diff --git a/Documentation/AI.AI_A2A_Cap.html b/Documentation/AI.AI_A2A_Cap.html index 6b4a09a60..0bebd5060 100644 --- a/Documentation/AI.AI_A2A_Cap.html +++ b/Documentation/AI.AI_A2A_Cap.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2804,24 +2793,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_A2A_CAP.ClassID

- -

The ID number of the class.

- - - -

AI_A2A_CAP.ClassName

- -

The name of the class.

- - - -

AI_A2A_CAP.ClassNameAndID

- -

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

- -

AI_A2A_CAP:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index 90c342032..a47728db2 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -4048,24 +4037,6 @@ The following parameters were given to the :New method of AI_A2A_GCICAP, and mea Fields and Methods inherited from BASE Description - -

AI_A2A_DISPATCHER.ClassID

- -

The ID number of the class.

- - - -

AI_A2A_DISPATCHER.ClassName

- -

The name of the class.

- - - -

AI_A2A_DISPATCHER.ClassNameAndID

- -

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

- -

AI_A2A_DISPATCHER:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_A2A_Gci.html b/Documentation/AI.AI_A2A_Gci.html index 3bb76c0b0..b4ae3fba4 100644 --- a/Documentation/AI.AI_A2A_Gci.html +++ b/Documentation/AI.AI_A2A_Gci.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/AI.AI_A2A_Patrol.html b/Documentation/AI.AI_A2A_Patrol.html index 1b624dad6..2775b7a7d 100644 --- a/Documentation/AI.AI_A2A_Patrol.html +++ b/Documentation/AI.AI_A2A_Patrol.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/AI.AI_A2G_BAI.html b/Documentation/AI.AI_A2G_BAI.html index 5483184a6..c1fd65833 100644 --- a/Documentation/AI.AI_A2G_BAI.html +++ b/Documentation/AI.AI_A2G_BAI.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/AI.AI_A2G_CAS.html b/Documentation/AI.AI_A2G_CAS.html index 70855492a..7f2f84f69 100644 --- a/Documentation/AI.AI_A2G_CAS.html +++ b/Documentation/AI.AI_A2G_CAS.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/AI.AI_A2G_Dispatcher.html b/Documentation/AI.AI_A2G_Dispatcher.html index 8c92c8994..8cc2e66f6 100644 --- a/Documentation/AI.AI_A2G_Dispatcher.html +++ b/Documentation/AI.AI_A2G_Dispatcher.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -4015,24 +4004,6 @@ of the squadron are destroyed. This is to keep consistency of air operations and Fields and Methods inherited from BASE Description - -

AI_A2G_DISPATCHER.ClassID

- -

The ID number of the class.

- - - -

AI_A2G_DISPATCHER.ClassName

- -

The name of the class.

- - - -

AI_A2G_DISPATCHER.ClassNameAndID

- -

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

- -

AI_A2G_DISPATCHER:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_A2G_SEAD.html b/Documentation/AI.AI_A2G_SEAD.html index 761a08bdb..13db02f5f 100644 --- a/Documentation/AI.AI_A2G_SEAD.html +++ b/Documentation/AI.AI_A2G_SEAD.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/AI.AI_Air.html b/Documentation/AI.AI_Air.html index 51a018de7..0cdc3ff8c 100644 --- a/Documentation/AI.AI_Air.html +++ b/Documentation/AI.AI_Air.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2502,24 +2491,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_AIR.ClassID

- -

The ID number of the class.

- - - -

AI_AIR.ClassName

- -

The name of the class.

- - - -

AI_AIR.ClassNameAndID

- -

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

- -

AI_AIR:ClearState(Object, StateName)

@@ -3086,17 +3057,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -3196,28 +3156,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - #number -AI_AIR.RTBSpeedMaxFactor - - - -
- -
-
-
- - #number -AI_AIR.RTBSpeedMinFactor - - -
@@ -5925,17 +5863,6 @@ A random value in this bracket is then applied in the waypoint routing generatio - - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -6035,28 +5962,6 @@ A random value in this bracket is then applied in the waypoint routing generatio - - - -
-
- - #number -AI_AIR.RTBSpeedMaxFactor - - - -
- -
-
-
- - #number -AI_AIR.RTBSpeedMinFactor - - -
@@ -6683,17 +6588,6 @@ A random value in this bracket is then applied in the waypoint routing generatio - - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -6793,28 +6687,6 @@ A random value in this bracket is then applied in the waypoint routing generatio - - - -
-
- - #number -AI_AIR.RTBSpeedMaxFactor - - - -
- -
-
-
- - #number -AI_AIR.RTBSpeedMinFactor - - -
@@ -8329,17 +8201,6 @@ A random value in this bracket is then applied in the waypoint routing generatio - - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -8439,28 +8300,6 @@ A random value in this bracket is then applied in the waypoint routing generatio - - - -
-
- - #number -AI_AIR.RTBSpeedMaxFactor - - - -
- -
-
-
- - #number -AI_AIR.RTBSpeedMinFactor - - -
diff --git a/Documentation/AI.AI_Air_Dispatcher.html b/Documentation/AI.AI_Air_Dispatcher.html index b3517b97d..1e8f5908a 100644 --- a/Documentation/AI.AI_Air_Dispatcher.html +++ b/Documentation/AI.AI_Air_Dispatcher.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -3775,24 +3764,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_AIR_DISPATCHER.ClassID

- -

The ID number of the class.

- - - -

AI_AIR_DISPATCHER.ClassName

- -

The name of the class.

- - - -

AI_AIR_DISPATCHER.ClassNameAndID

- -

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

- -

AI_AIR_DISPATCHER:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_Air_Engage.html b/Documentation/AI.AI_Air_Engage.html index 9a5c05a68..4e9f602d7 100644 --- a/Documentation/AI.AI_Air_Engage.html +++ b/Documentation/AI.AI_Air_Engage.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/AI.AI_Air_Patrol.html b/Documentation/AI.AI_Air_Patrol.html index 4d3f120f7..ce8f62754 100644 --- a/Documentation/AI.AI_Air_Patrol.html +++ b/Documentation/AI.AI_Air_Patrol.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2745,24 +2734,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_AIR_PATROL.ClassID

- -

The ID number of the class.

- - - -

AI_AIR_PATROL.ClassName

- -

The name of the class.

- - - -

AI_AIR_PATROL.ClassNameAndID

- -

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

- -

AI_AIR_PATROL:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_Air_Squadron.html b/Documentation/AI.AI_Air_Squadron.html index f1024baa6..179e3a3e9 100644 --- a/Documentation/AI.AI_Air_Squadron.html +++ b/Documentation/AI.AI_Air_Squadron.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1918,24 +1907,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_AIR_SQUADRON.ClassID

- -

The ID number of the class.

- - - -

AI_AIR_SQUADRON.ClassName

- -

The name of the class.

- - - -

AI_AIR_SQUADRON.ClassNameAndID

- -

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

- -

AI_AIR_SQUADRON:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_BAI.html b/Documentation/AI.AI_BAI.html index d0c3ca5d3..44d7e25cb 100644 --- a/Documentation/AI.AI_BAI.html +++ b/Documentation/AI.AI_BAI.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2942,24 +2931,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_BAI_ZONE.ClassID

- -

The ID number of the class.

- - - -

AI_BAI_ZONE.ClassName

- -

The name of the class.

- - - -

AI_BAI_ZONE.ClassNameAndID

- -

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

- -

AI_BAI_ZONE:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_Balancer.html b/Documentation/AI.AI_Balancer.html index bf3a8d5b6..631733819 100644 --- a/Documentation/AI.AI_Balancer.html +++ b/Documentation/AI.AI_Balancer.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2169,24 +2158,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_BALANCER.ClassID

- -

The ID number of the class.

- - - -

AI_BALANCER.ClassName

- -

The name of the class.

- - - -

AI_BALANCER.ClassNameAndID

- -

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

- -

AI_BALANCER:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_CAP.html b/Documentation/AI.AI_CAP.html index 144b945bc..c3e49e1ea 100644 --- a/Documentation/AI.AI_CAP.html +++ b/Documentation/AI.AI_CAP.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2855,24 +2844,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_CAP_ZONE.ClassID

- -

The ID number of the class.

- - - -

AI_CAP_ZONE.ClassName

- -

The name of the class.

- - - -

AI_CAP_ZONE.ClassNameAndID

- -

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

- -

AI_CAP_ZONE:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_CAS.html b/Documentation/AI.AI_CAS.html index 14096a438..c609c37a2 100644 --- a/Documentation/AI.AI_CAS.html +++ b/Documentation/AI.AI_CAS.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2873,24 +2862,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_CAS_ZONE.ClassID

- -

The ID number of the class.

- - - -

AI_CAS_ZONE.ClassName

- -

The name of the class.

- - - -

AI_CAS_ZONE.ClassNameAndID

- -

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

- -

AI_CAS_ZONE:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_Cargo.html b/Documentation/AI.AI_Cargo.html index 3c1fbd1dc..591311205 100644 --- a/Documentation/AI.AI_Cargo.html +++ b/Documentation/AI.AI_Cargo.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2221,24 +2210,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_CARGO.ClassID

- -

The ID number of the class.

- - - -

AI_CARGO.ClassName

- -

The name of the class.

- - - -

AI_CARGO.ClassNameAndID

- -

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

- -

AI_CARGO:ClearState(Object, StateName)

@@ -2805,6 +2776,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

No loading happened, so we need to pickup something else.

+ @@ -4835,6 +4809,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

No loading happened, so we need to pickup something else.

+ @@ -5447,6 +5424,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

No loading happened, so we need to pickup something else.

+ @@ -6947,6 +6927,9 @@ 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_Cargo_APC.html b/Documentation/AI.AI_Cargo_APC.html index 34fb4d174..423d39fe6 100644 --- a/Documentation/AI.AI_Cargo_APC.html +++ b/Documentation/AI.AI_Cargo_APC.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2459,24 +2448,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_CARGO_APC.ClassID

- -

The ID number of the class.

- - - -

AI_CARGO_APC.ClassName

- -

The name of the class.

- - - -

AI_CARGO_APC.ClassNameAndID

- -

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

- -

AI_CARGO_APC:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index 3c625ae1f..80fdf8063 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2211,24 +2200,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_CARGO_AIRPLANE.ClassID

- -

The ID number of the class.

- - - -

AI_CARGO_AIRPLANE.ClassName

- -

The name of the class.

- - - -

AI_CARGO_AIRPLANE.ClassNameAndID

- -

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

- -

AI_CARGO_AIRPLANE:ClearState(Object, StateName)

@@ -2754,6 +2725,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

+
+
+ + +AI_CARGO_AIRPLANE.Airbase + + + +
+ +
@@ -4533,6 +4515,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

+
+ + +
@@ -5154,6 +5147,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

+
+ + +
@@ -6663,6 +6667,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

+
+ + +
diff --git a/Documentation/AI.AI_Cargo_Dispatcher.html b/Documentation/AI.AI_Cargo_Dispatcher.html index 9e27751d0..1a51c9190 100644 --- a/Documentation/AI.AI_Cargo_Dispatcher.html +++ b/Documentation/AI.AI_Cargo_Dispatcher.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

@@ -2826,24 +2815,6 @@ Use AI_CARGO_DISPATCHER.SetHomeZon Fields and Methods inherited from BASE Description - -

AI_CARGO_DISPATCHER.ClassID

- -

The ID number of the class.

- - - -

AI_CARGO_DISPATCHER.ClassName

- -

The name of the class.

- - - -

AI_CARGO_DISPATCHER.ClassNameAndID

- -

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

- -

AI_CARGO_DISPATCHER:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_Cargo_Dispatcher_APC.html b/Documentation/AI.AI_Cargo_Dispatcher_APC.html index c95991372..79f483840 100644 --- a/Documentation/AI.AI_Cargo_Dispatcher_APC.html +++ b/Documentation/AI.AI_Cargo_Dispatcher_APC.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

@@ -2467,24 +2456,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_CARGO_DISPATCHER_APC.ClassID

- -

The ID number of the class.

- - - -

AI_CARGO_DISPATCHER_APC.ClassName

- -

The name of the class.

- - - -

AI_CARGO_DISPATCHER_APC.ClassNameAndID

- -

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

- -

AI_CARGO_DISPATCHER_APC:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_Cargo_Dispatcher_Airplane.html b/Documentation/AI.AI_Cargo_Dispatcher_Airplane.html index 02c343d8c..dbd2ea131 100644 --- a/Documentation/AI.AI_Cargo_Dispatcher_Airplane.html +++ b/Documentation/AI.AI_Cargo_Dispatcher_Airplane.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
- -
-
- -

-

Utilities - Various routines.

@@ -2378,24 +2367,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_CARGO_DISPATCHER_AIRPLANE.ClassID

- -

The ID number of the class.

- - - -

AI_CARGO_DISPATCHER_AIRPLANE.ClassName

- -

The name of the class.

- - - -

AI_CARGO_DISPATCHER_AIRPLANE.ClassNameAndID

- -

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

- -

AI_CARGO_DISPATCHER_AIRPLANE:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_Cargo_Dispatcher_Helicopter.html b/Documentation/AI.AI_Cargo_Dispatcher_Helicopter.html index b4a3eb667..bcacd716d 100644 --- a/Documentation/AI.AI_Cargo_Dispatcher_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Dispatcher_Helicopter.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2416,24 +2405,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_CARGO_DISPATCHER_HELICOPTER.ClassID

- -

The ID number of the class.

- - - -

AI_CARGO_DISPATCHER_HELICOPTER.ClassName

- -

The name of the class.

- - - -

AI_CARGO_DISPATCHER_HELICOPTER.ClassNameAndID

- -

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

- -

AI_CARGO_DISPATCHER_HELICOPTER:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_Cargo_Dispatcher_Ship.html b/Documentation/AI.AI_Cargo_Dispatcher_Ship.html index 86f88c2db..7fb06b7a5 100644 --- a/Documentation/AI.AI_Cargo_Dispatcher_Ship.html +++ b/Documentation/AI.AI_Cargo_Dispatcher_Ship.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2412,24 +2401,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_CARGO_DISPATCHER_SHIP.ClassID

- -

The ID number of the class.

- - - -

AI_CARGO_DISPATCHER_SHIP.ClassName

- -

The name of the class.

- - - -

AI_CARGO_DISPATCHER_SHIP.ClassNameAndID

- -

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

- -

AI_CARGO_DISPATCHER_SHIP:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_Cargo_Helicopter.html b/Documentation/AI.AI_Cargo_Helicopter.html index c9d69fcd6..47f2efe8e 100644 --- a/Documentation/AI.AI_Cargo_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Helicopter.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2282,24 +2271,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_CARGO_HELICOPTER.ClassID

- -

The ID number of the class.

- - - -

AI_CARGO_HELICOPTER.ClassName

- -

The name of the class.

- - - -

AI_CARGO_HELICOPTER.ClassNameAndID

- -

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

- -

AI_CARGO_HELICOPTER:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_Cargo_Ship.html b/Documentation/AI.AI_Cargo_Ship.html index ad648b008..9c7225771 100644 --- a/Documentation/AI.AI_Cargo_Ship.html +++ b/Documentation/AI.AI_Cargo_Ship.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2354,24 +2343,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_CARGO_SHIP.ClassID

- -

The ID number of the class.

- - - -

AI_CARGO_SHIP.ClassName

- -

The name of the class.

- - - -

AI_CARGO_SHIP.ClassNameAndID

- -

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

- -

AI_CARGO_SHIP:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_Escort.html b/Documentation/AI.AI_Escort.html index 826259bdb..8f1157eb2 100644 --- a/Documentation/AI.AI_Escort.html +++ b/Documentation/AI.AI_Escort.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -3291,24 +3280,6 @@ Therefore, this class is considered to be deprecated Fields and Methods inherited from BASE Description - -

AI_ESCORT.ClassID

- -

The ID number of the class.

- - - -

AI_ESCORT.ClassName

- -

The name of the class.

- - - -

AI_ESCORT.ClassNameAndID

- -

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

- -

AI_ESCORT:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_Escort_Dispatcher.html b/Documentation/AI.AI_Escort_Dispatcher.html index a1dafa033..80857628a 100644 --- a/Documentation/AI.AI_Escort_Dispatcher.html +++ b/Documentation/AI.AI_Escort_Dispatcher.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2044,24 +2033,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_ESCORT_DISPATCHER.ClassID

- -

The ID number of the class.

- - - -

AI_ESCORT_DISPATCHER.ClassName

- -

The name of the class.

- - - -

AI_ESCORT_DISPATCHER.ClassNameAndID

- -

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

- -

AI_ESCORT_DISPATCHER:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_Escort_Dispatcher_Request.html b/Documentation/AI.AI_Escort_Dispatcher_Request.html index 0cb26b647..f329e23af 100644 --- a/Documentation/AI.AI_Escort_Dispatcher_Request.html +++ b/Documentation/AI.AI_Escort_Dispatcher_Request.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2046,24 +2035,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_ESCORT_DISPATCHER_REQUEST.ClassID

- -

The ID number of the class.

- - - -

AI_ESCORT_DISPATCHER_REQUEST.ClassName

- -

The name of the class.

- - - -

AI_ESCORT_DISPATCHER_REQUEST.ClassNameAndID

- -

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

- -

AI_ESCORT_DISPATCHER_REQUEST:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_Escort_Request.html b/Documentation/AI.AI_Escort_Request.html index 589a192b5..415a1850d 100644 --- a/Documentation/AI.AI_Escort_Request.html +++ b/Documentation/AI.AI_Escort_Request.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -3376,24 +3365,6 @@ EscortPlanes = AI_ESCORT_REQUEST:New( EscortUnit, EscortGroup, "Desert", "Welcom Fields and Methods inherited from BASE Description - -

AI_ESCORT_REQUEST.ClassID

- -

The ID number of the class.

- - - -

AI_ESCORT_REQUEST.ClassName

- -

The name of the class.

- - - -

AI_ESCORT_REQUEST.ClassNameAndID

- -

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

- -

AI_ESCORT_REQUEST:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_Formation.html b/Documentation/AI.AI_Formation.html index ad3e5b33d..e775c00b5 100644 --- a/Documentation/AI.AI_Formation.html +++ b/Documentation/AI.AI_Formation.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2510,24 +2499,6 @@ Therefore, this class is considered to be deprecated Fields and Methods inherited from BASE Description - -

AI_FORMATION.ClassID

- -

The ID number of the class.

- - - -

AI_FORMATION.ClassName

- -

The name of the class.

