From 49e537bc56ff6ab5f44615f83b025840b37afebb Mon Sep 17 00:00:00 2001
From: Applevangelist The Defender Default Settings over all Squadrons.
The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -No loading happened, so we need to pickup something else.
+ @@ -4701,6 +4704,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ @@ -5313,6 +5319,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ @@ -6817,6 +6826,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ diff --git a/Documentation/AI.AI_Patrol.html b/Documentation/AI.AI_Patrol.html index 7e42cf341..8732f72f8 100644 --- a/Documentation/AI.AI_Patrol.html +++ b/Documentation/AI.AI_Patrol.html @@ -3136,9 +3136,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -This table contains the targets detected during patrol.
- @@ -6386,9 +6383,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -This table contains the targets detected during patrol.
- @@ -7133,9 +7127,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -This table contains the targets detected during patrol.
- @@ -8772,9 +8763,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -This table contains the targets detected during patrol.
- diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index 21a6a6d92..f82ea5469 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -1824,6 +1824,9 @@ Controls a network of short range air/missile defense groups. + +Then we register the new group in the database
+ @@ -3142,6 +3145,9 @@ This works for ground only groups. + +Then we register the new group in the database
+ diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index b3c66a4d4..49aa6ed95 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -1698,17 +1698,6 @@ Note that ground forces behave in a group, and thus, act in formation, regardlesSet cargo object.
+Set cargo object.
+When the first Spawn executes, all the Groups need to be made visible before start.
+Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
@@ -3918,29 +3917,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauFlag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
@@ -9329,29 +9317,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups. -SPAWN.communication - - - - - - -Spawns a new static using a given template.
+The #DETECTION_AREAS object for AWACS
+ + + +switch alarm state RED
+ @@ -6550,6 +6564,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`The #DETECTION_AREAS object for AWACS
+ + + +switch alarm state RED
+ diff --git a/Documentation/Functional.Rat.html b/Documentation/Functional.Rat.html index 13d78453a..4a188ff00 100644 --- a/Documentation/Functional.Rat.html +++ b/Documentation/Functional.Rat.html @@ -3358,6 +3358,12 @@ manager:Stop(7200)Type of terminal to be used when spawning at an airbase.
+Type of terminal to be used when spawning at an airbase.
+ + + +Type of terminal to be used when spawning at an airbase.
+ + + +Radio queue of LSO.
+ + + +Radio queue of marshal.
+ + + +Radio queue of LSO.
+ + + +Radio queue of marshal.
+ + + +Radio queue of LSO.
+ + + +Radio queue of marshal.
+ + + +Set case of f
+ @@ -38740,6 +38809,20 @@ When moose is loading dynamically (for moose class development), tracing is swit + +Also decrease flag for section members of flight.
+ +Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
+Set time stamp.
+Set new time stamp.
diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index 353797cff..6ad8367bc 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -2285,12 +2285,6 @@ Create a late-activated single infantry unit as template in the mission editor aGROUP_SET of all helis
-Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
- - - -GROUP_SET of all helis
-Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
- - - -GROUP_SET of all helis
-Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
- - - -Can transport crate.
+Start State.
-set to false to suppress flash messages
+set to false to suppress flash messages
+set to false to suppress flash messages
+set to false to suppress flash messages
+Alive.
+Alive2.
Alive.
+Alive2.
Alive.
+Alive2.
Alive.
+Alive2.
Alive.
+Alive2.
Alive.
+Alive2.
Alive.
+Alive2.
Coordinate of the mark.
+Text displayed in the mark panel.
-Coordinate of the mark.
+Text displayed in the mark panel.
-Coordinate of the mark.
+Text displayed in the mark panel.
-Wrapper class to handle Static objects.
Wrapper class to handle Static objects.
+ + + +Note that Statics are almost the same as Units, but they don't have a controller. +The Wrapper.Static#STATIC class is a wrapper class to handle the DCS Static objects:
+ +For each DCS Static will have a STATIC wrapper object (instance) within the _DATABASE object. +This is done at the beginning of the mission (when the mission starts).
+ +The STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference +using the Static Name.
+ +Another thing to know is that STATIC objects do not "contain" the DCS Static object. +The STATIc methods will reference the DCS Static object by name when it is needed during API execution. +If the DCS Static object does not exist or is nil, the STATIC methods will return nil and log an exception in the DCS.log file.
