+Creation of a Crash Event.
+ +Defined in:
+ +Parameters:
++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a Dead Event.
+ +Defined in:
+ +Parameters:
++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
Defined in:
+ +Parameter:
++ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +Creation of a Remove Unit Event.
+ +Defined in:
+ +Parameters:
++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Takeoff Event.
+ +Defined in:
+ +Parameters:
++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Crash Event.
+ +Defined in:
+ +Parameters:
++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Log an exception which will be traced always.
+ + +Can be anywhere within the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +Returns the event dispatcher
+ +Remove all subscribed events
+ +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.
+ +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()
+
+
+
+
+
+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:
+Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ +Defined in:
+ +Parameters:
++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Return value:
+Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +Examples:
+ +-
+
ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
+ ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
+ ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
+ ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
+ ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
+
Defined in:
+ +Parameter:
++ ClassName +
+is the name of the class or the class itself to run the check against
+ +Return value:
+#boolean:
+Enquires if tracing is on (for the class).
+ +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
+
+
+
+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 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.
+ +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.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +Return value:
+#string:
+The Schedule ID of the planned schedule.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ +Defined in:
+ +Parameters:
++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #number + Repeat +
+Specifies the interval in seconds when the scheduler will call the event function.
+ ++ #number + RandomizeFactor +
+Specifies a randomization factor between 0 and 1 to randomize the Repeat.
+ ++ #number + Stop +
+Specifies the amount of seconds when the scheduler will be stopped.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +Return value:
+#string:
+The Schedule ID of the planned schedule.
+ +Stops the Schedule.
+ +Defined in:
+ +Parameter:
++ #string + SchedulerID +
+(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
+ +Set the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ +Defined in:
+ +Parameter:
++ #number + EventPriority +
+The Core.Event processing Priority.
+ +Return value:
+self
+ +Set a state or property of the Object given a Key and a Value.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ +Defined in:
+ +Parameters:
++ Object +
+The object that will hold the Value set by the Key.
+ ++ Key +
+The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
+ ++ Value +
+The value to is stored in the object.
+ +Return value:
+The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ +Defined in:
+ +Parameter:
++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ +Defined in:
+ +Parameters:
++ #string + Class +
+Class name.
+ ++ #string + Method +
+Method.
+ +Set trace level
+ +Set trace off.
+ +Set trace on.
+ +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:
+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.
+ +Helo types possible.
+ +Field(s)
+CH-47 model start coordinate is quite exactly in the middle of the model, so half values here
+ +Function(s)
+Helo types possible.
+ +Field(s)
+Function(s)
+Liquid types.
+ +Field(s)
+Diesel (3).
+ +Aviation gasoline (1).
+ +Jet fuel (0).
+ +MW50 (2).
+ +Function(s)
+Liquid Names for the static cargo resource table.
+ +Field(s)
+"diesel".
+ +"gasoline".
+ +"jet_fuel".
+ +"methanol_mixture".
+ +Function(s)
+State types
+ +Field(s)
+Function(s)
+Storage types.
+ +Field(s)
+aircraft.
+ +liquids. Also see #list<#DYNAMICCARGO.Liquid> for types of liquids.
+ +weapons.
+ +
+
+