- - - -

AI_FORMATION.ClassNameAndID

- -

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

- -

AI_FORMATION:ClearState(Object, StateName)

diff --git a/Documentation/AI.AI_Patrol.html b/Documentation/AI.AI_Patrol.html index ff1a1671f..050182a89 100644 --- a/Documentation/AI.AI_Patrol.html +++ b/Documentation/AI.AI_Patrol.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2639,24 +2628,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

AI_PATROL_ZONE.ClassID

- -

The ID number of the class.

- - - -

AI_PATROL_ZONE.ClassName

- -

The name of the class.

- - - -

AI_PATROL_ZONE.ClassNameAndID

- -

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

- -

AI_PATROL_ZONE:ClearState(Object, StateName)

@@ -3270,9 +3241,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

This table contains the targets detected during patrol.

- @@ -6520,9 +6488,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -

This table contains the targets detected during patrol.

- @@ -7267,9 +7232,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -

This table contains the targets detected during patrol.

- @@ -8902,9 +8864,6 @@ 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/Actions.Act_Account.html b/Documentation/Actions.Act_Account.html index 57282866e..ce32ce9e5 100644 --- a/Documentation/Actions.Act_Account.html +++ b/Documentation/Actions.Act_Account.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2174,24 +2163,6 @@ Fields and Methods inherited from BASE Description - -

ACT_ACCOUNT.ClassID

- -

The ID number of the class.

- - - -

ACT_ACCOUNT.ClassName

- -

The name of the class.

- - - -

ACT_ACCOUNT.ClassNameAndID

- -

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

- -

ACT_ACCOUNT:ClearState(Object, StateName)

diff --git a/Documentation/Actions.Act_Assign.html b/Documentation/Actions.Act_Assign.html index 6f0c9110f..35cc39ef8 100644 --- a/Documentation/Actions.Act_Assign.html +++ b/Documentation/Actions.Act_Assign.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2272,24 +2261,6 @@ The assignment type also allows to reject the task.

Fields and Methods inherited from BASE Description - -

ACT_ASSIGN.ClassID

- -

The ID number of the class.

- - - -

ACT_ASSIGN.ClassName

- -

The name of the class.

- - - -

ACT_ASSIGN.ClassNameAndID

- -

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

- -

ACT_ASSIGN:ClearState(Object, StateName)

diff --git a/Documentation/Actions.Act_Assist.html b/Documentation/Actions.Act_Assist.html index 05ba688dc..6d7b5691f 100644 --- a/Documentation/Actions.Act_Assist.html +++ b/Documentation/Actions.Act_Assist.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2274,24 +2263,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

ACT_ASSIST.ClassID

- -

The ID number of the class.

- - - -

ACT_ASSIST.ClassName

- -

The name of the class.

- - - -

ACT_ASSIST.ClassNameAndID

- -

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

- -

ACT_ASSIST:ClearState(Object, StateName)

diff --git a/Documentation/Actions.Act_Route.html b/Documentation/Actions.Act_Route.html index 9a8415982..d952ba011 100644 --- a/Documentation/Actions.Act_Route.html +++ b/Documentation/Actions.Act_Route.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2331,24 +2320,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

ACT_ROUTE.ClassID

- -

The ID number of the class.

- - - -

ACT_ROUTE.ClassName

- -

The name of the class.

- - - -

ACT_ROUTE.ClassNameAndID

- -

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

- -

ACT_ROUTE:ClearState(Object, StateName)

diff --git a/Documentation/Cargo.Cargo.html b/Documentation/Cargo.Cargo.html index 3aadb2280..420be2f15 100644 --- a/Documentation/Cargo.Cargo.html +++ b/Documentation/Cargo.Cargo.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -3058,24 +3047,6 @@ All derived classes from CARGO follow the same state machine, expose the same ca Fields and Methods inherited from BASE Description - -

CARGO.ClassID

- -

The ID number of the class.

- - - -

CARGO.ClassName

- -

The name of the class.

- - - -

CARGO.ClassNameAndID

- -

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

- -

CARGO:ClearState(Object, StateName)

diff --git a/Documentation/Cargo.CargoCrate.html b/Documentation/Cargo.CargoCrate.html index cb93f1c93..0308569c4 100644 --- a/Documentation/Cargo.CargoCrate.html +++ b/Documentation/Cargo.CargoCrate.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index 69ea2d0a8..40a985f9f 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1950,6 +1939,9 @@ Therefore, this class is considered to be deprecated

+ +

Then we register the new group in the database

+ @@ -1961,20 +1953,6 @@ Therefore, this class is considered to be deprecated

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

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

-
@@ -3268,6 +3246,9 @@ This works for ground only groups.

+ +

Then we register the new group in the database

+ @@ -3279,20 +3260,6 @@ This works for ground only groups.

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

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

-
diff --git a/Documentation/Cargo.CargoSlingload.html b/Documentation/Cargo.CargoSlingload.html index db5899da3..3a33914f6 100644 --- a/Documentation/Cargo.CargoSlingload.html +++ b/Documentation/Cargo.CargoSlingload.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index 5d2fd4346..6bf3fd7f3 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Core.Astar.html b/Documentation/Core.Astar.html index c067178f2..bf37e1d02 100644 --- a/Documentation/Core.Astar.html +++ b/Documentation/Core.Astar.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2098,24 +2087,6 @@ describe the optimal path from the start node to the end node.

Fields and Methods inherited from BASE Description - -

ASTAR.ClassID

- -

The ID number of the class.

- - - -

ASTAR.ClassName

- -

The name of the class.

- - - -

ASTAR.ClassNameAndID

- -

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

- -

ASTAR:ClearState(Object, StateName)

diff --git a/Documentation/Core.Base.html b/Documentation/Core.Base.html index fd574d8db..fb7e06cdd 100644 --- a/Documentation/Core.Base.html +++ b/Documentation/Core.Base.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1870,24 +1859,6 @@ object name to the method.

Fields and Methods inherited from BASE Description - -

BASE.ClassID

- -

The ID number of the class.

- - - -

BASE.ClassName

- -

The name of the class.

- - - -

BASE.ClassNameAndID

- -

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

- -

BASE:ClearState(Object, StateName)

@@ -2452,22 +2423,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #BASE._ + #table BASE._ + +

@field #BASE._

+
- #BASE.__ + #table BASE.__ + +

@field #BASE.__

+
diff --git a/Documentation/Core.Beacon.html b/Documentation/Core.Beacon.html index 913580ab0..9a0c45496 100644 --- a/Documentation/Core.Beacon.html +++ b/Documentation/Core.Beacon.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1757,24 +1746,6 @@ This uses the very generic singleton function "trigger.action.radioTransmission( Fields and Methods inherited from BASE Description - -

BEACON.ClassID

- -

The ID number of the class.

- - - -

BEACON.ClassName

- -

The name of the class.

- - - -

BEACON.ClassNameAndID

- -

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

- -

BEACON:ClearState(Object, StateName)

diff --git a/Documentation/Core.Condition.html b/Documentation/Core.Condition.html index 84c95d4f5..fb9475703 100644 --- a/Documentation/Core.Condition.html +++ b/Documentation/Core.Condition.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1873,24 +1862,6 @@ Fields and Methods inherited from BASE Description - -

CONDITION.ClassID

- -

The ID number of the class.

- - - -

CONDITION.ClassName

- -

The name of the class.

- - - -

CONDITION.ClassNameAndID

- -

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

- -

CONDITION:ClearState(Object, StateName)

diff --git a/Documentation/Core.Database.html b/Documentation/Core.Database.html index 9f373f265..e429b890a 100644 --- a/Documentation/Core.Database.html +++ b/Documentation/Core.Database.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1698,7 +1687,6 @@ Moose refers to _DATABASE within the framework extensively, but

Type DATABASE

DATABASE -, extends Core.Base#BASE
@@ -1800,18 +1788,6 @@ Moose refers to _DATABASE within the framework extensively, but - - - - - - - - @@ -2118,12 +2094,6 @@ Moose refers to _DATABASE within the framework extensively, but - - - - @@ -2154,12 +2124,6 @@ Moose refers to _DATABASE within the framework extensively, but - - - - @@ -2178,18 +2142,6 @@ Moose refers to _DATABASE within the framework extensively, but - - - - - - - - @@ -2286,542 +2238,6 @@ Moose refers to _DATABASE within the framework extensively, but - -

DATABASE:AddZoneGoal(ZoneName, Zone)

Adds a Core.Zone based on the zone name in the DATABASE.

-

DATABASE.CLIENTS

-

Clients.

-

DATABASE.ClassName

-

Name of the class.

DATABASE:IsCargo(TemplateName)

Checks if the Template name has a #CARGO tag.

-

DATABASE.Navpoints

-

DATABASE:OnEventNewZone(EventData)

Handles the OnEventNewZone event.

-

DATABASE.STORAGES

-

DCS warehouse storages.

DATABASE:Spawn(SpawnTemplate)

Instantiate new Groups within the DCSRTE.

-

DATABASE.Templates

-

Templates: Units, Groups, Statics, ClientsByName, ClientsByID.

-

DATABASE.UNITS

-

DATABASE:_RegisterZones()

Private method that registers new ZONE_BASE derived objects within the DATABASE Object.

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

DATABASE.ClassID

-

The ID number of the class.

-

DATABASE.ClassName

-

The name of the class.

-

DATABASE.ClassNameAndID

-

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

-

DATABASE:ClearState(Object, StateName)

-

Clear the state of an object.

-

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

-

Creation of a Birth Event.

-

DATABASE:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

-

Creation of a Crash Event.

-

DATABASE:CreateEventDead(EventTime, Initiator, IniObjectCategory)

-

Creation of a Dead Event.

-

DATABASE:CreateEventPlayerEnterAircraft(PlayerUnit)

-

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

-

DATABASE:CreateEventRemoveUnit(EventTime, Initiator)

-

Creation of a Remove Unit Event.

-

DATABASE:CreateEventTakeoff(EventTime, Initiator)

-

Creation of a Takeoff Event.

-

DATABASE:CreateEventUnitLost(EventTime, Initiator)

-

Creation of a Crash Event.

-

DATABASE:E(Arguments)

-

Log an exception which will be traced always.

-

DATABASE:EventDispatcher()

-

Returns the event dispatcher

-

DATABASE:EventRemoveAll()

-

Remove all subscribed events

-

DATABASE:F(Arguments)

-

Trace a function call.

-

DATABASE:F2(Arguments)

-

Trace a function call level 2.

-

DATABASE:F3(Arguments)

-

Trace a function call level 3.

-

DATABASE:GetClassID()

-

Get the ClassID of the class instance.

-

DATABASE:GetClassName()

-

Get the ClassName of the class instance.

-

DATABASE:GetClassNameAndID()

-

Get the ClassName + ClassID of the class instance.

-

DATABASE:GetEventPriority()

-

Get the Class Core.Event processing Priority.

-

DATABASE:GetParent(Child, FromClass)

-

This is the worker method to retrieve the Parent class.

-

DATABASE:GetState(Object, Key)

-

Get a Value given a Key from the Object.

-

DATABASE:HandleEvent(EventID, EventFunction)

-

Subscribe to a DCS Event.

-

DATABASE:I(Arguments)

-

Log an information which will be traced always.

-

DATABASE:Inherit(Child, Parent)

-

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

-

DATABASE:IsInstanceOf(ClassName)

-

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

-

DATABASE:IsTrace()

-

Enquires if tracing is on (for the class).

-

DATABASE:New()

-

BASE constructor.

-

DATABASE:OnEvent(EventData)

-

Occurs when an Event for an object is triggered.

-

DATABASE:OnEventBDA(EventData)

-

BDA.

-

DATABASE:OnEventBaseCaptured(EventData)

-

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

-

DATABASE:OnEventBirth(EventData)

-

Occurs when any object is spawned into the mission.

-

DATABASE:OnEventCrash(EventData)

-

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

-

DATABASE:OnEventDead(EventData)

-

Occurs when an object is dead.

-

DATABASE:OnEventDetailedFailure(EventData)

-

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

-

DATABASE:OnEventDiscardChairAfterEjection(EventData)

-

Discard chair after ejection.

-

DATABASE:OnEventEjection(EventData)

-

Occurs when a pilot ejects from an aircraft -Have a look at the class Core.Event#EVENT as these are just the prototypes.

-

DATABASE:OnEventEngineShutdown(EventData)

-

Occurs when any aircraft shuts down its engines.

-

DATABASE:OnEventEngineStartup(EventData)

-

Occurs when any aircraft starts its engines.

-

DATABASE:OnEventHit(EventData)

-

Occurs whenever an object is hit by a weapon.

-

DATABASE:OnEventHumanFailure(EventData)

-

Occurs when any system fails on a human controlled aircraft.

-

DATABASE:OnEventKill(EventData)

-

Occurs on the death of a unit.

-

DATABASE:OnEventLand(EventData)

-

Occurs when an aircraft lands at an airbase, farp or ship -Have a look at the class Core.Event#EVENT as these are just the prototypes.

-

DATABASE:OnEventLandingAfterEjection(EventData)

-

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

-

DATABASE:OnEventLandingQualityMark(EventData)

-

Landing quality mark.

-

DATABASE:OnEventMarkAdded(EventData)

-

Occurs when a new mark was added.

-

DATABASE:OnEventMarkChange(EventData)

-

Occurs when a mark text was changed.

-

DATABASE:OnEventMarkRemoved(EventData)

-

Occurs when a mark was removed.

-

DATABASE:OnEventMissionEnd(EventData)

-

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

-

DATABASE:OnEventMissionStart(EventData)

-

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

-

DATABASE:OnEventParatrooperLanding(EventData)

-

Weapon add.

-

DATABASE:OnEventPilotDead(EventData)

-

Occurs when the pilot of an aircraft is killed.

-

DATABASE:OnEventPlayerEnterAircraft(EventData)

-

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

-

DATABASE:OnEventPlayerEnterUnit(EventData)

-

Occurs when any player assumes direct control of a unit.

-

DATABASE:OnEventPlayerLeaveUnit(EventData)

-

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

-

DATABASE:OnEventRefueling(EventData)

-

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

-

DATABASE:OnEventRefuelingStop(EventData)

-

Occurs when an aircraft is finished taking fuel.

-

DATABASE:OnEventScore(EventData)

-

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

-

DATABASE:OnEventShootingEnd(EventData)

-

Occurs when any unit stops firing its weapon.

-

DATABASE:OnEventShootingStart(EventData)

-

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

-

DATABASE:OnEventShot(EventData)

-

Occurs whenever any unit in a mission fires a weapon.

-

DATABASE:OnEventTakeoff(EventData)

-

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

-

DATABASE:OnEventTriggerZone(EventData)

-

Trigger zone.

-

DATABASE:OnEventUnitLost(EventData)

-

Occurs when the game thinks an object is destroyed.

-

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

-

Schedule a new time event.

-

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

-

Schedule a new time event.

-

DATABASE:ScheduleStop(SchedulerID)

-

Stops the Schedule.

-

DATABASE.Scheduler

- -

DATABASE:SetEventPriority(EventPriority)

-

Set the Class Core.Event processing Priority.

-

DATABASE:SetState(Object, Key, Value)

-

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

-

DATABASE:T(Arguments)

-

Trace a function logic level 1.

-

DATABASE:T2(Arguments)

-

Trace a function logic level 2.

-

DATABASE:T3(Arguments)

-

Trace a function logic level 3.

-

DATABASE:TraceAll(TraceAll)

-

Trace all methods in MOOSE

-

DATABASE:TraceClass(Class)

-

Set tracing for a class

-

DATABASE:TraceClassMethod(Class, Method)

-

Set tracing for a specific method of class

-

DATABASE:TraceLevel(Level)

-

Set trace level

-

DATABASE:TraceOff()

-

Set trace off.

-

DATABASE:TraceOn()

-

Set trace on.

-

DATABASE:TraceOnOff(TraceOnOff)

-

Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default.

-

DATABASE:UnHandleEvent(EventID)

-

UnSubscribe to a DCS event.

-

DATABASE._

- -

DATABASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function call.

-

DATABASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function logic.

-

DATABASE.__

- -

DATABASE:onEvent(event)

-

The main event handling function...

@@ -2836,78 +2252,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Type DATABASE

- -

DATABASE class.

-

Field(s)

-
-
- - #table -DATABASE.CLIENTS - -

Clients.

- -
- -
-
-
- - #string -DATABASE.ClassName - -

Name of the class.

- -
- -
-
-
- - #table -DATABASE.Navpoints - - - -
- -
-
-
- - #table -DATABASE.STORAGES - -

DCS warehouse storages.

- -
- -
-
-
- - #table -DATABASE.Templates - -

Templates: Units, Groups, Statics, ClientsByName, ClientsByID.

- -
- -
-
-
- - #table -DATABASE.UNITS - - - -
- -
@@ -6644,6 +5991,9 @@ This method is used by the SPAWN class.

+ +

@param #DATABASE self

+

Defined in:

@@ -6685,3436 +6035,6 @@ This method is used by the SPAWN class.

-
-

Field(s)

-
-
-
- - #table -DATABASE.CLIENTS - -

Clients.

- -
- -
-
-
- - #string -DATABASE.ClassName - -

Name of the class.

- -
- -
-
-
- - #table -DATABASE.Navpoints - - - -
- -
-
-
- - #table -DATABASE.STORAGES - -

DCS warehouse storages.

- -
- -
-
-
- - #table -DATABASE.Templates - -

Templates: Units, Groups, Statics, ClientsByName, ClientsByID.

- -
- -
-
-
- - #table -DATABASE.UNITS - - - -
- -
-
-
- - #number -DATABASE.UNITS_Position - - - -
- -
-
-

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

- -
-
-

Defined in:

- -

Return value:

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

Remove all subscribed events

- -
-
-

Defined in:

- -

Return value:

-
-
-

#BASE:

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

Trace a function call.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Trace a function call level 2.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Trace a function call level 3.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Get the ClassID of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassID of the class instance.

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

Get the ClassName of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassName of the class instance.

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

Get the ClassName + ClassID of the class instance.

- - -

The ClassName + ClassID is formatted as '%s#%09d'.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassName + ClassID of the class instance.

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

Get the Class Core.Event processing Priority.

- - -

The Event processing Priority is a number from 1 to 10, -reflecting the order of the classes subscribed to the Event to be processed.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#number:

-
-
- -

The Core.Event processing Priority.

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

This is the worker method to retrieve the Parent class.

- - -

Note that the Parent class must be passed to call the parent class method.

- -
self:GetParent(self):ParentMethod()
-
- - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- #BASE - Child -

-
-
- -

This is the Child class from which the Parent class needs to be retrieved.

- -
-
-
-
-

- #BASE - FromClass -

-
-
- -

(Optional) The class from which to get the parent.