+ +The STATIc class provides the following functions to retrieve quickly the relevant STATIC instance:
+ +IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).
| Fields and Methods inherited from STATIC | Description | +
|---|---|
| + |
+ Destroys the STATIC. + |
+
| + |
+ Finds a STATIC from the _DATABASE using a DCSStatic object. + |
+
| + |
+ Finds a STATIC from the _DATABASE using the relevant Static Name. + |
+
| + |
+ Get DCS object of static of static. + |
+
| + |
+ Get threat level of static. + |
+
| + |
+ Returns a list of one Static. + |
+
| + |
+ Respawn the Wrapper.Unit at the same location with the same properties. + |
+
| + |
+ Respawn the Wrapper.Unit at a defined Coordinate with an optional heading. + |
+
| + |
+ Register a static object. + |
+
| + |
+ Spawn the Wrapper.Static at a specific coordinate and heading. + |
+
| + | +
| Fields and Methods inherited from POSITIONABLE | +Description | +
|---|---|
| + |
+ Add cargo. + |
+
| + |
+ Get cargo item count. + |
+
| + |
+ Clear all cargo. + |
+
| + |
+ Destroys 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 altitude of the POSITIONABLE. + |
+
| + |
+ Returns the Angle of Attack of a POSITIONABLE. + |
+
| + |
+ Create a Core.Radio#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. + |
+
| + |
+ 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 POSITIONABLE heading in degrees. + |
+
| + |
+ Returns the POSITIONABLE height 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 Core.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. + |
+
| + |
+ Get relative velocity with respect to another POSITIONABLE. + |
+
| + |
+ Returns the roll angle of a unit. + |
+
| + | + + | +
| + |
+ Get the Spot + |
+
| + |
+ 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 a 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 Zone. + |
+
| + |
+ Check if the POSITIONABLE is lasing a target + |
+
| + |
+ Returns true if the unit is not within a Zone. + |
+
| + |
+ Returns if the unit is of ship category. + |
+
| + |
+ Returns if the unit is a submarine. + |
+
| + |
+ 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. + |
+
| + |
+ Send a message to a client. + |
+
STATIC:MessageToCoalition(Message, Duration, MessageCoalition, Name) |
+
+ Send a message to a coalition. + |
+
STATIC:MessageToGroup(Message, Duration, MessageGroup, Name) |
+
+ Send a message to a Wrapper.Group. + |
+
| + |
+ Send a message to the red coalition. + |
+
STATIC:MessageToSetGroup(Message, Duration, MessageSetGroup, Name) |
+
+ Send a message to a Core.Set#SET_GROUP. + |
+
STATIC:MessageTypeToCoalition(Message, MessageType, MessageCoalition, Name) |
+
+ Send a message to a coalition. + |
+
STATIC: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. + |
+
| + | + + | +
| + |
+ 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. + |
+
STATIC:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
| + |
+ Creation of a Crash Event. + |
+
| + |
+ Creation of a Dead Event. + |
+
| + |
+ Creation of a |
+
| + |
+ Creation of a Remove Unit Event. + |
+
| + |
+ Creation of a Takeoff 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 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 object is completely destroyed. + |
+
| + |
+ 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 +initiator : The unit that has ejected + |
+
| + |
+ 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 +initiator : The unit that has landed. + |
+
| + |
+ 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. + |
+
| + |
+ Occurs when a mission starts. + |
+
| + |
+ 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. + |
+
STATIC:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + | + + | +
| + |
+ Set the Class 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. + |
+
| + | + + | +
STATIC:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
STATIC:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + | + |
Destroys the STATIC.
+ +STATIC
++ #boolean + GenerateEvent +
+(Optional) true if you want to generate a crash or dead event for the static.
+ +#nil:
+The DCS StaticObject is not existing or alive.
+ +-- Air static example: destroy the static Helicopter and generate a S_EVENT_CRASH.
+Helicopter = STATIC:FindByName( "Helicopter" )
+Helicopter:Destroy( true )
+-- Ground static example: destroy the static Tank and generate a S_EVENT_DEAD.
+Tanks = UNIT:FindByName( "Tank" )
+Tanks:Destroy( true )
+-- Ship static 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.
+Finds a STATIC from the _DATABASE using a DCSStatic object.
+ +STATIC
++ DCS#StaticObject + DCSStatic +
+An existing DCS Static object reference.
+ +self
+ +Finds a STATIC from the _DATABASE using the relevant Static Name.
+ + +As an optional parameter, a briefing text can be given also.
+ +STATIC
++ #string + StaticName +
+Name of the DCS Static as defined within the Mission Editor.
+ ++ #boolean + RaiseError +
+Raise an error if not found.