- -
-
-

Return value:

-
-
-

#BASE:

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

Get a Value given a Key from the Object.

- - -

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Object -

-
-
- -

The object that holds the Value set by the Key.

- -
-
-
-
-

- Key -

-
-
- -

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

- -
-
-

Return value:

-
-
-
-
- -

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

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

Subscribe to a DCS Event.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Event#EVENTS - EventID -

-
-
- -

Event ID.

- -
-
-
-
-

- #function - EventFunction -

-
-
- -

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

- -
-
-

Return value:

-
-
-

#BASE:

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

Log an information which will be traced always.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

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

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Child -

-
-
- -

is the Child class that inherits.

- -
-
-
-
-

- #BASE - Parent -

-
-
- -

is the Parent class that the Child inherits from.

- -
-
-

Return value:

-
-
-

#BASE:

-
-
- -

Child

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

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

- - - -

Examples:

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

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

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

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

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

  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- ClassName -

-
-
- -

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

- -
-
-

Return value:

-
-
-

#boolean:

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

Enquires if tracing is on (for the class).

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

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

BASE constructor.

- - - -

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

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

Defined in:

- -

Return value:

-
-
-

#BASE:

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

Occurs when an Event for an object is triggered.

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that triggered the event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

BDA.

- - -

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

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that captured the base -place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when any object is spawned into the mission.

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that was spawned

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that has crashed

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when an object is dead.

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that is dead.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

Will update this page when new information become available.

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

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Discard chair after ejection.

- - -

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

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when a 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:

-
-
-

#BASE:

-
-
- -

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

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Class -

-
-
- -

Class name.

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

Set tracing for a specific method of class

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - Class -

-
-
- -

Class name.

- -
-
-
-
-

- #string - Method -

-
-
- -

Method.

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

Set trace level

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Level -

-
-
-

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

Set trace off.

- -
-
-

Defined in:

- -

Usage:

-
-- Switch the tracing Off
-BASE:TraceOff()
- -
- -
-
- -
- - - -

Set trace on.

- -
-
-

Defined in:

- -

Usage:

-
-- Switch the tracing On
-BASE:TraceOn()
- -
- -
-
- -
- - - -

Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default.

- - -

So tracing must be switched on manually in your mission if you are using Moose statically. -When moose is loading dynamically (for moose class development), tracing is switched on by default.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - TraceOnOff -

-
-
- -

Switch the tracing on or off.

- -
-
-

Usage:

-

-  -- Switch the tracing On
-  BASE:TraceOnOff( true )
-
-  -- Switch the tracing Off
-  BASE:TraceOnOff( false )
-
- -
- -
-
- -
- - - -

UnSubscribe to a DCS event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTS - EventID -

-
-
- -

Event ID.

- -
-
-

Return value:

-
-
-

#BASE:

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

Trace a function call.

- - -

This function is private.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

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

Trace a function logic.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

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

The main event handling function...

- - -

This function captures all events generated for the class.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- DCS#Event - event -

-
-
-

-
-
-
- -
-
-
diff --git a/Documentation/Core.Event.html b/Documentation/Core.Event.html index d415d7270..f04c27ad9 100644 --- a/Documentation/Core.Event.html +++ b/Documentation/Core.Event.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

@@ -2037,24 +2026,6 @@ Example code snippet:

Fields and Methods inherited from BASE Description - -

EVENT.ClassID

- -

The ID number of the class.

- - - -

EVENT.ClassName

- -

The name of the class.

- - - -

EVENT.ClassNameAndID

- -

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

- -

EVENT:ClearState(Object, StateName)

@@ -2949,24 +2920,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

EVENTHANDLER.ClassID

- -

The ID number of the class.

- - - -

EVENTHANDLER.ClassName

- -

The name of the class.

- - - -

EVENTHANDLER.ClassNameAndID

- -

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

- -

EVENTHANDLER:ClearState(Object, StateName)

diff --git a/Documentation/Core.Fsm.html b/Documentation/Core.Fsm.html index 42a6d6696..30d47e92e 100644 --- a/Documentation/Core.Fsm.html +++ b/Documentation/Core.Fsm.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2402,24 +2391,6 @@ for multiple objects or the position of the state machine in the process.

Fields and Methods inherited from BASE Description - -

FSM.ClassID

- -

The ID number of the class.

- - - -

FSM.ClassName

- -

The name of the class.

- - - -

FSM.ClassNameAndID

- -

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

- -

FSM:ClearState(Object, StateName)

@@ -3297,24 +3268,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

FSM_CONTROLLABLE.ClassID

- -

The ID number of the class.

- - - -

FSM_CONTROLLABLE.ClassName

- -

The name of the class.

- - - -

FSM_CONTROLLABLE.ClassNameAndID

- -

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

- -

FSM_CONTROLLABLE:ClearState(Object, StateName)

@@ -4285,24 +4238,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

FSM_PROCESS.ClassID

- -

The ID number of the class.

- - - -

FSM_PROCESS.ClassName

- -

The name of the class.

- - - -

FSM_PROCESS.ClassNameAndID

- -

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

- -

FSM_PROCESS:ClearState(Object, StateName)

@@ -5138,24 +5073,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

FSM_SET.ClassID

- -

The ID number of the class.

- - - -

FSM_SET.ClassName

- -

The name of the class.

- - - -

FSM_SET.ClassNameAndID

- -

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

- -

FSM_SET:ClearState(Object, StateName)

@@ -5804,7 +5721,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + FSM._StartState @@ -7403,7 +7320,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + FSM._StartState diff --git a/Documentation/Core.Goal.html b/Documentation/Core.Goal.html index ed96ddc1c..807596285 100644 --- a/Documentation/Core.Goal.html +++ b/Documentation/Core.Goal.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

@@ -2092,24 +2081,6 @@ You can use this method to check asynchronously if a goal has been achieved, for Fields and Methods inherited from BASE Description - -

GOAL.ClassID

- -

The ID number of the class.

- - - -

GOAL.ClassName

- -

The name of the class.

- - - -

GOAL.ClassNameAndID

- -

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

- -

GOAL:ClearState(Object, StateName)

diff --git a/Documentation/Core.MarkerOps_Base.html b/Documentation/Core.MarkerOps_Base.html index 925ceac15..2119dd1a9 100644 --- a/Documentation/Core.MarkerOps_Base.html +++ b/Documentation/Core.MarkerOps_Base.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2085,24 +2074,6 @@ Last Update: Feb 2023

Fields and Methods inherited from BASE Description - -

MARKEROPS_BASE.ClassID

- -

The ID number of the class.

- - - -

MARKEROPS_BASE.ClassName

- -

The name of the class.

- - - -

MARKEROPS_BASE.ClassNameAndID

- -

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

- -

MARKEROPS_BASE:ClearState(Object, StateName)

diff --git a/Documentation/Core.Menu.html b/Documentation/Core.Menu.html index e4b9e1aea..ae2d57841 100644 --- a/Documentation/Core.Menu.html +++ b/Documentation/Core.Menu.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Core.Message.html b/Documentation/Core.Message.html index a1217135c..ccd003b6b 100644 --- a/Documentation/Core.Message.html +++ b/Documentation/Core.Message.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1836,24 +1825,6 @@ To send messages, you need to use the To functions.

Fields and Methods inherited from BASE Description - -

MESSAGE.ClassID

- -

The ID number of the class.

- - - -

MESSAGE.ClassName

- -

The name of the class.

- - - -

MESSAGE.ClassNameAndID

- -

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

- -

MESSAGE:ClearState(Object, StateName)

diff --git a/Documentation/Core.Pathline.html b/Documentation/Core.Pathline.html index 5d2fb5977..2cd05a4cd 100644 --- a/Documentation/Core.Pathline.html +++ b/Documentation/Core.Pathline.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1835,24 +1824,6 @@ water depth.

Fields and Methods inherited from BASE Description - -

PATHLINE.ClassID

- -

The ID number of the class.

- - - -

PATHLINE.ClassName

- -

The name of the class.

- - - -

PATHLINE.ClassNameAndID

- -

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

- -

PATHLINE:ClearState(Object, StateName)

diff --git a/Documentation/Core.Point.html b/Documentation/Core.Point.html index 77b1a35c7..417de9c2f 100644 --- a/Documentation/Core.Point.html +++ b/Documentation/Core.Point.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2975,24 +2964,6 @@ Note that the Set and Add methods return the current POINT_VEC3 object, so these Fields and Methods inherited from BASE Description - -

COORDINATE.ClassID

- -

The ID number of the class.

- - - -

COORDINATE.ClassName

- -

The name of the class.

- - - -

COORDINATE.ClassNameAndID

- -

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

- -

COORDINATE:ClearState(Object, StateName)

@@ -4773,24 +4744,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

POINT_VEC2.ClassID

- -

The ID number of the class.

- - - -

POINT_VEC2.ClassName

- -

The name of the class.

- - - -

POINT_VEC2.ClassNameAndID

- -

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

- -

POINT_VEC2:ClearState(Object, StateName)

@@ -18156,6 +18109,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

the y coordinate in meters.

+ + + +
+
+ + +POINT_VEC2.z + + +
@@ -18954,6 +18918,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

the y coordinate in meters.

+ + + +
+
+ + +POINT_VEC2.z + + +
@@ -27777,6 +27752,17 @@ Creates a line on the F10 map from one point to another.

the y coordinate in meters.

+ + + +
+
+ + +POINT_VEC2.z + + +
diff --git a/Documentation/Core.Report.html b/Documentation/Core.Report.html index c0f3f5a74..66eb5c8d9 100644 --- a/Documentation/Core.Report.html +++ b/Documentation/Core.Report.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1740,24 +1729,6 @@ Fields and Methods inherited from BASE Description - -

REPORT.ClassID

- -

The ID number of the class.

- - - -

REPORT.ClassName

- -

The name of the class.

- - - -

REPORT.ClassNameAndID

- -

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

- -

REPORT:ClearState(Object, StateName)

diff --git a/Documentation/Core.ScheduleDispatcher.html b/Documentation/Core.ScheduleDispatcher.html index 35559e3e8..f630fb058 100644 --- a/Documentation/Core.ScheduleDispatcher.html +++ b/Documentation/Core.ScheduleDispatcher.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1773,24 +1762,6 @@ The Schedule() method returns the CallID that is the reference ID for each plann Fields and Methods inherited from BASE Description - -

SCHEDULEDISPATCHER.ClassID

- -

The ID number of the class.

- - - -

SCHEDULEDISPATCHER.ClassName

- -

The name of the class.

- - - -

SCHEDULEDISPATCHER.ClassNameAndID

- -

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

- -

SCHEDULEDISPATCHER:ClearState(Object, StateName)

diff --git a/Documentation/Core.Scheduler.html b/Documentation/Core.Scheduler.html index a2bf9576b..30d8abfd7 100644 --- a/Documentation/Core.Scheduler.html +++ b/Documentation/Core.Scheduler.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1925,24 +1914,6 @@ The schedule will stop after 300 seconds.

Fields and Methods inherited from BASE Description - -

SCHEDULER.ClassID

- -

The ID number of the class.

- - - -

SCHEDULER.ClassName

- -

The name of the class.

- - - -

SCHEDULER.ClassNameAndID

- -

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

- -

SCHEDULER:ClearState(Object, StateName)

@@ -2643,7 +2614,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-

#table:

+

#string:

diff --git a/Documentation/Core.Set.html b/Documentation/Core.Set.html index c1258918d..58a09dc47 100644 --- a/Documentation/Core.Set.html +++ b/Documentation/Core.Set.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -3253,24 +3242,6 @@ The following iterator methods are currently available within the SET_ZONE_GOAL: Fields and Methods inherited from BASE Description - -

SET_AIRBASE.ClassID

- -

The ID number of the class.

- - - -

SET_AIRBASE.ClassName

- -

The name of the class.

- - - -

SET_AIRBASE.ClassNameAndID

- -

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

- -

SET_AIRBASE:ClearState(Object, StateName)

@@ -4109,24 +4080,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

SET_BASE.ClassID

- -

The ID number of the class.

- - - -

SET_BASE.ClassName

- -

The name of the class.

- - - -

SET_BASE.ClassNameAndID

- -

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

- -

SET_BASE:ClearState(Object, StateName)

@@ -5143,24 +5096,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

SET_CARGO.ClassID

- -

The ID number of the class.

- - - -

SET_CARGO.ClassName

- -

The name of the class.

- - - -

SET_CARGO.ClassNameAndID

- -

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

- -

SET_CARGO:ClearState(Object, StateName)

@@ -6170,24 +6105,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

SET_CLIENT.ClassID

- -

The ID number of the class.

- - - -

SET_CLIENT.ClassName

- -

The name of the class.

- - - -

SET_CLIENT.ClassNameAndID

- -

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

- -

SET_CLIENT:ClearState(Object, StateName)

@@ -7327,24 +7244,6 @@ mission designer to add a dedicated method

Fields and Methods inherited from BASE Description - -

SET_GROUP.ClassID

- -

The ID number of the class.

- - - -

SET_GROUP.ClassName

- -

The name of the class.

- - - -

SET_GROUP.ClassNameAndID

- -

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

- -

SET_GROUP:ClearState(Object, StateName)

@@ -8360,24 +8259,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

SET_OPSGROUP.ClassID

- -

The ID number of the class.

- - - -

SET_OPSGROUP.ClassName

- -

The name of the class.

- - - -

SET_OPSGROUP.ClassNameAndID

- -

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

- -

SET_OPSGROUP:ClearState(Object, StateName)

@@ -9351,24 +9232,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

SET_OPSZONE.ClassID

- -

The ID number of the class.

- - - -

SET_OPSZONE.ClassName

- -

The name of the class.

- - - -

SET_OPSZONE.ClassNameAndID

- -

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

- -

SET_OPSZONE:ClearState(Object, StateName)

@@ -10318,24 +10181,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

SET_PLAYER.ClassID

- -

The ID number of the class.

- - - -

SET_PLAYER.ClassName

- -

The name of the class.

- - - -

SET_PLAYER.ClassNameAndID

- -

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

- -

SET_PLAYER:ClearState(Object, StateName)

@@ -11291,24 +11136,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

SET_SCENERY.ClassID

- -

The ID number of the class.

- - - -

SET_SCENERY.ClassName

- -

The name of the class.

- - - -

SET_SCENERY.ClassNameAndID

- -

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

- -

SET_SCENERY:ClearState(Object, StateName)

@@ -12342,24 +12169,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

SET_STATIC.ClassID

- -

The ID number of the class.

- - - -

SET_STATIC.ClassName

- -

The name of the class.

- - - -

SET_STATIC.ClassNameAndID

- -

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

- -

SET_STATIC:ClearState(Object, StateName)

@@ -13485,24 +13294,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

SET_UNIT.ClassID

- -

The ID number of the class.

- - - -

SET_UNIT.ClassName

- -

The name of the class.

- - - -

SET_UNIT.ClassNameAndID

- -

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

- -

SET_UNIT:ClearState(Object, StateName)

@@ -14464,24 +14255,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

SET_ZONE.ClassID

- -

The ID number of the class.

- - - -

SET_ZONE.ClassName

- -

The name of the class.

- - - -

SET_ZONE.ClassNameAndID

- -

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

- -

SET_ZONE:ClearState(Object, StateName)

@@ -15425,24 +15198,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

SET_ZONE_GOAL.ClassID

- -

The ID number of the class.

- - - -

SET_ZONE_GOAL.ClassName

- -

The name of the class.

- - - -

SET_ZONE_GOAL.ClassNameAndID

- -

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

- -

SET_ZONE_GOAL:ClearState(Object, StateName)

diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index 7f9aafcff..fd10068a9 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2278,24 +2267,6 @@ Therefore, there are 4 era that are defined within the settings:

Fields and Methods inherited from BASE Description - -

SETTINGS.ClassID

- -

The ID number of the class.

- - - -

SETTINGS.ClassName

- -

The name of the class.

- - - -

SETTINGS.ClassNameAndID

- -

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

- -

SETTINGS:ClearState(Object, StateName)

@@ -2916,22 +2887,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean SETTINGS.Metric -
- -
-
-
- - -SETTINGS.PlayerMenu - - -
@@ -5084,22 +5044,11 @@ It is advised to use this method at the start of the mission.

- + #boolean SETTINGS.Metric -
- -
-
-
- - -SETTINGS.PlayerMenu - - -
diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index 8f270ee40..f865afd38 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2936,6 +2925,18 @@ and any spaces before and after the resulting name are removed.

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

+ + + +

SPAWN.communication

+ + + + + +

SPAWN.modulation

+ + @@ -2946,24 +2947,6 @@ and any spaces before and after the resulting name are removed.

Fields and Methods inherited from BASE Description - -

SPAWN.ClassID

- -

The ID number of the class.

- - - -

SPAWN.ClassName

- -

The name of the class.

- - - -

SPAWN.ClassNameAndID

- -

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

- -

SPAWN:ClearState(Object, StateName)

@@ -3525,9 +3508,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

self.CleanUpFunction = routines.scheduleFunction( self._SpawnCleanUpScheduler, { self }, timer.getTime() + 1, SpawnCleanUpInterval )

- @@ -3575,9 +3555,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.

- @@ -3633,20 +3610,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - #number -SPAWN.SpawnCount - - - - -

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

-
@@ -3727,6 +3690,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPAWN.SpawnInitAirbase + + +
@@ -3837,9 +3811,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

By default, no InitLimit

- @@ -3862,17 +3833,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - -SPAWN.SpawnInitModu - - -
@@ -3926,7 +3886,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #number + SPAWN.SpawnMaxGroups @@ -3940,7 +3900,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #number + SPAWN.SpawnMaxUnitsAlive @@ -4120,7 +4080,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.

+

When the first Spawn executes, all the Groups need to be made visible before start.

@@ -4197,6 +4157,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + +SPAWN.communication + + + +
+ +
+
+
+ + +SPAWN.modulation + + +
@@ -9327,9 +9309,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

self.CleanUpFunction = routines.scheduleFunction( self._SpawnCleanUpScheduler, { self }, timer.getTime() + 1, SpawnCleanUpInterval )

-
@@ -9377,9 +9356,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.

- @@ -9435,20 +9411,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

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

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

-
@@ -9529,6 +9491,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
+ + +SPAWN.SpawnInitAirbase + + +
@@ -9639,9 +9612,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

By default, no InitLimit

- @@ -9664,17 +9634,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- - -
-
- - -SPAWN.SpawnInitModu - - -
@@ -9728,7 +9687,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- #number + SPAWN.SpawnMaxGroups @@ -9742,7 +9701,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- #number + SPAWN.SpawnMaxUnitsAlive @@ -9922,7 +9881,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.

+

When the first Spawn executes, all the Groups need to be made visible before start.

@@ -9999,6 +9958,28 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ +
+
+
+ + +SPAWN.communication + + + +
+ +
+
+
+ + +SPAWN.modulation + + +
diff --git a/Documentation/Core.SpawnStatic.html b/Documentation/Core.SpawnStatic.html index 559abf64c..ab1988739 100644 --- a/Documentation/Core.SpawnStatic.html +++ b/Documentation/Core.SpawnStatic.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2032,24 +2021,6 @@ such as position and heading.

Fields and Methods inherited from BASE Description - -

SPAWNSTATIC.ClassID

- -

The ID number of the class.

- - - -

SPAWNSTATIC.ClassName

- -

The name of the class.

- - - -

SPAWNSTATIC.ClassNameAndID

- -

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

- -

SPAWNSTATIC:ClearState(Object, StateName)

diff --git a/Documentation/Core.Spot.html b/Documentation/Core.Spot.html index f6c7cf5cc..4aa219c7d 100644 --- a/Documentation/Core.Spot.html +++ b/Documentation/Core.Spot.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2228,24 +2217,6 @@ Fields and Methods inherited from BASE Description - -

SPOT.ClassID

- -

The ID number of the class.

- - - -

SPOT.ClassName

- -

The name of the class.

- - - -

SPOT.ClassNameAndID

- -

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

- -

SPOT:ClearState(Object, StateName)

diff --git a/Documentation/Core.TextAndSound.html b/Documentation/Core.TextAndSound.html index 65598d51f..fe2e7b7d9 100644 --- a/Documentation/Core.TextAndSound.html +++ b/Documentation/Core.TextAndSound.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1761,24 +1750,6 @@ Fields and Methods inherited from BASE Description - -

TEXTANDSOUND.ClassID

- -

The ID number of the class.

- - - -

TEXTANDSOUND.ClassName

- -

The name of the class.

- - - -

TEXTANDSOUND.ClassNameAndID

- -

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

- -

TEXTANDSOUND:ClearState(Object, StateName)

diff --git a/Documentation/Core.Timer.html b/Documentation/Core.Timer.html index 172228a85..6e3bb0617 100644 --- a/Documentation/Core.Timer.html +++ b/Documentation/Core.Timer.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1903,24 +1892,6 @@ mytimer:Start(1.0, nil, 10) -- Does not make sense as the function is only calle Fields and Methods inherited from BASE Description - -

TIMER.ClassID

- -

The ID number of the class.

- - - -

TIMER.ClassName

- -

The name of the class.

- - - -

TIMER.ClassNameAndID

- -

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

- -

TIMER:ClearState(Object, StateName)

diff --git a/Documentation/Core.UserFlag.html b/Documentation/Core.UserFlag.html index 2e2889237..9915636b8 100644 --- a/Documentation/Core.UserFlag.html +++ b/Documentation/Core.UserFlag.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1725,24 +1714,6 @@ Fields and Methods inherited from BASE Description - -

USERFLAG.ClassID

- -

The ID number of the class.

- - - -

USERFLAG.ClassName

- -

The name of the class.

- - - -

USERFLAG.ClassNameAndID

- -

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

- -

USERFLAG:ClearState(Object, StateName)

diff --git a/Documentation/Core.Velocity.html b/Documentation/Core.Velocity.html index 817e7a9db..da164a94d 100644 --- a/Documentation/Core.Velocity.html +++ b/Documentation/Core.Velocity.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1780,24 +1769,6 @@ Fields and Methods inherited from BASE Description - -

VELOCITY.ClassID

- -

The ID number of the class.

- - - -

VELOCITY.ClassName

- -

The name of the class.

- - - -

VELOCITY.ClassNameAndID

- -

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

- -

VELOCITY:ClearState(Object, StateName)

@@ -2372,24 +2343,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

VELOCITY_POSITIONABLE.ClassID

- -

The ID number of the class.

- - - -

VELOCITY_POSITIONABLE.ClassName

- -

The name of the class.

- - - -

VELOCITY_POSITIONABLE.ClassNameAndID

- -

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

- -

VELOCITY_POSITIONABLE:ClearState(Object, StateName)

diff --git a/Documentation/Core.Zone.html b/Documentation/Core.Zone.html index e33c7038c..638b2ce21 100644 --- a/Documentation/Core.Zone.html +++ b/Documentation/Core.Zone.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2750,24 +2739,6 @@ This class is an abstract BASE class for derived classes, and is not meant to be Fields and Methods inherited from BASE Description - -

ZONE_BASE.ClassID

- -

The ID number of the class.

- - - -

ZONE_BASE.ClassName

- -

The name of the class.

- - - -

ZONE_BASE.ClassNameAndID

- -

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

- -

ZONE_BASE:ClearState(Object, StateName)

diff --git a/Documentation/Core.Zone_Detection.html b/Documentation/Core.Zone_Detection.html index a388740ad..21cc9fab1 100644 --- a/Documentation/Core.Zone_Detection.html +++ b/Documentation/Core.Zone_Detection.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/DCS.html b/Documentation/DCS.html index d8596d48e..0e5bc2952 100644 --- a/Documentation/DCS.html +++ b/Documentation/DCS.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Functional.ATC_Ground.html b/Documentation/Functional.ATC_Ground.html index 7b5c4226e..dabae0fa4 100644 --- a/Documentation/Functional.ATC_Ground.html +++ b/Documentation/Functional.ATC_Ground.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2495,24 +2484,6 @@ ATC_Ground = ATC_GROUND_PERSIANGULF:New( Fields and Methods inherited from BASE Description - -

ATC_GROUND.ClassID

- -

The ID number of the class.

- - - -

ATC_GROUND.ClassName

- -

The name of the class.

- - - -

ATC_GROUND.ClassNameAndID

- -

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

- -

ATC_GROUND:ClearState(Object, StateName)

@@ -3319,24 +3290,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

ATC_GROUND_UNIVERSAL.ClassID

- -

The ID number of the class.

- - - -

ATC_GROUND_UNIVERSAL.ClassName

- -

The name of the class.

- - - -

ATC_GROUND_UNIVERSAL.ClassNameAndID

- -

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

- -

ATC_GROUND_UNIVERSAL:ClearState(Object, StateName)

@@ -3876,7 +3829,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + ATC_GROUND.Airbases @@ -4461,7 +4414,7 @@ An airbase can be specified to set the maximum kick speed for.

- #table + ATC_GROUND.Airbases diff --git a/Documentation/Functional.Artillery.html b/Documentation/Functional.Artillery.html index 1edfe3508..01b62432f 100644 --- a/Documentation/Functional.Artillery.html +++ b/Documentation/Functional.Artillery.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

@@ -3867,24 +3856,6 @@ normandy:Start() Fields and Methods inherited from BASE Description - -

ARTY.ClassID

- -

The ID number of the class.

- - - -

ARTY.ClassName

- -

The name of the class.

- - - -

ARTY.ClassNameAndID

- -

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

- -

ARTY:ClearState(Object, StateName)

diff --git a/Documentation/Functional.CleanUp.html b/Documentation/Functional.CleanUp.html index 5aa18cd9a..be441076a 100644 --- a/Documentation/Functional.CleanUp.html +++ b/Documentation/Functional.CleanUp.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1791,24 +1780,6 @@ Note that this method will not allow anymore airbases to be attacked, so there i Fields and Methods inherited from BASE Description - -

CLEANUP_AIRBASE.__.ClassID

- -

The ID number of the class.

- - - -

CLEANUP_AIRBASE.__.ClassName

- -

The name of the class.

- - - -

CLEANUP_AIRBASE.__.ClassNameAndID

- -

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

- -

CLEANUP_AIRBASE.__:ClearState(Object, StateName)

diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index 616a78923..65f7c7ee5 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2945,24 +2934,6 @@ Use the method DESIGNATE.SetMission() to Fields and Methods inherited from BASE Description - -

DESIGNATE.ClassID

- -

The ID number of the class.

- - - -

DESIGNATE.ClassName

- -

The name of the class.

- - - -

DESIGNATE.ClassNameAndID

- -

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

- -

DESIGNATE:ClearState(Object, StateName)

@@ -3551,6 +3522,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +DESIGNATE.LaseDuration + + +
@@ -6715,6 +6697,17 @@ Using the menu system, the player can "forget" a designation, so that gradually + + + +
+
+ + +DESIGNATE.LaseDuration + + +
@@ -7514,6 +7507,17 @@ Using the menu system, the player can "forget" a designation, so that gradually + + + +
+
+ + +DESIGNATE.LaseDuration + + +
@@ -8283,6 +8287,17 @@ Using the menu system, the player can "forget" a designation, so that gradually + + + +
+
+ + +DESIGNATE.LaseDuration + + +
@@ -9940,6 +9955,17 @@ Using the menu system, the player can "forget" a designation, so that gradually + + + +
+
+ + +DESIGNATE.LaseDuration + + +
diff --git a/Documentation/Functional.Detection.html b/Documentation/Functional.Detection.html index 627bab8f6..3f88912c2 100644 --- a/Documentation/Functional.Detection.html +++ b/Documentation/Functional.Detection.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -3217,24 +3206,6 @@ The different values of Unit.Category can be:

Fields and Methods inherited from BASE Description - -

DETECTION_AREAS.ClassID

- -

The ID number of the class.

- - - -

DETECTION_AREAS.ClassName

- -

The name of the class.

- - - -

DETECTION_AREAS.ClassNameAndID

- -

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

- -

DETECTION_AREAS:ClearState(Object, StateName)

@@ -4801,24 +4772,6 @@ The different values of Unit.Category can be:

Fields and Methods inherited from BASE Description - -

DETECTION_BASE.ClassID

- -

The ID number of the class.

- - - -

DETECTION_BASE.ClassName

- -

The name of the class.

- - - -

DETECTION_BASE.ClassNameAndID

- -

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

- -

DETECTION_BASE:ClearState(Object, StateName)

@@ -6702,24 +6655,6 @@ The different values of Unit.Category can be:

Fields and Methods inherited from BASE Description - -

DETECTION_TYPES.ClassID

- -

The ID number of the class.

- - - -

DETECTION_TYPES.ClassName

- -

The name of the class.

- - - -

DETECTION_TYPES.ClassNameAndID

- -

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

- -

DETECTION_TYPES:ClearState(Object, StateName)

@@ -8361,24 +8296,6 @@ The different values of Unit.Category can be:

Fields and Methods inherited from BASE Description - -

DETECTION_UNITS.ClassID

- -

The ID number of the class.

- - - -

DETECTION_UNITS.ClassName

- -

The name of the class.

- - - -

DETECTION_UNITS.ClassNameAndID

- -

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

- -

DETECTION_UNITS:ClearState(Object, StateName)

@@ -19145,6 +19062,28 @@ When moose is loading dynamically (for moose class development), tracing is swit + + + +
+
+ + #number +DETECTION_BASE.DetectedItemCount + + + +
+ +
+
+
+ + #number +DETECTION_BASE.DetectedItemMax + + +
@@ -19294,7 +19233,18 @@ When moose is loading dynamically (for moose class development), tracing is swit
+ #boolean +DETECTION_BASE.Locking + + +
+ +
+
+
+ + #number DETECTION_BASE.RefreshTimeInterval @@ -23826,6 +23776,28 @@ zones that reflect cloudy areas where detected units may not be so easily visual +
+ +
+
+
+ + #number +DETECTION_BASE.DetectedItemCount + + + +
+ +
+
+
+ + #number +DETECTION_BASE.DetectedItemMax + + +
@@ -23975,7 +23947,18 @@ zones that reflect cloudy areas where detected units may not be so easily visual
+ #boolean +DETECTION_BASE.Locking + + +
+ +
+
+
+ + #number DETECTION_BASE.RefreshTimeInterval @@ -25568,6 +25551,28 @@ zones that reflect cloudy areas where detected units may not be so easily visual +
+ +
+
+
+ + #number +DETECTION_BASE.DetectedItemCount + + + +
+ +
+
+
+ + #number +DETECTION_BASE.DetectedItemMax + + +
@@ -25717,7 +25722,18 @@ zones that reflect cloudy areas where detected units may not be so easily visual
+ #boolean +DETECTION_BASE.Locking + + +
+ +
+
+
+ + #number DETECTION_BASE.RefreshTimeInterval diff --git a/Documentation/Functional.DetectionZones.html b/Documentation/Functional.DetectionZones.html index 667dd9d41..31b04d6f2 100644 --- a/Documentation/Functional.DetectionZones.html +++ b/Documentation/Functional.DetectionZones.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
- -
-
- -

-

Utilities - Various routines.

@@ -2915,24 +2904,6 @@ The different values of Unit.Category can be:

Fields and Methods inherited from BASE Description - -

DETECTION_ZONES.ClassID

- -

The ID number of the class.

- - - -

DETECTION_ZONES.ClassName

- -

The name of the class.

- - - -

DETECTION_ZONES.ClassNameAndID

- -

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

- -

DETECTION_ZONES:ClearState(Object, StateName)

diff --git a/Documentation/Functional.Escort.html b/Documentation/Functional.Escort.html index 9cfa1f98a..bdf9d90d7 100644 --- a/Documentation/Functional.Escort.html +++ b/Documentation/Functional.Escort.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1801,13 +1790,15 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the + +

@param Wrapper.Group#GROUP EscortGroup

+

Parameter:

- Wrapper.Group#GROUP EscortGroup

@@ -1825,7 +1816,6 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the
ESCORT -, extends Core.Base#BASE
@@ -2082,7 +2072,7 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the @@ -2100,19 +2090,7 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the - - - - - - - - @@ -2203,30 +2181,12 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the - - - - - - - - - - - - @@ -2248,11 +2208,9 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the - + @@ -2262,7 +2220,7 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the - + @@ -2274,31 +2232,31 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the - + - + - + - + - + @@ -2310,19 +2268,19 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the - + - + - + @@ -2331,542 +2289,6 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the - -

ESCORT.EscortMode

-

The mode the escort is in.

+

ESCORT.FollowDistance

-

The current follow distance.

-

ESCORT.FollowScheduler

-

The instance of the SCHEDULER class.

-

ESCORT.FunctionalMENU_GROUPDETECTION_BASE

-

Detection

+

ESCORT:New(EscortClient, EscortGroup, EscortName, EscortBriefing)

ESCORT class constructor for an AI group

-

ESCORT.OptionReactionOnThreat

-

Which REACTION_ON_THREAT is set to the EscortGroup.

ESCORT:RegisterRoute()

Registers the waypoints

-

ESCORT.ReportTargets

-

If true, nearby targets are reported.

-

ESCORT.ReportTargetsScheduler

-

ESCORT._AssistTarget(DetectedItem, self, EscortGroupAttack)

ESCORT:_AssistTarget(DetectedItem, EscortGroupAttack)

-
    -
  • @param #ESCORT self
  • -
+

ESCORT._Flare(MenuParam, self, Color, Message)

ESCORT:_Flare(Color, Message)

ESCORT._HoldPosition(MenuParam, self, OrbitGroup, OrbitHeight, OrbitSeconds)

ESCORT:_HoldPosition(OrbitGroup, OrbitHeight, OrbitSeconds)

ESCORT._JoinUpAndFollow(MenuParam, self, Distance)

ESCORT:_JoinUpAndFollow(Distance)

ESCORT._ROE(MenuParam, self, EscortROEFunction, EscortROEMessage)

ESCORT:_ROE(EscortROEFunction, EscortROEMessage)

ESCORT._ROT(MenuParam, self, EscortROTFunction, EscortROTMessage)

ESCORT:_ROT(EscortROTFunction, EscortROTMessage)

ESCORT._ReportNearbyTargetsNow(MenuParam, self)

ESCORT:_ReportNearbyTargetsNow()

ESCORT._ResumeMission(MenuParam, self, WayPoint)

ESCORT:_ResumeMission(WayPoint)

ESCORT._ScanTargets(MenuParam, self, ScanDuration)

ESCORT:_ScanTargets(ScanDuration)

ESCORT._Smoke(MenuParam, self, Color, Message)

ESCORT:_Smoke(Color, Message)

ESCORT:_SwitchReportNearbyTargets(ReportTargets)

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

ESCORT.ClassID

-

The ID number of the class.

-

ESCORT.ClassName

-

The name of the class.

-

ESCORT.ClassNameAndID

-

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

-

ESCORT:ClearState(Object, StateName)

-

Clear the state of an object.

-

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

-

Creation of a Birth Event.

-

ESCORT:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

-

Creation of a Crash Event.

-

ESCORT:CreateEventDead(EventTime, Initiator, IniObjectCategory)

-

Creation of a Dead Event.

-

ESCORT:CreateEventPlayerEnterAircraft(PlayerUnit)

-

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

-

ESCORT:CreateEventRemoveUnit(EventTime, Initiator)

-

Creation of a Remove Unit Event.

-

ESCORT:CreateEventTakeoff(EventTime, Initiator)

-

Creation of a Takeoff Event.

-

ESCORT:CreateEventUnitLost(EventTime, Initiator)

-

Creation of a Crash Event.

-

ESCORT:E(Arguments)

-

Log an exception which will be traced always.

-

ESCORT:EventDispatcher()

-

Returns the event dispatcher

-

ESCORT:EventRemoveAll()

-

Remove all subscribed events

-

ESCORT:F(Arguments)

-

Trace a function call.

-

ESCORT:F2(Arguments)

-

Trace a function call level 2.

-

ESCORT:F3(Arguments)

-

Trace a function call level 3.

-

ESCORT:GetClassID()

-

Get the ClassID of the class instance.

-

ESCORT:GetClassName()

-

Get the ClassName of the class instance.

-

ESCORT:GetClassNameAndID()

-

Get the ClassName + ClassID of the class instance.

-

ESCORT:GetEventPriority()

-

Get the Class Core.Event processing Priority.

-

ESCORT:GetParent(Child, FromClass)

-

This is the worker method to retrieve the Parent class.

-

ESCORT:GetState(Object, Key)

-

Get a Value given a Key from the Object.

-

ESCORT:HandleEvent(EventID, EventFunction)

-

Subscribe to a DCS Event.

-

ESCORT:I(Arguments)

-

Log an information which will be traced always.

-

ESCORT:Inherit(Child, Parent)

-

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

-

ESCORT:IsInstanceOf(ClassName)

-

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

-

ESCORT:IsTrace()

-

Enquires if tracing is on (for the class).

-

ESCORT:New()

-

BASE constructor.