+ +self or nil
+ +Get DCS object of static of static.
+ +STATIC
+DCS static object
+ +Get threat level of static.
+ +STATIC
+#number:
+Threat level 1.
+ +#string:
+"Static"
+ +Returns a list of one Static.
+ +STATIC
+#list<Wrapper.Static#STATIC>:
+A list of one Static.
+ +Respawn the Wrapper.Unit at the same location with the same properties.
+ + +This is useful to respawn a cargo after it has been destroyed.
+ +STATIC
++ DCS#country.id + CountryID +
+(Optional) The country ID used for spawning the new static. Default is same as currently.
+ ++ #number + Delay +
+(Optional) Delay in seconds before static is respawned. Default now.
+ +Respawn the Wrapper.Unit at a defined Coordinate with an optional heading.
+ +STATIC
++ Core.Point#COORDINATE + Coordinate +
+The coordinate where to spawn the new Static.
+ ++ #number + Heading +
+(Optional) The heading of the static respawn in degrees. Default the current heading.
+ ++ #number + Delay +
+(Optional) Delay in seconds before static is respawned. Default now.
+ +Register a static object.
+ +STATIC
++ #string + StaticName +
+Name of the static object.
+ +self
+ +Spawn the Wrapper.Static at a specific coordinate and heading.
+ +STATIC
++ Core.Point#COORDINATE + Coordinate +
+The coordinate where to spawn the new Static.
+ ++ #number + Heading +
+The heading of the static respawn in degrees. Default is 0 deg.
+ ++ #number + Delay +
+Delay in seconds before the static is spawned.
+ +Set static name.
+ +Add cargo.
+ ++ Core.Cargo#CARGO + Cargo +
+Get cargo item count.
+ +Cargo
+ +Clear all cargo.
+ +Destroys the POSITIONABLE.
+ ++ #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.
+ +#nil:
+The DCS Unit is not existing or alive.
+ +
+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.
+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 altitude of the POSITIONABLE.
+ +The altitude of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the Angle of Attack of a POSITIONABLE.
+ +#number:
+Angle of attack in degrees.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Create a Core.Radio#BEACON, to allow this POSITIONABLE to broadcast beacon signals
+ +Radio
+ +Get the bounding box of the underlying POSITIONABLE DCS Object.
+ +The bounding box of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Get the bounding radius of the underlying POSITIONABLE DCS Object.
+ ++ #number + MinDist +
+(Optional) If bounding box is smaller than this value, MinDist is returned.
+ +The bounding radius of the POSITIONABLE
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Get all contained cargo.
+ +Get Cargo Bay Free Weight in kg.
+ +#number:
+CargoBayFreeWeight
+ +Returns the climb or descent angle of the POSITIONABLE.
+ +#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.
+ +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.
+ +A new COORDINATE object of the POSITIONABLE.
+ +Returns the DCS object.
+ + +Polymorphic for other classes like UNIT, STATIC, GROUP, AIRBASE.
+ +The DCS object.
+ +Returns the POSITIONABLE heading in degrees.
+ +#number:
+The POSITIONABLE heading in degrees.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the POSITIONABLE height in meters.
+ +The height of the POSITIONABLE in meters.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Get the last assigned laser code
+ +#number:
+The laser code
+ +Returns a message with the callsign embedded (if there is one).
+ ++ #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.
+ +Returns the message text with the callsign embedded (if there is one).
+ ++ #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.
+ +#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).
+ ++ #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.
+ +Get the object size.
+ +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.
+ ++ #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.
+ +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.
+ +Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e.
+ + +along the direction of movement.
+ +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.
+ +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.
+ +Z orientation, i.e. perpendicular to movement.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the pitch angle of a POSITIONABLE.
+ +#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.
+ +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.
+ +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.
+ +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.
+ +The 3D position vectors of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Create a Core.Radio#RADIO, to allow radio transmission for this POSITIONABLE.
+ + +Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message
+ +Radio
+ +Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.
+ ++ #number + Radius +
+The 3D point vector of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +-- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP
+
+Get relative velocity with respect to another POSITIONABLE.
+ ++ #POSITIONABLE + Positionable +
+Other POSITIONABLE.
+ +#number:
+Relative velocity in m/s.
+ +Returns the roll angle of a unit.
+ +#number:
+Pitch angle in degrees.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Get the Spot
+ +The Spot
+ +Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission.
+ +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.
+ +The 3D point vector of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the a Velocity object from the POSITIONABLE.
+ +Velocity The Velocity object.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the POSITIONABLE velocity in km/h.