-

ESCORT:OnEvent(EventData)

-

Occurs when an Event for an object is triggered.

-

ESCORT:OnEventBDA(EventData)

-

BDA.

-

ESCORT:OnEventBaseCaptured(EventData)

-

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

-

ESCORT:OnEventBirth(EventData)

-

Occurs when any object is spawned into the mission.

-

ESCORT:OnEventCrash(EventData)

-

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

-

ESCORT:OnEventDead(EventData)

-

Occurs when an object is dead.

-

ESCORT:OnEventDetailedFailure(EventData)

-

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

-

ESCORT:OnEventDiscardChairAfterEjection(EventData)

-

Discard chair after ejection.

-

ESCORT:OnEventEjection(EventData)

-

Occurs when a pilot ejects from an aircraft -Have a look at the class Core.Event#EVENT as these are just the prototypes.

-

ESCORT:OnEventEngineShutdown(EventData)

-

Occurs when any aircraft shuts down its engines.

-

ESCORT:OnEventEngineStartup(EventData)

-

Occurs when any aircraft starts its engines.

-

ESCORT:OnEventHit(EventData)

-

Occurs whenever an object is hit by a weapon.

-

ESCORT:OnEventHumanFailure(EventData)

-

Occurs when any system fails on a human controlled aircraft.

-

ESCORT:OnEventKill(EventData)

-

Occurs on the death of a unit.

-

ESCORT:OnEventLand(EventData)

-

Occurs when an aircraft lands at an airbase, farp or ship -Have a look at the class Core.Event#EVENT as these are just the prototypes.

-

ESCORT:OnEventLandingAfterEjection(EventData)

-

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

-

ESCORT:OnEventLandingQualityMark(EventData)

-

Landing quality mark.

-

ESCORT:OnEventMarkAdded(EventData)

-

Occurs when a new mark was added.

-

ESCORT:OnEventMarkChange(EventData)

-

Occurs when a mark text was changed.

-

ESCORT:OnEventMarkRemoved(EventData)

-

Occurs when a mark was removed.

-

ESCORT:OnEventMissionEnd(EventData)

-

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

-

ESCORT:OnEventMissionStart(EventData)

-

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

-

ESCORT:OnEventParatrooperLanding(EventData)

-

Weapon add.

-

ESCORT:OnEventPilotDead(EventData)

-

Occurs when the pilot of an aircraft is killed.

-

ESCORT:OnEventPlayerEnterAircraft(EventData)

-

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

-

ESCORT:OnEventPlayerEnterUnit(EventData)

-

Occurs when any player assumes direct control of a unit.

-

ESCORT:OnEventPlayerLeaveUnit(EventData)

-

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

-

ESCORT:OnEventRefueling(EventData)

-

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

-

ESCORT:OnEventRefuelingStop(EventData)

-

Occurs when an aircraft is finished taking fuel.

-

ESCORT:OnEventScore(EventData)

-

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

-

ESCORT:OnEventShootingEnd(EventData)

-

Occurs when any unit stops firing its weapon.

-

ESCORT:OnEventShootingStart(EventData)

-

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

-

ESCORT:OnEventShot(EventData)

-

Occurs whenever any unit in a mission fires a weapon.

-

ESCORT:OnEventTakeoff(EventData)

-

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

-

ESCORT:OnEventTriggerZone(EventData)

-

Trigger zone.

-

ESCORT:OnEventUnitLost(EventData)

-

Occurs when the game thinks an object is destroyed.

-

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

-

Schedule a new time event.

-

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

-

Schedule a new time event.

-

ESCORT:ScheduleStop(SchedulerID)

-

Stops the Schedule.

-

ESCORT.Scheduler

- -

ESCORT:SetEventPriority(EventPriority)

-

Set the Class Core.Event processing Priority.

-

ESCORT:SetState(Object, Key, Value)

-

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

-

ESCORT:T(Arguments)

-

Trace a function logic level 1.

-

ESCORT:T2(Arguments)

-

Trace a function logic level 2.

-

ESCORT:T3(Arguments)

-

Trace a function logic level 3.

-

ESCORT:TraceAll(TraceAll)

-

Trace all methods in MOOSE

-

ESCORT:TraceClass(Class)

-

Set tracing for a class

-

ESCORT:TraceClassMethod(Class, Method)

-

Set tracing for a specific method of class

-

ESCORT:TraceLevel(Level)

-

Set trace level

-

ESCORT:TraceOff()

-

Set trace off.

-

ESCORT:TraceOn()

-

Set trace on.

-

ESCORT:TraceOnOff(TraceOnOff)

-

Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default.

-

ESCORT:UnHandleEvent(EventID)

-

UnSubscribe to a DCS event.

-

ESCORT._

- -

ESCORT:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function call.

-

ESCORT:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function logic.

-

ESCORT.__

- -

ESCORT:onEvent(event)

-

The main event handling function...

@@ -2907,12 +2329,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from MENUPARAM Description - -

MENUPARAM.Distance

- - - -

MENUPARAM.ParamDistance

@@ -3425,10 +2841,10 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #ESCORT.MODE + ESCORT.EscortMode -

The mode the escort is in.

+
@@ -3436,7 +2852,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + ESCORT.EscortName @@ -3461,18 +2877,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #number ESCORT.FollowDistance -

The current follow distance.

-
- -
-
-
- - Core.Scheduler#SCHEDULER -ESCORT.FollowScheduler - -

The instance of the SCHEDULER class.

@@ -3485,39 +2890,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - DCS#AI.Option.Air.val.REACTION_ON_THREAT -ESCORT.OptionReactionOnThreat - -

Which REACTION_ON_THREAT is set to the EscortGroup.

- -
- -
-
-
- - #boolean -ESCORT.ReportTargets - -

If true, nearby targets are reported.

- -
- -
-
-
@@ -4369,12 +3741,10 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the
-
    -
  • @param #ESCORT self
  • -
+
@@ -4394,16 +3764,6 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the

-
-
-

- self -

-
-
-

-
-

@@ -4427,6 +3787,10 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the + +

@param #ESCORT self + @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem

+

Defined in:

@@ -4437,7 +3801,6 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the
@@ -4453,11 +3816,14 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the
+ +

@param #MENUPARAM MenuParam

+

Defined in:

@@ -4465,27 +3831,6 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the

ESCORT

Parameters:

-
-
-

- #MENUPARAM - MenuParam -

-
-
-

-
-
-
-
-

- self -

-
-
-

-
-

@@ -4519,6 +3864,9 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the + +

@param Functional.Escort#ESCORT self

+

Defined in:

@@ -4533,11 +3881,14 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the
+ +

@param #MENUPARAM MenuParam

+

Defined in:

@@ -4545,27 +3896,6 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the

ESCORT

Parameters:

-
-
-

- #MENUPARAM - MenuParam -

-
-
-

-
-
-
-
-

- self -

-
-
-

-
-

@@ -4604,39 +3934,21 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the

+ +

@param #MENUPARAM MenuParam

+

Defined in:

ESCORT

-

Parameters:

-
-
-

- #MENUPARAM - MenuParam -

-
-
-

-
-
-
-
-

- self -

-
-
-

-
-
+

Parameter:

@@ -4655,11 +3967,14 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the

+ +

@param #MENUPARAM MenuParam

+

Defined in:

@@ -4667,27 +3982,6 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the

ESCORT

Parameters:

-
-
-

- #MENUPARAM - MenuParam -

-
-
-

-
-
-
-
-

- self -

-
-
-

-
-

@@ -4716,11 +4010,14 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the

+ +

@param #MENUPARAM MenuParam

+

Defined in:

@@ -4728,27 +4025,6 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the

ESCORT

Parameters:

-
-
-

- #MENUPARAM - MenuParam -

-
-
-

-
-
-
-
-

- self -

-
-
-

-
-

@@ -4777,39 +4053,20 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the

+ +

@param #MENUPARAM MenuParam

+

Defined in:

ESCORT

-

Parameters:

-
-
-

- #MENUPARAM - MenuParam -

-
-
-

-
-
-
-
-

- self -

-
-
-

-
-
@@ -4837,39 +4094,21 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the
+ +

@param #MENUPARAM MenuParam

+

Defined in:

ESCORT

-

Parameters:

-
-
-

- #MENUPARAM - MenuParam -

-
-
-

-
-
-
-
-

- self -

-
-
-

-
-
+

Parameter:

@@ -4888,39 +4127,21 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the

+ +

@param #MENUPARAM MenuParam

+

Defined in:

ESCORT

-

Parameters:

-
-
-

- #MENUPARAM - MenuParam -

-
-
-

-
-
-
-
-

- self -

-
-
-

-
-
+

Parameter:

@@ -4939,11 +4160,14 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the

+ +

@param #MENUPARAM MenuParam

+

Defined in:

@@ -4951,27 +4175,6 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the

ESCORT

Parameters:

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- #MENUPARAM - MenuParam -

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@@ -5027,3928 +4230,6 @@ EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the

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Field(s)

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- - #number -ESCORT.CT1 - - - -
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- - -ESCORT.Detection - - - -
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- - -ESCORT.EscortBriefing - - - -
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- - -ESCORT.EscortMenu - - - -
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- - -ESCORT.EscortMenuAttackNearbyTargets - - - - -

Attack Targets

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- - -ESCORT.EscortMenuEvasion - - - - -

Reaction to Threats

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- - -ESCORT.EscortMenuHold - - - -
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- - #table -ESCORT.EscortMenuHoldPosition - - - -
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- - -ESCORT.EscortMenuROE - - - - -

Rules of Engagement

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- - -ESCORT.EscortMenuReportNearbyTargetsNow - - - - -

Report Targets

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- - -ESCORT.EscortMenuResumeMission - - - - -

Mission Resume Menu Root

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- - -ESCORT.EscortMenuScan - - - -
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- - #table -ESCORT.EscortMenuScanForTargets - - - -
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- - -ESCORT.EscortMenuTargetAssistance - - - - -

Request assistance from other escorts. - This is very useful to let f.e. an escorting ship attack a target detected by an escorting plane...

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- - #ESCORT.MODE -ESCORT.EscortMode - -

The mode the escort is in.

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- - #string -ESCORT.EscortName - - - -
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- - -ESCORT.EscortSetGroup - - - -
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- - #number -ESCORT.FollowDistance - -

The current follow distance.

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- - Core.Scheduler#SCHEDULER -ESCORT.FollowScheduler - -

The instance of the SCHEDULER class.

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- - #number -ESCORT.GT1 - - - -
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- - DCS#AI.Option.Air.val.REACTION_ON_THREAT -ESCORT.OptionReactionOnThreat - -

Which REACTION_ON_THREAT is set to the EscortGroup.

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- - #boolean -ESCORT.ReportTargets - -

If true, nearby targets are reported.

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Function(s)

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Clear the state of an object.

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Defined in:

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Parameters:

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- Object -

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The object that holds the Value set by the Key.

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- StateName -

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The key that is should be cleared.

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Creation of a Birth Event.

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Defined in:

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Parameters:

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- DCS#Time - EventTime -

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The time stamp of the event.

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- DCS#Object - Initiator -

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The initiating object of the event.

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- #string - IniUnitName -

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The initiating unit name.

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- place -

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- subplace -

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Creation of a Crash Event.

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Defined in:

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Parameters:

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- DCS#Time - EventTime -

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The time stamp of the event.

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- DCS#Object - Initiator -

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The initiating object of the event.

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- IniObjectCategory -

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Creation of a Dead Event.

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Defined in:

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Parameters:

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- DCS#Time - EventTime -

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The time stamp of the event.

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- DCS#Object - Initiator -

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The initiating object of the event.

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- IniObjectCategory -

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Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

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Defined in:

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Parameter:

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- Wrapper.Unit#UNIT - PlayerUnit -

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The aircraft unit the player entered.

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Creation of a Remove Unit Event.

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Defined in:

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Parameters:

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- DCS#Time - EventTime -

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The time stamp of the event.

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- DCS#Object - Initiator -

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The initiating object of the event.

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Creation of a Takeoff Event.

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Defined in:

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Parameters:

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- DCS#Time - EventTime -

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The time stamp of the event.

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- DCS#Object - Initiator -

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The initiating object of the event.

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Creation of a Crash Event.

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Defined in:

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Parameters:

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- DCS#Time - EventTime -

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The time stamp of the event.

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- DCS#Object - Initiator -

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The initiating object of the event.

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Log an exception which will be traced always.

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Can be anywhere within the function logic.

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Defined in:

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Parameter:

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- Arguments -

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A #table or any field.

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Returns the event dispatcher

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Defined in:

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Return value:

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Remove all subscribed events

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Defined in:

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Return value:

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#BASE:

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Trace a function call.

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Must be at the beginning of the function logic.

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Defined in:

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Parameter:

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- Arguments -

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A #table or any field.

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Trace a function call level 2.

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Must be at the beginning of the function logic.

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Defined in:

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Parameter:

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- Arguments -

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A #table or any field.

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Trace a function call level 3.

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Must be at the beginning of the function logic.

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Defined in:

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Parameter:

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- Arguments -

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A #table or any field.

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Get the ClassID of the class instance.

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Defined in:

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Return value:

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#string:

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The ClassID of the class instance.

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Get the ClassName of the class instance.

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Defined in:

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Return value:

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#string:

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The ClassName of the class instance.

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Get the ClassName + ClassID of the class instance.

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The ClassName + ClassID is formatted as '%s#%09d'.

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Defined in:

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Return value:

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#string:

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The ClassName + ClassID of the class instance.

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Get the Class Core.Event processing Priority.

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The Event processing Priority is a number from 1 to 10, -reflecting the order of the classes subscribed to the Event to be processed.

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Defined in:

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Return value:

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#number:

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The Core.Event processing Priority.

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This is the worker method to retrieve the Parent class.

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Note that the Parent class must be passed to call the parent class method.

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self:GetParent(self):ParentMethod()
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Defined in:

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Parameters:

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- #BASE - Child -

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This is the Child class from which the Parent class needs to be retrieved.

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- #BASE - FromClass -

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(Optional) The class from which to get the parent.

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Return value:

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#BASE:

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Get a Value given a Key from the Object.

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Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

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Defined in:

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Parameters:

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- Object -

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The object that holds the Value set by the Key.

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- Key -

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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!

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Return value:

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The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

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Subscribe to a DCS Event.

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Defined in:

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Parameters:

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- Core.Event#EVENTS - EventID -

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Event ID.

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- #function - EventFunction -

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

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Return value:

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#BASE:

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Log an information which will be traced always.

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Can be anywhere within the function logic.

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Defined in:

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Parameter:

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- Arguments -

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A #table or any field.

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

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Defined in:

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Parameters:

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- Child -

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is the Child class that inherits.

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- #BASE - Parent -

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is the Parent class that the Child inherits from.

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Return value:

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#BASE:

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Child

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

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Examples:

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

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

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

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

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

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Defined in:

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Parameter:

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- ClassName -

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

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Return value:

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#boolean:

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Enquires if tracing is on (for the class).

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Defined in:

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Return value:

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#boolean:

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BASE constructor.

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

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

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Return value:

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#BASE:

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Occurs when an Event for an object is triggered.

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Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that triggered the event.

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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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BDA.

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

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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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

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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.

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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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Occurs when any object is spawned into the mission.

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Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that was spawned

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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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

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Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that has crashed

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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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Occurs when an object is dead.

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Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that is dead.

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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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

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Will update this page when new information become available.

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

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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Discard chair after ejection.

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

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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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Occurs when a pilot ejects from an aircraft -Have a look at the class Core.Event#EVENT as these are just the prototypes.

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initiator : The unit that has ejected

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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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Occurs when any aircraft shuts down its engines.

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Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that is stopping its engines.

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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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Occurs when any aircraft starts its engines.

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Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that is starting its engines.

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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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Occurs whenever an object is hit by a weapon.

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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.

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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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Occurs when any system fails on a human controlled aircraft.

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Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that had the failure

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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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Occurs on the death of a unit.

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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.

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

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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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

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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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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.

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    -
  • 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.
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  • subplace: is always 0 for unknown reasons.
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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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Landing quality mark.

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

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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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Occurs when a new mark was added.

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Have a look at the class Core.Event#EVENT as these are just the prototypes. -MarkID: ID of the mark.

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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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Occurs when a mark text was changed.

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Have a look at the class Core.Event#EVENT as these are just the prototypes. -MarkID: ID of the mark.

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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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Occurs when a mark was removed.

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Have a look at the class Core.Event#EVENT as these are just the prototypes. -MarkID: ID of the mark.

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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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

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Defined in:

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Parameter:

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- Core.Event#EVENTDATA - EventData -

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The EventData structure.

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

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Defined in:

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Parameter:

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- 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:

-
-
-

#BASE:

-
-
- -

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

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Class -

-
-
- -

Class name.

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

Set tracing for a specific method of class

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - Class -

-
-
- -

Class name.

- -
-
-
-
-

- #string - Method -

-
-
- -

Method.

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

Set trace level

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Level -

-
-
-

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

Set trace off.

- -
-
-

Defined in:

- -

Usage:

-
-- Switch the tracing Off
-BASE:TraceOff()
- -
- -
-
- -
- - - -

Set trace on.

- -
-
-

Defined in:

- -

Usage:

-
-- Switch the tracing On
-BASE:TraceOn()
- -
- -
-
- -
- - - -

Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default.

- - -

So tracing must be switched on manually in your mission if you are using Moose statically. -When moose is loading dynamically (for moose class development), tracing is switched on by default.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - TraceOnOff -

-
-
- -

Switch the tracing on or off.

- -
-
-

Usage:

-

-  -- Switch the tracing On
-  BASE:TraceOnOff( true )
-
-  -- Switch the tracing Off
-  BASE:TraceOnOff( false )
-
- -
- -
-
- -
- - - -

UnSubscribe to a DCS event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTS - EventID -

-
-
- -

Event ID.

- -
-
-

Return value:

-
-
-

#BASE:

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

Trace a function call.

- - -

This function is private.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

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

Trace a function logic.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

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

The main event handling function...

- - -

This function captures all events generated for the class.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- DCS#Event - event -

-
-
-

-
-
-
- -
-
-
@@ -8998,17 +4279,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

Field(s)

-
-
- - -MENUPARAM.Distance - - - -
- -
diff --git a/Documentation/Functional.Fox.html b/Documentation/Functional.Fox.html index 60b215ad3..4f9f82e90 100644 --- a/Documentation/Functional.Fox.html +++ b/Documentation/Functional.Fox.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

@@ -2587,24 +2576,6 @@ fox:Start() Fields and Methods inherited from BASE Description - -

FOX.ClassID

- -

The ID number of the class.

- - - -

FOX.ClassName

- -

The name of the class.

- - - -

FOX.ClassNameAndID

- -

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

- -

FOX:ClearState(Object, StateName)

diff --git a/Documentation/Functional.Mantis.html b/Documentation/Functional.Mantis.html index 0a4aca130..0f387885f 100644 --- a/Documentation/Functional.Mantis.html +++ b/Documentation/Functional.Mantis.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

@@ -2740,24 +2729,6 @@ in the mission editor are absolute maximum ranges; in-game this is rather 50-75% Fields and Methods inherited from BASE Description - -

MANTIS.ClassID

- -

The ID number of the class.

- - - -

MANTIS.ClassName

- -

The name of the class.

- - - -

MANTIS.ClassNameAndID

- -

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

- -

MANTIS:ClearState(Object, StateName)

@@ -3920,8 +3891,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- -MANTIS.AWACS_Prefix + #table +MANTIS.AcceptZones @@ -3958,6 +3929,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + #table +MANTIS.ConflictZones + + +
@@ -4057,6 +4039,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The ME name of the HQ object

+
+ +
+
+
+ + #table +MANTIS.RejectZones + + +
@@ -4481,6 +4474,50 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Prefix for logging

+
+ +
+
+
+ + #number +MANTIS.maxclassic + + + +
+ +
+
+
+ + #number +MANTIS.maxlongrange + + + +
+ +
+
+
+ + #number +MANTIS.maxmidrange + + + +
+ +
+
+
+ + #number +MANTIS.maxshortrange + + +
@@ -4553,6 +4590,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

self.SAMCheckRanges = {}

+
@@ -8438,8 +8478,8 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
- -MANTIS.AWACS_Prefix + #table +MANTIS.AcceptZones @@ -8476,6 +8516,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` +
+ +
+
+
+ + #table +MANTIS.ConflictZones + + +
@@ -8575,6 +8626,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

The ME name of the HQ object

+
+ +
+
+
+ + #table +MANTIS.RejectZones + + +
@@ -8999,6 +9061,50 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

Prefix for logging

+
+ +
+
+
+ + #number +MANTIS.maxclassic + + + +
+ +
+
+
+ + #number +MANTIS.maxlongrange + + + +
+ +
+
+
+ + #number +MANTIS.maxmidrange + + + +
+ +
+
+
+ + #number +MANTIS.maxshortrange + + +
@@ -9071,6 +9177,9 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` + +

self.SAMCheckRanges = {}

+
diff --git a/Documentation/Functional.MissileTrainer.html b/Documentation/Functional.MissileTrainer.html index 5d8990bb8..afa02afc8 100644 --- a/Documentation/Functional.MissileTrainer.html +++ b/Documentation/Functional.MissileTrainer.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

@@ -1765,7 +1754,6 @@ Therefore, this class is considered to be deprecated and superseded by the

Type MISSILETRAINER

@@ -1789,12 +1777,6 @@ Therefore, this class is considered to be deprecated and superseded by the

MISSILETRAINER.AlertsToAll

- - - - @@ -1939,542 +1921,6 @@ Therefore, this class is considered to be deprecated and superseded by the

MISSILETRAINER:_TrackMissiles()

- -
-

MISSILETRAINER.DBClients

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

MISSILETRAINER.ClassID

-

The ID number of the class.

-

MISSILETRAINER.ClassName

-

The name of the class.

-

MISSILETRAINER.ClassNameAndID

-

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

-

MISSILETRAINER:ClearState(Object, StateName)

-

Clear the state of an object.

-

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

-

Creation of a Birth Event.

-

MISSILETRAINER:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

-

Creation of a Crash Event.

-

MISSILETRAINER:CreateEventDead(EventTime, Initiator, IniObjectCategory)

-

Creation of a Dead Event.

-

MISSILETRAINER:CreateEventPlayerEnterAircraft(PlayerUnit)

-

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

-

MISSILETRAINER:CreateEventRemoveUnit(EventTime, Initiator)

-

Creation of a Remove Unit Event.

-

MISSILETRAINER:CreateEventTakeoff(EventTime, Initiator)

-

Creation of a Takeoff Event.

-

MISSILETRAINER:CreateEventUnitLost(EventTime, Initiator)

-

Creation of a Crash Event.

-

MISSILETRAINER:E(Arguments)

-

Log an exception which will be traced always.

-

MISSILETRAINER:EventDispatcher()

-

Returns the event dispatcher

-

MISSILETRAINER:EventRemoveAll()

-

Remove all subscribed events

-

MISSILETRAINER:F(Arguments)

-

Trace a function call.

-

MISSILETRAINER:F2(Arguments)

-

Trace a function call level 2.

-

MISSILETRAINER:F3(Arguments)

-

Trace a function call level 3.

-

MISSILETRAINER:GetClassID()

-

Get the ClassID of the class instance.

-

MISSILETRAINER:GetClassName()

-

Get the ClassName of the class instance.

-

MISSILETRAINER:GetClassNameAndID()

-

Get the ClassName + ClassID of the class instance.

-

MISSILETRAINER:GetEventPriority()

-

Get the Class Core.Event processing Priority.

-

MISSILETRAINER:GetParent(Child, FromClass)

-

This is the worker method to retrieve the Parent class.

-

MISSILETRAINER:GetState(Object, Key)

-

Get a Value given a Key from the Object.

-

MISSILETRAINER:HandleEvent(EventID, EventFunction)

-

Subscribe to a DCS Event.

-

MISSILETRAINER:I(Arguments)

-

Log an information which will be traced always.

-

MISSILETRAINER:Inherit(Child, Parent)

-

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

-

MISSILETRAINER:IsInstanceOf(ClassName)

-

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

-

MISSILETRAINER:IsTrace()

-

Enquires if tracing is on (for the class).

-

MISSILETRAINER:New()

-

BASE constructor.

-

MISSILETRAINER:OnEvent(EventData)

-

Occurs when an Event for an object is triggered.

-

MISSILETRAINER:OnEventBDA(EventData)

-

BDA.

-

MISSILETRAINER:OnEventBaseCaptured(EventData)

-

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

-

MISSILETRAINER:OnEventBirth(EventData)

-

Occurs when any object is spawned into the mission.

-

MISSILETRAINER:OnEventCrash(EventData)

-

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

-

MISSILETRAINER:OnEventDead(EventData)

-

Occurs when an object is dead.

-

MISSILETRAINER:OnEventDetailedFailure(EventData)

-

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

-

MISSILETRAINER:OnEventDiscardChairAfterEjection(EventData)

-

Discard chair after ejection.

-

MISSILETRAINER:OnEventEjection(EventData)

-

Occurs when a pilot ejects from an aircraft -Have a look at the class Core.Event#EVENT as these are just the prototypes.

-

MISSILETRAINER:OnEventEngineShutdown(EventData)

-

Occurs when any aircraft shuts down its engines.

-

MISSILETRAINER:OnEventEngineStartup(EventData)

-

Occurs when any aircraft starts its engines.

-

MISSILETRAINER:OnEventHit(EventData)

-

Occurs whenever an object is hit by a weapon.

-

MISSILETRAINER:OnEventHumanFailure(EventData)

-

Occurs when any system fails on a human controlled aircraft.

-

MISSILETRAINER:OnEventKill(EventData)

-

Occurs on the death of a unit.

-

MISSILETRAINER:OnEventLand(EventData)

-

Occurs when an aircraft lands at an airbase, farp or ship -Have a look at the class Core.Event#EVENT as these are just the prototypes.

-

MISSILETRAINER:OnEventLandingAfterEjection(EventData)

-

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

-

MISSILETRAINER:OnEventLandingQualityMark(EventData)

-

Landing quality mark.

-

MISSILETRAINER:OnEventMarkAdded(EventData)

-

Occurs when a new mark was added.

-

MISSILETRAINER:OnEventMarkChange(EventData)

-

Occurs when a mark text was changed.

-

MISSILETRAINER:OnEventMarkRemoved(EventData)

-

Occurs when a mark was removed.

-

MISSILETRAINER:OnEventMissionEnd(EventData)

-

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

-

MISSILETRAINER:OnEventMissionStart(EventData)

-

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

-

MISSILETRAINER:OnEventParatrooperLanding(EventData)

-

Weapon add.

-

MISSILETRAINER:OnEventPilotDead(EventData)

-

Occurs when the pilot of an aircraft is killed.

-

MISSILETRAINER:OnEventPlayerEnterAircraft(EventData)

-

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

-

MISSILETRAINER:OnEventPlayerEnterUnit(EventData)

-

Occurs when any player assumes direct control of a unit.

-

MISSILETRAINER:OnEventPlayerLeaveUnit(EventData)

-

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

-

MISSILETRAINER:OnEventRefueling(EventData)

-

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

-

MISSILETRAINER:OnEventRefuelingStop(EventData)

-

Occurs when an aircraft is finished taking fuel.

-

MISSILETRAINER:OnEventScore(EventData)

-

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

-

MISSILETRAINER:OnEventShootingEnd(EventData)

-

Occurs when any unit stops firing its weapon.

-

MISSILETRAINER:OnEventShootingStart(EventData)

-

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

-

MISSILETRAINER:OnEventShot(EventData)

-

Occurs whenever any unit in a mission fires a weapon.

-

MISSILETRAINER:OnEventTakeoff(EventData)

-

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

-

MISSILETRAINER:OnEventTriggerZone(EventData)

-

Trigger zone.

-

MISSILETRAINER:OnEventUnitLost(EventData)

-

Occurs when the game thinks an object is destroyed.

-

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

-

Schedule a new time event.

-

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

-

Schedule a new time event.

-

MISSILETRAINER:ScheduleStop(SchedulerID)

-

Stops the Schedule.

-

MISSILETRAINER.Scheduler

- -

MISSILETRAINER:SetEventPriority(EventPriority)

-

Set the Class Core.Event processing Priority.

-

MISSILETRAINER:SetState(Object, Key, Value)

-

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

-

MISSILETRAINER:T(Arguments)

-

Trace a function logic level 1.

-

MISSILETRAINER:T2(Arguments)

-

Trace a function logic level 2.

-

MISSILETRAINER:T3(Arguments)

-

Trace a function logic level 3.

-

MISSILETRAINER:TraceAll(TraceAll)

-

Trace all methods in MOOSE

-

MISSILETRAINER:TraceClass(Class)

-

Set tracing for a class

-

MISSILETRAINER:TraceClassMethod(Class, Method)

-

Set tracing for a specific method of class

-

MISSILETRAINER:TraceLevel(Level)

-

Set trace level

-

MISSILETRAINER:TraceOff()

-

Set trace off.

-

MISSILETRAINER:TraceOn()

-

Set trace on.

-

MISSILETRAINER:TraceOnOff(TraceOnOff)

-

Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default.

-

MISSILETRAINER:UnHandleEvent(EventID)

-

UnSubscribe to a DCS event.

-

MISSILETRAINER._

- -

MISSILETRAINER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function call.

-

MISSILETRAINER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function logic.

-

MISSILETRAINER.__

- -

MISSILETRAINER:onEvent(event)

-

The main event handling function...

@@ -2522,17 +1968,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
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- @@ -3321,3469 +2756,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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Field(s)

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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

- -
-
-

Defined in:

- -

Return value:

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

Remove all subscribed events

- -
-
-

Defined in:

- -

Return value:

-
-
-

#BASE:

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

Trace a function call.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Trace a function call level 2.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Trace a function call level 3.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Get the ClassID of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassID of the class instance.

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

Get the ClassName of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassName of the class instance.

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

Get the ClassName + ClassID of the class instance.

- - -

The ClassName + ClassID is formatted as '%s#%09d'.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassName + ClassID of the class instance.

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

Get the Class Core.Event processing Priority.

- - -

The Event processing Priority is a number from 1 to 10, -reflecting the order of the classes subscribed to the Event to be processed.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#number:

-
-
- -

The Core.Event processing Priority.

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

This is the worker method to retrieve the Parent class.

- - -

Note that the Parent class must be passed to call the parent class method.

- -
self:GetParent(self):ParentMethod()
-
- - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- #BASE - Child -

-
-
- -

This is the Child class from which the Parent class needs to be retrieved.

- -
-
-
-
-

- #BASE - FromClass -

-
-
- -

(Optional) The class from which to get the parent.

- -
-
-

Return value:

-
-
-

#BASE:

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

Get a Value given a Key from the Object.

- - -

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Object -

-
-
- -

The object that holds the Value set by the Key.

- -
-
-
-
-

- Key -

-
-
- -

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

- -
-
-

Return value:

-
-
-
-
- -

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

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

Subscribe to a DCS Event.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Event#EVENTS - EventID -

-
-
- -

Event ID.

- -
-
-
-
-

- #function - EventFunction -

-
-
- -

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

- -
-
-

Return value:

-
-
-

#BASE:

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

Log an information which will be traced always.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

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

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Child -

-
-
- -

is the Child class that inherits.

- -
-
-
-
-

- #BASE - Parent -

-
-
- -

is the Parent class that the Child inherits from.

- -
-
-

Return value:

-
-
-

#BASE:

-
-
- -

Child

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

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

- - - -

Examples:

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

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

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

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

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

  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- ClassName -

-
-
- -

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

- -
-
-

Return value:

-
-
-

#boolean:

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

Enquires if tracing is on (for the class).

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

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

BASE constructor.

- - - -

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

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

Defined in:

- -

Return value:

-
-
-

#BASE:

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

Occurs when an Event for an object is triggered.

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that triggered the event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

BDA.

- - -

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

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that captured the base -place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when any object is spawned into the mission.

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that was spawned

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that has crashed

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when an object is dead.

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that is dead.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

Will update this page when new information become available.

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

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Discard chair after ejection.

- - -

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

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when a 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:

-
-
-

#BASE:

-
-
- -

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

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Class -

-
-
- -

Class name.

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

Set tracing for a specific method of class

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - Class -

-
-
- -

Class name.

- -
-
-
-
-

- #string - Method -

-
-
- -

Method.

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

Set trace level

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Level -

-
-
-

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

Set trace off.

- -
-
-

Defined in:

- -

Usage:

-
-- Switch the tracing Off
-BASE:TraceOff()
- -
- -
-
- -
- - - -

Set trace on.

- -
-
-

Defined in:

- -

Usage:

-
-- Switch the tracing On
-BASE:TraceOn()
- -
- -
-
- -
- - - -

Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default.

- - -

So tracing must be switched on manually in your mission if you are using Moose statically. -When moose is loading dynamically (for moose class development), tracing is switched on by default.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - TraceOnOff -

-
-
- -

Switch the tracing on or off.

- -
-
-

Usage:

-

-  -- Switch the tracing On
-  BASE:TraceOnOff( true )
-
-  -- Switch the tracing Off
-  BASE:TraceOnOff( false )
-
- -
- -
-
- -
- - - -

UnSubscribe to a DCS event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTS - EventID -

-
-
- -

Event ID.

- -
-
-

Return value:

-
-
-

#BASE:

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

Trace a function call.

- - -

This function is private.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

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

Trace a function logic.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

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

The main event handling function...

- - -

This function captures all events generated for the class.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- DCS#Event - event -

-
-
-

-
-
-
- -
-
-
diff --git a/Documentation/Functional.Movement.html b/Documentation/Functional.Movement.html index 925338df1..8c96cb5ee 100644 --- a/Documentation/Functional.Movement.html +++ b/Documentation/Functional.Movement.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

@@ -1651,7 +1640,6 @@ on defined intervals (currently every minute).

@@ -1723,542 +1711,6 @@ on defined intervals (currently every minute).

- -

MOVEMENT:_Scheduler()

This function is called automatically by the MOVEMENT scheduler.

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

MOVEMENT.ClassID

-

The ID number of the class.

-

MOVEMENT.ClassName

-

The name of the class.

-

MOVEMENT.ClassNameAndID

-

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

-

MOVEMENT:ClearState(Object, StateName)

-

Clear the state of an object.

-

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

-

Creation of a Birth Event.

-

MOVEMENT:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

-

Creation of a Crash Event.

-

MOVEMENT:CreateEventDead(EventTime, Initiator, IniObjectCategory)

-

Creation of a Dead Event.

-

MOVEMENT:CreateEventPlayerEnterAircraft(PlayerUnit)

-

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

-

MOVEMENT:CreateEventRemoveUnit(EventTime, Initiator)

-

Creation of a Remove Unit Event.

-

MOVEMENT:CreateEventTakeoff(EventTime, Initiator)

-

Creation of a Takeoff Event.

-

MOVEMENT:CreateEventUnitLost(EventTime, Initiator)

-

Creation of a Crash Event.

-

MOVEMENT:E(Arguments)

-

Log an exception which will be traced always.

-

MOVEMENT:EventDispatcher()

-

Returns the event dispatcher

-

MOVEMENT:EventRemoveAll()

-

Remove all subscribed events

-

MOVEMENT:F(Arguments)

-

Trace a function call.

-

MOVEMENT:F2(Arguments)

-

Trace a function call level 2.

-

MOVEMENT:F3(Arguments)

-

Trace a function call level 3.

-

MOVEMENT:GetClassID()

-

Get the ClassID of the class instance.

-

MOVEMENT:GetClassName()

-

Get the ClassName of the class instance.

-

MOVEMENT:GetClassNameAndID()

-

Get the ClassName + ClassID of the class instance.

-

MOVEMENT:GetEventPriority()

-

Get the Class Core.Event processing Priority.

-

MOVEMENT:GetParent(Child, FromClass)

-

This is the worker method to retrieve the Parent class.

-

MOVEMENT:GetState(Object, Key)

-

Get a Value given a Key from the Object.

-

MOVEMENT:HandleEvent(EventID, EventFunction)

-

Subscribe to a DCS Event.

-

MOVEMENT:I(Arguments)

-

Log an information which will be traced always.

-

MOVEMENT:Inherit(Child, Parent)

-

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

-

MOVEMENT:IsInstanceOf(ClassName)

-

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

-

MOVEMENT:IsTrace()

-

Enquires if tracing is on (for the class).

-

MOVEMENT:New()

-

BASE constructor.

-

MOVEMENT:OnEvent(EventData)

-

Occurs when an Event for an object is triggered.

-

MOVEMENT:OnEventBDA(EventData)

-

BDA.

-

MOVEMENT:OnEventBaseCaptured(EventData)

-

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

-

MOVEMENT:OnEventBirth(EventData)

-

Occurs when any object is spawned into the mission.

-

MOVEMENT:OnEventCrash(EventData)

-

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

-

MOVEMENT:OnEventDead(EventData)

-

Occurs when an object is dead.

-

MOVEMENT:OnEventDetailedFailure(EventData)

-

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

-

MOVEMENT:OnEventDiscardChairAfterEjection(EventData)

-

Discard chair after ejection.