+ +#number:
+The velocity in km/h.
+ +Returns the POSITIONABLE velocity in knots.
+ +#number:
+The velocity in knots.
+ +Returns the POSITIONABLE velocity in meters per second.
+ +#number:
+The velocity in meters per second.
+ +Returns the POSITIONABLE velocity Vec3 vector.
+ +The velocity Vec3 vector
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the yaw angle of a POSITIONABLE.
+ +#number:
+Yaw angle in degrees.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns if carrier has given cargo.
+ ++ Cargo +
+Cargo
+ +Returns true if the POSITIONABLE is in the air.
+ + +Polymorphic, is overridden in GROUP and UNIT.
+ +#boolean:
+true if in the air.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns if the Positionable is located above a runway.
+ +#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.
+ +#boolean:
+Air category evaluation result.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Is cargo bay empty.
+ +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.
+ +#boolean:
+Ground category evaluation result.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns true if the unit is within a Zone.
+ ++ Core.Zone#ZONE_BASE + Zone +
+The zone to test.
+ +#boolean:
+Returns true if the unit is within the Core.Zone#ZONE_BASE
+ +Check if the POSITIONABLE is lasing a target
+ +#boolean:
+true if it is lasing a target
+ +Returns true if the unit is not within a Zone.
+ ++ Core.Zone#ZONE_BASE + Zone +
+The zone to test.
+ +#boolean:
+Returns true if the unit is not within the Core.Zone#ZONE_BASE
+ +Returns if the unit is of ship category.
+ +#boolean:
+Ship category evaluation result.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns if the unit is a submarine.
+ +#boolean:
+Submarines attributes result.
+ +Start Lasing a COORDINATE.
+ ++ 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.
+ +Stop Lasing a POSITIONABLE
+ +Start Lasing a POSITIONABLE
+ ++ #POSITIONABLE + Target +
+The target to lase.
+ ++ #number + LaserCode +
+Laser code or random number in [1000, 9999].
+ ++ #number + Duration +
+Duration of lasing in seconds.
+ +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.
+ ++ #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.
+ ++ #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.
+ ++ #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.
+ ++ #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.
+ ++ #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.
+ ++ #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.
+ ++ #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.
+ ++ #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 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.
+ ++ #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.
+ ++ #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
+ ++ #string + PositionableName +
+The POSITIONABLE name
+ +self
+ +Remove cargo.
+ ++ Core.Cargo#CARGO + Cargo +
+Set Cargo Bay Weight Limit in kg.
+ ++ #number + WeightLimit +
+Smoke the POSITIONABLE.
+ ++ 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.
+ +Smoke the POSITIONABLE Green.
+ +Smoke the POSITIONABLE Orange.
+ +Smoke the POSITIONABLE Red.
+ +Smoke the POSITIONABLE White.
+ +Set static name.
+ +Gets the CallSign of the IDENTIFIABLE, which is a blank by default.
+ +#string:
+The CallSign of the IDENTIFIABLE.
+ +Returns object category of the DCS Identifiable.
+ + +One of
+ +The category ID, i.e. a number.
+ +Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.
+ +#string:
+The DCS Identifiable Category Name
+ +Returns coalition of the Identifiable.
+ +The side of the coalition.
+ +#nil:
+The DCS Identifiable is not existing or alive.
+ +Returns the name of the coalition of the Identifiable.
+ +#string:
+The name of the coalition.
+ +#nil:
+The DCS Identifiable is not existing or alive.
+ +Returns country of the Identifiable.
+ +The country identifier.
+ +#nil:
+The DCS Identifiable is not existing or alive.
+ +Returns country name of the Identifiable.
+ +#string:
+Name of the country.
+ +Returns Identifiable descriptor.
+ + +Descriptor type depends on Identifiable category.
+ +The Identifiable descriptor.
+ +#nil:
+The DCS Identifiable is not existing or alive.
+ +Returns DCS Identifiable object name.
+ + +The function provides access to non-activated objects too.
+ +#string:
+The name of the DCS Identifiable.
+ +#nil:
+The DCS Identifiable is not existing or alive.
+ +Returns the type name of the DCS Identifiable.
+ +#string:
+The type name of the DCS Identifiable.
+ +Check if the Object has the attribute.
+ ++ #string + AttributeName +
+The attribute name.
+ +#boolean:
+true if the attribute exists.
+ +#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.
#boolean:
+true if Identifiable is alive.
+ +#nil:
+if the Identifiable is not existing or is not alive.
+ +Create a new IDENTIFIABLE from a DCSIdentifiable
+ ++ #string + IdentifiableName +
+The DCS Identifiable name
+ +self
+ +Set static name.
+ +Destroys the OBJECT.
+ +#boolean:
+true if the object is destroyed.
+ +#nil:
+The DCS Unit is not existing or alive.
+ +Returns the unit's unique identifier.
+ +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
+ ++ DCS#Object + ObjectName +
+The Object name
+ ++ Test +
+self
+ +Set static name.
+ +Clear the state of an object.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ StateName +
+The key that is should be cleared.
+ +Creation of a Birth Event.
+ ++ 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.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Dead Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
+ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +Creation of a Remove Unit Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Takeoff Event.
+ ++ 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.
+ ++ 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.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 2.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 3.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Get the ClassID of the class instance.
+ +#string:
+The ClassID of the class instance.
+ +Get the ClassName of the class instance.
+ +#string:
+The ClassName of the class instance.
+ +Get the ClassName + ClassID of the class instance.
+ + +The ClassName + ClassID is formatted as '%s#%09d'.
+ +#string:
+The ClassName + ClassID of the class instance.
+ +Get the Class 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.
+ ++ 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!
+ +The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
+ +Subscribe to a DCS Event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ ++ #function + EventFunction +
+(optional) The function to be called when the event occurs for the unit.
+ +Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ ++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +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
+ ClassName +
+is the name of the class or the class itself to run the check against
+ +#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 object is completely destroyed.
+ + +initiator : The unit that is was destroyed.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +BDA.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a ground unit captures either an airbase or a farp.
+ + +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.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any object is spawned into the mission.
+ + +initiator : The unit that was spawned.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft crashes into the ground and is completely destroyed.
+ + +initiator : The unit that has crashed.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an object is dead.
+ + +initiator : The unit that is dead.
+ ++ 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.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Discard chair after ejection.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a pilot ejects from an aircraft +initiator : The unit that has ejected
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft shuts down its engines.
+ + +initiator : The unit that is stopping its engines..
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft starts its engines.
+ + +initiator : The unit that is starting its engines..
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever an object is hit by a weapon.
+ + +initiator : The unit object the fired the weapon. +weapon: Weapon object that hit the target. +target: The Object that was hit.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any system fails on a human controlled aircraft.
+ + +initiator : The unit that had the failure.
+ ++ 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.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft lands at an airbase, farp or ship +initiator : The unit that has landed.
+ + +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships.
+ ++ 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.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Landing quality mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a new mark was added.
+ + +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark text was changed.
+ + +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark was removed.
+ + +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission ends.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission starts.
+ ++ 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.
+ ++ 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. +initiator : The unit that the pilot has died in.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player enters a slot and takes control of an aircraft.
+ + +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.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player assumes direct control of a unit.
+ + +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player relieves control of a unit to the AI.
+ + +initiator : The unit that the player left.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft connects with a tanker and begins taking on fuel.
+ + +initiator : The unit that is receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft is finished taking fuel.
+ + +initiator : The unit that was receiving fuel.
+ ++ 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.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit stops firing its weapon.
+ + +Event will always correspond with a shooting start event. +initiator : The unit that was doing the shooting.
+ ++ 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), auto cannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever any unit in a mission fires a weapon.
+ + +But not any machine gun or auto cannon based weapon, those are handled by EVENT.ShootingStart.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft takes off from an airbase, farp, or ship.
+ + +initiator : The unit that took off. +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Trigger zone.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the game thinks an object is destroyed.
+ + + ++ 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.
+ ++ #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, ... }.
+ +#number:
+The ScheduleID 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.
+ ++ #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, ... }.
+ +#number:
+The ScheduleID of the planned schedule.
+ +Stops the Schedule.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ +Set the Class 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.
+ ++ #number + EventPriority +
+The Event processing Priority.
+ +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.
+ ++ 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.
+ +The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ ++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ ++ #string + Class +
++ #string + 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.
+ ++ #boolean + TraceOnOff +
+Switch the tracing on or off.
+ +
+ -- Switch the tracing On
+ BASE:TraceOnOff( true )
+
+ -- Switch the tracing Off
+ BASE:TraceOnOff( false )
+
+
+UnSubscribe to a DCS event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ +Trace a function call.
+ + +This function is private.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+Trace a function logic.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+TODO: Complete DCS#Event structure. +- The main event handling function... This function captures all events generated for the class. + @param #BASE self + @param DCS#Event event
+ +