-

MOVEMENT:OnEventEjection(EventData)

-

Occurs when a pilot ejects from an aircraft -Have a look at the class Core.Event#EVENT as these are just the prototypes.

-

MOVEMENT:OnEventEngineShutdown(EventData)

-

Occurs when any aircraft shuts down its engines.

-

MOVEMENT:OnEventEngineStartup(EventData)

-

Occurs when any aircraft starts its engines.

-

MOVEMENT:OnEventHit(EventData)

-

Occurs whenever an object is hit by a weapon.

-

MOVEMENT:OnEventHumanFailure(EventData)

-

Occurs when any system fails on a human controlled aircraft.

-

MOVEMENT:OnEventKill(EventData)

-

Occurs on the death of a unit.

-

MOVEMENT:OnEventLand(EventData)

-

Occurs when an aircraft lands at an airbase, farp or ship -Have a look at the class Core.Event#EVENT as these are just the prototypes.

-

MOVEMENT:OnEventLandingAfterEjection(EventData)

-

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

-

MOVEMENT:OnEventLandingQualityMark(EventData)

-

Landing quality mark.

-

MOVEMENT:OnEventMarkAdded(EventData)

-

Occurs when a new mark was added.

-

MOVEMENT:OnEventMarkChange(EventData)

-

Occurs when a mark text was changed.

-

MOVEMENT:OnEventMarkRemoved(EventData)

-

Occurs when a mark was removed.

-

MOVEMENT:OnEventMissionEnd(EventData)

-

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

-

MOVEMENT:OnEventMissionStart(EventData)

-

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

-

MOVEMENT:OnEventParatrooperLanding(EventData)

-

Weapon add.

-

MOVEMENT:OnEventPilotDead(EventData)

-

Occurs when the pilot of an aircraft is killed.

-

MOVEMENT:OnEventPlayerEnterAircraft(EventData)

-

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

-

MOVEMENT:OnEventPlayerEnterUnit(EventData)

-

Occurs when any player assumes direct control of a unit.

-

MOVEMENT:OnEventPlayerLeaveUnit(EventData)

-

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

-

MOVEMENT:OnEventRefueling(EventData)

-

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

-

MOVEMENT:OnEventRefuelingStop(EventData)

-

Occurs when an aircraft is finished taking fuel.

-

MOVEMENT:OnEventScore(EventData)

-

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

-

MOVEMENT:OnEventShootingEnd(EventData)

-

Occurs when any unit stops firing its weapon.

-

MOVEMENT:OnEventShootingStart(EventData)

-

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

-

MOVEMENT:OnEventShot(EventData)

-

Occurs whenever any unit in a mission fires a weapon.

-

MOVEMENT:OnEventTakeoff(EventData)

-

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

-

MOVEMENT:OnEventTriggerZone(EventData)

-

Trigger zone.

-

MOVEMENT:OnEventUnitLost(EventData)

-

Occurs when the game thinks an object is destroyed.

-

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

-

Schedule a new time event.

-

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

-

Schedule a new time event.

-

MOVEMENT:ScheduleStop(SchedulerID)

-

Stops the Schedule.

-

MOVEMENT.Scheduler

- -

MOVEMENT:SetEventPriority(EventPriority)

-

Set the Class Core.Event processing Priority.

-

MOVEMENT:SetState(Object, Key, Value)

-

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

-

MOVEMENT:T(Arguments)

-

Trace a function logic level 1.

-

MOVEMENT:T2(Arguments)

-

Trace a function logic level 2.

-

MOVEMENT:T3(Arguments)

-

Trace a function logic level 3.

-

MOVEMENT:TraceAll(TraceAll)

-

Trace all methods in MOOSE

-

MOVEMENT:TraceClass(Class)

-

Set tracing for a class

-

MOVEMENT:TraceClassMethod(Class, Method)

-

Set tracing for a specific method of class

-

MOVEMENT:TraceLevel(Level)

-

Set trace level

-

MOVEMENT:TraceOff()

-

Set trace off.

-

MOVEMENT:TraceOn()

-

Set trace on.

-

MOVEMENT:TraceOnOff(TraceOnOff)

-

Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default.

-

MOVEMENT:UnHandleEvent(EventID)

-

UnSubscribe to a DCS event.

-

MOVEMENT._

- -

MOVEMENT:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function call.

-

MOVEMENT:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function logic.

-

MOVEMENT.__

- -

MOVEMENT:onEvent(event)

-

The main event handling function...

@@ -2517,3426 +1969,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
-
-

Field(s)

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

Contains the counter how many units are currently alive.

- -
- -
-
-
- - #number -MOVEMENT.MoveCount - - - - -

The internal counter of the amount of Moving the has happened since MoveStart.

- -
- -
-
-
- - -MOVEMENT.MoveMaximum - - - - -

Contains the Maximum amount of units that are allowed to move.

- -
- -
-
-
- - -MOVEMENT.MovePrefixes - - - -
- -
-
-
- - #table -MOVEMENT.MoveUnits - - - - -

Reflects if the Moving for this MovePrefixes is going to be scheduled or not.

- -
- -
-
-

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

- -
-
-

Defined in:

- -

Return value:

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

Remove all subscribed events

- -
-
-

Defined in:

- -

Return value:

-
-
-

#BASE:

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

Trace a function call.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Trace a function call level 2.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Trace a function call level 3.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Get the ClassID of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassID of the class instance.

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

Get the ClassName of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassName of the class instance.

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

Get the ClassName + ClassID of the class instance.

- - -

The ClassName + ClassID is formatted as '%s#%09d'.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassName + ClassID of the class instance.

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

Get the Class Core.Event processing Priority.

- - -

The Event processing Priority is a number from 1 to 10, -reflecting the order of the classes subscribed to the Event to be processed.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#number:

-
-
- -

The Core.Event processing Priority.

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

This is the worker method to retrieve the Parent class.

- - -

Note that the Parent class must be passed to call the parent class method.

- -
self:GetParent(self):ParentMethod()
-
- - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- #BASE - Child -

-
-
- -

This is the Child class from which the Parent class needs to be retrieved.

- -
-
-
-
-

- #BASE - FromClass -

-
-
- -

(Optional) The class from which to get the parent.

- -
-
-

Return value:

-
-
-

#BASE:

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

Get a Value given a Key from the Object.

- - -

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Object -

-
-
- -

The object that holds the Value set by the Key.

- -
-
-
-
-

- Key -

-
-
- -

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

- -
-
-

Return value:

-
-
-
-
- -

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

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

Subscribe to a DCS Event.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Event#EVENTS - EventID -

-
-
- -

Event ID.

- -
-
-
-
-

- #function - EventFunction -

-
-
- -

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

- -
-
-

Return value:

-
-
-

#BASE:

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

Log an information which will be traced always.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

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

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Child -

-
-
- -

is the Child class that inherits.

- -
-
-
-
-

- #BASE - Parent -

-
-
- -

is the Parent class that the Child inherits from.

- -
-
-

Return value:

-
-
-

#BASE:

-
-
- -

Child

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

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

- - - -

Examples:

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

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

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

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

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

  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- ClassName -

-
-
- -

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

- -
-
-

Return value:

-
-
-

#boolean:

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

Enquires if tracing is on (for the class).

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

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

BASE constructor.

- - - -

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

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

Defined in:

- -

Return value:

-
-
-

#BASE:

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

Occurs when an Event for an object is triggered.

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that triggered the event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

BDA.

- - -

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

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that captured the base -place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when any object is spawned into the mission.

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that was spawned

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that has crashed

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when an object is dead.

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that is dead.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

Will update this page when new information become available.

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

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Discard chair after ejection.

- - -

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

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when a 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:

-
-
-

#BASE:

-
-
- -

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

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Class -

-
-
- -

Class name.

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

Set tracing for a specific method of class

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - Class -

-
-
- -

Class name.

- -
-
-
-
-

- #string - Method -

-
-
- -

Method.

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

Set trace level

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Level -

-
-
-

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

Set trace off.

- -
-
-

Defined in:

- -

Usage:

-
-- Switch the tracing Off
-BASE:TraceOff()
- -
- -
-
- -
- - - -

Set trace on.

- -
-
-

Defined in:

- -

Usage:

-
-- Switch the tracing On
-BASE:TraceOn()
- -
- -
-
- -
- - - -

Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default.

- - -

So tracing must be switched on manually in your mission if you are using Moose statically. -When moose is loading dynamically (for moose class development), tracing is switched on by default.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - TraceOnOff -

-
-
- -

Switch the tracing on or off.

- -
-
-

Usage:

-

-  -- Switch the tracing On
-  BASE:TraceOnOff( true )
-
-  -- Switch the tracing Off
-  BASE:TraceOnOff( false )
-
- -
- -
-
- -
- - - -

UnSubscribe to a DCS event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTS - EventID -

-
-
- -

Event ID.

- -
-
-

Return value:

-
-
-

#BASE:

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

Trace a function call.

- - -

This function is private.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

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

Trace a function logic.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

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

The main event handling function...

- - -

This function captures all events generated for the class.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- DCS#Event - event -

-
-
-

-
-
-
- -
-
-
diff --git a/Documentation/Functional.PseudoATC.html b/Documentation/Functional.PseudoATC.html index 7ba5dcd49..f549e6386 100644 --- a/Documentation/Functional.PseudoATC.html +++ b/Documentation/Functional.PseudoATC.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

@@ -1998,24 +1987,6 @@ pseudoATC:Start() Fields and Methods inherited from BASE Description - -

PSEUDOATC.ClassID

- -

The ID number of the class.

- - - -

PSEUDOATC.ClassName

- -

The name of the class.

- - - -

PSEUDOATC.ClassNameAndID

- -

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

- -

PSEUDOATC:ClearState(Object, StateName)

diff --git a/Documentation/Functional.RAT.html b/Documentation/Functional.RAT.html index 4408bd976..fa529f0df 100644 --- a/Documentation/Functional.RAT.html +++ b/Documentation/Functional.RAT.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

@@ -3479,12 +3468,6 @@ manager:Stop(7200)

RAT.termtype

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

- - - -

RAT.type

- - @@ -4518,6 +4501,18 @@ and any spaces before and after the resulting name are removed.

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

+ + + +

RAT.communication

+ + + + + +

RAT.modulation

+ + @@ -4528,24 +4523,6 @@ and any spaces before and after the resulting name are removed.

Fields and Methods inherited from BASE Description - -

RAT.ClassID

- -

The ID number of the class.

- - - -

RAT.ClassName

- -

The name of the class.

- - - -

RAT.ClassNameAndID

- -

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

- -

RAT:ClearState(Object, StateName)

@@ -5228,24 +5205,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

RATMANAGER.ClassID

- -

The ID number of the class.

- - - -

RATMANAGER.ClassName

- -

The name of the class.

- - - -

RATMANAGER.ClassNameAndID

- -

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

- -

RATMANAGER:ClearState(Object, StateName)

@@ -6909,17 +6868,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

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

-
- -
-
-
- - -RAT.type - - -
@@ -14800,17 +14748,6 @@ Initializes the ratcraft array and group menu.

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

-
- -
-
-
- - -RAT.type - - -
@@ -21107,17 +21044,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

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

-
- -
-
-
- - -RAT.type - - -
diff --git a/Documentation/Functional.Range.html b/Documentation/Functional.Range.html index 023752ff4..ae2def7e6 100644 --- a/Documentation/Functional.Range.html +++ b/Documentation/Functional.Range.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -3254,24 +3243,6 @@ The could avoid the lua garbage collection to accidentally/falsely deallocate th Fields and Methods inherited from BASE Description - -

RANGE.ClassID

- -

The ID number of the class.

- - - -

RANGE.ClassName

- -

The name of the class.

- - - -

RANGE.ClassNameAndID

- -

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

- -

RANGE:ClearState(Object, StateName)

diff --git a/Documentation/Functional.Scoring.html b/Documentation/Functional.Scoring.html index ef9c2e93d..b59b5dd9c 100644 --- a/Documentation/Functional.Scoring.html +++ b/Documentation/Functional.Scoring.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2328,24 +2317,6 @@ Various methods exist to configure:

Fields and Methods inherited from BASE Description - -

SCORING.ClassID

- -

The ID number of the class.

- - - -

SCORING.ClassName

- -

The name of the class.

- - - -

SCORING.ClassNameAndID

- -

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

- -

SCORING:ClearState(Object, StateName)

@@ -2874,14 +2845,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + SCORING.AutoSave - -

Create the CSV file.

-
@@ -3064,7 +3032,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + SCORING.penaltyoncoalitionchange @@ -3075,7 +3043,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + SCORING.penaltyonfratricide @@ -5463,14 +5431,11 @@ The scale magnifies the scores given to the players.

- #boolean + SCORING.AutoSave - -

Create the CSV file.

-
@@ -5653,7 +5618,7 @@ The scale magnifies the scores given to the players.

- #boolean + SCORING.penaltyoncoalitionchange @@ -5664,7 +5629,7 @@ The scale magnifies the scores given to the players.

- #boolean + SCORING.penaltyonfratricide diff --git a/Documentation/Functional.Sead.html b/Documentation/Functional.Sead.html index c779b0f98..c51709a9a 100644 --- a/Documentation/Functional.Sead.html +++ b/Documentation/Functional.Sead.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

@@ -1809,24 +1798,6 @@ period of time to stay defensive, before it takes evasive actions.

Fields and Methods inherited from BASE Description - -

SEAD.ClassID

- -

The ID number of the class.

- - - -

SEAD.ClassName

- -

The name of the class.

- - - -

SEAD.ClassNameAndID

- -

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

- -

SEAD:ClearState(Object, StateName)

diff --git a/Documentation/Functional.Shorad.html b/Documentation/Functional.Shorad.html index 1a76aa44c..c1f64d996 100644 --- a/Documentation/Functional.Shorad.html +++ b/Documentation/Functional.Shorad.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

@@ -1956,24 +1945,6 @@ When a missile is detected, SHORAD will activate defense groups in the given rad Fields and Methods inherited from BASE Description - -

SHORAD.ClassID

- -

The ID number of the class.

- - - -

SHORAD.ClassName

- -

The name of the class.

- - - -

SHORAD.ClassNameAndID

- -

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

- -

SHORAD:ClearState(Object, StateName)

diff --git a/Documentation/Functional.Suppression.html b/Documentation/Functional.Suppression.html index b9e0e00e2..f070ad41a 100644 --- a/Documentation/Functional.Suppression.html +++ b/Documentation/Functional.Suppression.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
- -
-
- -

-

Utilities - Various routines.

@@ -3023,24 +3012,6 @@ If no scenery object is near the group the TakeCover event is r Fields and Methods inherited from BASE Description - -

SUPPRESSION.ClassID

- -

The ID number of the class.

- - - -

SUPPRESSION.ClassName

- -

The name of the class.

- - - -

SUPPRESSION.ClassNameAndID

- -

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

- -

SUPPRESSION:ClearState(Object, StateName)

diff --git a/Documentation/Functional.Warehouse.html b/Documentation/Functional.Warehouse.html index 1ee2579c6..d655d990b 100644 --- a/Documentation/Functional.Warehouse.html +++ b/Documentation/Functional.Warehouse.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -5300,24 +5289,6 @@ end Fields and Methods inherited from BASE Description - -

WAREHOUSE.ClassID

- -

The ID number of the class.

- - - -

WAREHOUSE.ClassName

- -

The name of the class.

- - - -

WAREHOUSE.ClassNameAndID

- -

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

- -

WAREHOUSE:ClearState(Object, StateName)

diff --git a/Documentation/Functional.ZoneCaptureCoalition.html b/Documentation/Functional.ZoneCaptureCoalition.html index d62e621c6..52a430308 100644 --- a/Documentation/Functional.ZoneCaptureCoalition.html +++ b/Documentation/Functional.ZoneCaptureCoalition.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Functional.ZoneGoal.html b/Documentation/Functional.ZoneGoal.html index c1730fe4c..f56f8270e 100644 --- a/Documentation/Functional.ZoneGoal.html +++ b/Documentation/Functional.ZoneGoal.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Functional.ZoneGoalCargo.html b/Documentation/Functional.ZoneGoalCargo.html index aa5c6826f..9b6ec39ba 100644 --- a/Documentation/Functional.ZoneGoalCargo.html +++ b/Documentation/Functional.ZoneGoalCargo.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Functional.ZoneGoalCoalition.html b/Documentation/Functional.ZoneGoalCoalition.html index bbfbeab17..15cab7b86 100644 --- a/Documentation/Functional.ZoneGoalCoalition.html +++ b/Documentation/Functional.ZoneGoalCoalition.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Ops.ATIS.html b/Documentation/Ops.ATIS.html index 0b2393834..71c96ca28 100644 --- a/Documentation/Ops.ATIS.html +++ b/Documentation/Ops.ATIS.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2927,24 +2916,6 @@ atis:Start() Fields and Methods inherited from BASE Description - -

ATIS.ClassID

- -

The ID number of the class.

- - - -

ATIS.ClassName

- -

The name of the class.

- - - -

ATIS.ClassNameAndID

- -

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

- -

ATIS:ClearState(Object, StateName)

diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html index b00b4ba51..b47e1120d 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -6254,24 +6243,6 @@ If enabled, status and debug text messages will be displayed on the screen. Also Fields and Methods inherited from BASE Description - -

AIRBOSS.ClassID

- -

The ID number of the class.

- - - -

AIRBOSS.ClassName

- -

The name of the class.

- - - -

AIRBOSS.ClassNameAndID

- -

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

- -

AIRBOSS:ClearState(Object, StateName)

@@ -40476,7 +40447,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -

Set case of f

+

Set case to that of lead.

@@ -40559,17 +40530,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

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

- - - -
-
- - #boolean -AIRBOSS.PlayerData.holding - - -
@@ -40727,6 +40687,9 @@ When moose is loading dynamically (for moose class development), tracing is swit + +

Set Stable Hover

+ diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index 2abfc9a26..d4f59fada 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2597,12 +2586,6 @@ Dropped troop noMessage and forcedesc parameters aren't saved.

CSAR.inTransitGroups

- - - -

CSAR.index

- - @@ -3173,24 +3156,6 @@ Dropped troop noMessage and forcedesc parameters aren't saved.

Fields and Methods inherited from BASE Description - -

CSAR.ClassID

- -

The ID number of the class.

- - - -

CSAR.ClassName

- -

The name of the class.

- - - -

CSAR.ClassNameAndID

- -

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

- -

CSAR:ClearState(Object, StateName)

@@ -4416,11 +4381,25 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table CSAR.downedPilots + +

Replacement woundedGroups

+ +
+ +
+
+
+ + #number +CSAR.downedpilotcounter + + +
@@ -4544,17 +4523,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

contain a table for each SAR with all units he has with the original names

- - - -
-
- - -CSAR.index - - -
@@ -4763,6 +4731,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +
+
+ + #number +CSAR.rescuedpilots + + + + +

counter for saved pilots

+ +
+
@@ -4788,6 +4770,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
+
+
+
+ + #number +CSAR.rescues + + + + +

counter for successful rescue landings at FARP/AFB/MASH

+ +
+
@@ -10398,11 +10394,25 @@ callsigns from playername or group name.

- + #table CSAR.downedPilots + +

Replacement woundedGroups

+ +
+ +
+
+
+ + #number +CSAR.downedpilotcounter + + +
@@ -10526,17 +10536,6 @@ callsigns from playername or group name.

contain a table for each SAR with all units he has with the original names

-
- -
-
-
- - -CSAR.index - - -
@@ -10745,6 +10744,20 @@ callsigns from playername or group name.

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

counter for saved pilots

+ +
+
@@ -10770,6 +10783,20 @@ callsigns from playername or group name.

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

counter for successful rescue landings at FARP/AFB/MASH

+ +
+
@@ -12865,11 +12892,25 @@ callsigns from playername or group name.

- + #table CSAR.downedPilots + +

Replacement woundedGroups

+ +
+ +
+
+
+ + #number +CSAR.downedpilotcounter + + +
@@ -12993,17 +13034,6 @@ callsigns from playername or group name.

contain a table for each SAR with all units he has with the original names

-
- -
-
-
- - -CSAR.index - - -
@@ -13212,6 +13242,20 @@ callsigns from playername or group name.

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

counter for saved pilots

+ +
+
@@ -13237,6 +13281,20 @@ callsigns from playername or group name.

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

counter for successful rescue landings at FARP/AFB/MASH

+ +
+
diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index d28700c1c..c472385e1 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
- -
-
- -

-

Utilities - Various routines.

@@ -3881,24 +3870,6 @@ for FARP vehicles, so -- services are goin to work (e.g. for the blue side: an u Fields and Methods inherited from BASE Description - -

CTLD.ClassID

- -

The ID number of the class.

- - - -

CTLD.ClassName

- -

The name of the class.

- - - -

CTLD.ClassNameAndID

- -

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

- -

CTLD:ClearState(Object, StateName)

@@ -5080,24 +5051,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

CTLD_CARGO.ClassID

- -

The ID number of the class.

- - - -

CTLD_CARGO.ClassName

- -

The name of the class.

- - - -

CTLD_CARGO.ClassNameAndID

- -

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

- -

CTLD_CARGO:ClearState(Object, StateName)

@@ -5829,24 +5782,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

CTLD_ENGINEERING.ClassID

- -

The ID number of the class.

- - - -

CTLD_ENGINEERING.ClassName

- -

The name of the class.

- - - -

CTLD_ENGINEERING.ClassNameAndID

- -

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

- -

CTLD_ENGINEERING:ClearState(Object, StateName)

@@ -6571,24 +6506,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

CTLD_HERCULES.ClassID

- -

The ID number of the class.

- - - -

CTLD_HERCULES.ClassName

- -

The name of the class.

- - - -

CTLD_HERCULES.ClassNameAndID

- -

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

- -

CTLD_HERCULES:ClearState(Object, StateName)

@@ -7680,7 +7597,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table CTLD.DroppedTroops @@ -7705,11 +7622,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table CTLD.EngineersInField + +

holds #CTLD_ENGINEERING objects

+
@@ -7741,7 +7661,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.FreeFMFrequencies @@ -7752,7 +7672,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table CTLD.FreeUHFFrequencies @@ -7763,11 +7683,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table CTLD.FreeVHFFrequencies + +

Beacons

+
@@ -8120,6 +8043,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

#1570

+
+ +
+
+
+ + #table +CTLD.droppedBeacons + + +
@@ -8376,7 +8310,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

noob catch

+

time to repairor build a unit/group

@@ -17256,7 +17190,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.DroppedTroops @@ -17281,11 +17215,14 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.EngineersInField + +

holds #CTLD_ENGINEERING objects

+
@@ -17317,7 +17254,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.FreeFMFrequencies @@ -17328,7 +17265,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.FreeUHFFrequencies @@ -17339,11 +17276,14 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.FreeVHFFrequencies + +

Beacons

+
@@ -17696,6 +17636,17 @@ However, if you create a new folder inside the miz file, which contains the soun

#1570

+
+ +
+
+
+ + #table +CTLD.droppedBeacons + + +
@@ -17952,7 +17903,7 @@ However, if you create a new folder inside the miz file, which contains the soun -

noob catch

+

time to repairor build a unit/group

@@ -19659,7 +19610,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.DroppedTroops @@ -19684,11 +19635,14 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.EngineersInField + +

holds #CTLD_ENGINEERING objects

+
@@ -19720,7 +19674,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #table + CTLD.FreeFMFrequencies @@ -19731,7 +19685,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.FreeUHFFrequencies @@ -19742,11 +19696,14 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.FreeVHFFrequencies + +

Beacons

+
@@ -20099,6 +20056,17 @@ However, if you create a new folder inside the miz file, which contains the soun

#1570

+
+ +
+
+
+ + #table +CTLD.droppedBeacons + + +
@@ -20355,7 +20323,7 @@ However, if you create a new folder inside the miz file, which contains the soun -

noob catch

+

time to repairor build a unit/group

@@ -24457,17 +24425,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

Can transport crate.

-
- -
-
-
- - #number -CTLD.UnitCapabilities.length - - -
@@ -33600,6 +33557,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

template for a group of 10 paratroopers

+
+ +
+
+
+ + #number +CTLD_HERCULES.j + + +
@@ -34926,6 +34894,17 @@ Use either this method to integrate the Hercules **or** the one from the "normal

template for a group of 10 paratroopers

+
+ +
+
+
+ + #number +CTLD_HERCULES.j + + +
diff --git a/Documentation/Ops.RecoveryTanker.html b/Documentation/Ops.RecoveryTanker.html index 9c1df6e8b..2d3d283fd 100644 --- a/Documentation/Ops.RecoveryTanker.html +++ b/Documentation/Ops.RecoveryTanker.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

@@ -2868,24 +2857,6 @@ If enabled, text messages about the tanker status will be displayed on screen an Fields and Methods inherited from BASE Description - -

RECOVERYTANKER.ClassID

- -

The ID number of the class.

- - - -

RECOVERYTANKER.ClassName

- -

The name of the class.

- - - -

RECOVERYTANKER.ClassNameAndID

- -

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

- -

RECOVERYTANKER:ClearState(Object, StateName)

diff --git a/Documentation/Ops.RescueHelo.html b/Documentation/Ops.RescueHelo.html index 5546dde74..743430e0d 100644 --- a/Documentation/Ops.RescueHelo.html +++ b/Documentation/Ops.RescueHelo.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2698,24 +2687,6 @@ If enabled, text messages about the helo status will be displayed on screen and Fields and Methods inherited from BASE Description - -

RESCUEHELO.ClassID

- -

The ID number of the class.

- - - -

RESCUEHELO.ClassName

- -

The name of the class.

- - - -

RESCUEHELO.ClassNameAndID

- -

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

- -

RESCUEHELO:ClearState(Object, StateName)

diff --git a/Documentation/Sound.Radio.html b/Documentation/Sound.Radio.html index 424163521..f2d513aa0 100644 --- a/Documentation/Sound.Radio.html +++ b/Documentation/Sound.Radio.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1844,24 +1833,6 @@ This function is especially useful to stop the broadcast of looped transmissions Fields and Methods inherited from BASE Description - -

RADIO.ClassID

- -

The ID number of the class.

- - - -

RADIO.ClassName

- -

The name of the class.

- - - -

RADIO.ClassNameAndID

- -

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

- -

RADIO:ClearState(Object, StateName)

diff --git a/Documentation/Sound.RadioQueue.html b/Documentation/Sound.RadioQueue.html index fca248b78..2cb783f20 100644 --- a/Documentation/Sound.RadioQueue.html +++ b/Documentation/Sound.RadioQueue.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1906,24 +1895,6 @@ Fields and Methods inherited from BASE Description - -

RADIOQUEUE.ClassID

- -

The ID number of the class.

- - - -

RADIOQUEUE.ClassName

- -

The name of the class.

- - - -

RADIOQUEUE.ClassNameAndID

- -

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

- -

RADIOQUEUE:ClearState(Object, StateName)

diff --git a/Documentation/Sound.RadioSpeech.html b/Documentation/Sound.RadioSpeech.html index 2aa03de8d..537e4c1cd 100644 --- a/Documentation/Sound.RadioSpeech.html +++ b/Documentation/Sound.RadioSpeech.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Sound.SRS.html b/Documentation/Sound.SRS.html index 7efd36985..5ca8dee25 100644 --- a/Documentation/Sound.SRS.html +++ b/Documentation/Sound.SRS.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2082,24 +2071,6 @@ For voices there are enumerators in this class to help you out on voice names:Fields and Methods inherited from BASE Description - -

MSRS.ClassID

- -

The ID number of the class.

- - - -

MSRS.ClassName

- -

The name of the class.

- - - -

MSRS.ClassNameAndID

- -

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

- -

MSRS:ClearState(Object, StateName)

@@ -2740,24 +2711,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

MSRSQUEUE.ClassID

- -

The ID number of the class.

- - - -

MSRSQUEUE.ClassName

- -

The name of the class.

- - - -

MSRSQUEUE.ClassNameAndID

- -

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

- -

MSRSQUEUE:ClearState(Object, StateName)

diff --git a/Documentation/Sound.SoundOutput.html b/Documentation/Sound.SoundOutput.html index 87366ac15..9016cffc9 100644 --- a/Documentation/Sound.SoundOutput.html +++ b/Documentation/Sound.SoundOutput.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1827,24 +1816,6 @@ Note that the gender voice needs to be installed on your windows machine for the Fields and Methods inherited from BASE Description - -

SOUNDBASE.ClassID

- -

The ID number of the class.

- - - -

SOUNDBASE.ClassName

- -

The name of the class.

- - - -

SOUNDBASE.ClassNameAndID

- -

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

- -

SOUNDBASE:ClearState(Object, StateName)

@@ -2473,24 +2444,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

SOUNDFILE.ClassID

- -

The ID number of the class.

- - - -

SOUNDFILE.ClassName

- -

The name of the class.

- - - -

SOUNDFILE.ClassNameAndID

- -

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

- -

SOUNDFILE:ClearState(Object, StateName)

@@ -3095,24 +3048,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

SOUNDTEXT.ClassID

- -

The ID number of the class.

- - - -

SOUNDTEXT.ClassName

- -

The name of the class.

- - - -

SOUNDTEXT.ClassNameAndID

- -

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

- -

SOUNDTEXT:ClearState(Object, StateName)

diff --git a/Documentation/Sound.UserSound.html b/Documentation/Sound.UserSound.html index b5070c4c0..65873c80f 100644 --- a/Documentation/Sound.UserSound.html +++ b/Documentation/Sound.UserSound.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1735,24 +1724,6 @@ Fields and Methods inherited from BASE Description - -

USERSOUND.ClassID

- -

The ID number of the class.

- - - -

USERSOUND.ClassName

- -

The name of the class.

- - - -

USERSOUND.ClassNameAndID

- -

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

- -

USERSOUND:ClearState(Object, StateName)

diff --git a/Documentation/Tasking.CommandCenter.html b/Documentation/Tasking.CommandCenter.html index 24b88b832..83142bab9 100644 --- a/Documentation/Tasking.CommandCenter.html +++ b/Documentation/Tasking.CommandCenter.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2121,24 +2110,6 @@ and will be replaced by a navigation using Reference Zones.

Fields and Methods inherited from BASE Description - -

COMMANDCENTER.ClassID

- -

The ID number of the class.

- - - -

COMMANDCENTER.ClassName

- -

The name of the class.

- - - -

COMMANDCENTER.ClassNameAndID

- -

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

- -

COMMANDCENTER:ClearState(Object, StateName)

diff --git a/Documentation/Tasking.DetectionManager.html b/Documentation/Tasking.DetectionManager.html index f526cdb11..7168f796e 100644 --- a/Documentation/Tasking.DetectionManager.html +++ b/Documentation/Tasking.DetectionManager.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2167,24 +2156,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

DETECTION_MANAGER.ClassID

- -

The ID number of the class.

- - - -

DETECTION_MANAGER.ClassName

- -

The name of the class.

- - - -

DETECTION_MANAGER.ClassNameAndID

- -

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

- -

DETECTION_MANAGER:ClearState(Object, StateName)

diff --git a/Documentation/Tasking.Mission.html b/Documentation/Tasking.Mission.html index 79992e7e2..9954dcdb3 100644 --- a/Documentation/Tasking.Mission.html +++ b/Documentation/Tasking.Mission.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2582,24 +2571,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

MISSION.ClassID

- -

The ID number of the class.

- - - -

MISSION.ClassName

- -

The name of the class.

- - - -

MISSION.ClassNameAndID

- -

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

- -

MISSION:ClearState(Object, StateName)

diff --git a/Documentation/Tasking.Task.html b/Documentation/Tasking.Task.html index 58689cc6f..9f5fe97d1 100644 --- a/Documentation/Tasking.Task.html +++ b/Documentation/Tasking.Task.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2946,6 +2935,17 @@ but can separately be modified later in your mission using the + + + +
+
+ + +TASK.TaskControlMenu + + +
@@ -7582,6 +7582,17 @@ If the Unit is part of the Task, true is returned.

+ + + +
+
+ + +TASK.TaskControlMenu + + +
diff --git a/Documentation/Tasking.TaskInfo.html b/Documentation/Tasking.TaskInfo.html index 9099a4990..9e8d19258 100644 --- a/Documentation/Tasking.TaskInfo.html +++ b/Documentation/Tasking.TaskInfo.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1812,24 +1801,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

TASKINFO.ClassID

- -

The ID number of the class.

- - - -

TASKINFO.ClassName

- -

The name of the class.

- - - -

TASKINFO.ClassNameAndID

- -

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

- -

TASKINFO:ClearState(Object, StateName)

diff --git a/Documentation/Tasking.Task_A2A.html b/Documentation/Tasking.Task_A2A.html index d49e5f073..cdc072c45 100644 --- a/Documentation/Tasking.Task_A2A.html +++ b/Documentation/Tasking.Task_A2A.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Tasking.Task_A2A_Dispatcher.html b/Documentation/Tasking.Task_A2A_Dispatcher.html index 4b3026997..de623189d 100644 --- a/Documentation/Tasking.Task_A2A_Dispatcher.html +++ b/Documentation/Tasking.Task_A2A_Dispatcher.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2387,24 +2376,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

TASK_A2A_DISPATCHER.ClassID

- -

The ID number of the class.

- - - -

TASK_A2A_DISPATCHER.ClassName

- -

The name of the class.

- - - -

TASK_A2A_DISPATCHER.ClassNameAndID

- -

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

- -

TASK_A2A_DISPATCHER:ClearState(Object, StateName)

diff --git a/Documentation/Tasking.Task_A2G.html b/Documentation/Tasking.Task_A2G.html index 389491682..c3d283b6c 100644 --- a/Documentation/Tasking.Task_A2G.html +++ b/Documentation/Tasking.Task_A2G.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Tasking.Task_A2G_Dispatcher.html b/Documentation/Tasking.Task_A2G_Dispatcher.html index 1f56e5b7d..b4c92c706 100644 --- a/Documentation/Tasking.Task_A2G_Dispatcher.html +++ b/Documentation/Tasking.Task_A2G_Dispatcher.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2657,24 +2646,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

TASK_A2G_DISPATCHER.ClassID

- -

The ID number of the class.

- - - -

TASK_A2G_DISPATCHER.ClassName

- -

The name of the class.

- - - -

TASK_A2G_DISPATCHER.ClassNameAndID

- -

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

- -

TASK_A2G_DISPATCHER:ClearState(Object, StateName)

@@ -3217,14 +3188,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + TASK_A2G_DISPATCHER.FlashNewTask - -

set to false to suppress flash messages

-
@@ -3797,14 +3765,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + TASK_A2G_DISPATCHER.FlashNewTask - -

set to false to suppress flash messages

-
@@ -4987,14 +4952,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + TASK_A2G_DISPATCHER.FlashNewTask - -

set to false to suppress flash messages

-
@@ -6479,14 +6441,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + TASK_A2G_DISPATCHER.FlashNewTask - -

set to false to suppress flash messages

-
diff --git a/Documentation/Tasking.Task_CARGO.html b/Documentation/Tasking.Task_CARGO.html index c1ce43401..e5738caa9 100644 --- a/Documentation/Tasking.Task_CARGO.html +++ b/Documentation/Tasking.Task_CARGO.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -3276,7 +3265,7 @@ based on the tasking capabilities defined in
- + #number TASK_CARGO.CargoLimit @@ -4698,7 +4687,7 @@ based on the tasking capabilities defined in
- + #number TASK_CARGO.CargoLimit @@ -9230,7 +9219,7 @@ If the Unit is part of the Task, true is returned.

- + #number TASK_CARGO.CargoLimit diff --git a/Documentation/Tasking.Task_Capture_Dispatcher.html b/Documentation/Tasking.Task_Capture_Dispatcher.html index fd70dddf0..2140bdc7c 100644 --- a/Documentation/Tasking.Task_Capture_Dispatcher.html +++ b/Documentation/Tasking.Task_Capture_Dispatcher.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

@@ -2327,24 +2316,6 @@ and setup a new capture zone task and assign it to a group of players, while you Fields and Methods inherited from BASE Description - -

TASK_CAPTURE_DISPATCHER.ClassID

- -

The ID number of the class.

- - - -

TASK_CAPTURE_DISPATCHER.ClassName

- -

The name of the class.

- - - -

TASK_CAPTURE_DISPATCHER.ClassNameAndID

- -

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

- -

TASK_CAPTURE_DISPATCHER:ClearState(Object, StateName)

diff --git a/Documentation/Tasking.Task_Capture_Zone.html b/Documentation/Tasking.Task_Capture_Zone.html index e911b42fe..d997bd02c 100644 --- a/Documentation/Tasking.Task_Capture_Zone.html +++ b/Documentation/Tasking.Task_Capture_Zone.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Tasking.Task_Cargo_CSAR.html b/Documentation/Tasking.Task_Cargo_CSAR.html index 537b11f8e..cf8a3992d 100644 --- a/Documentation/Tasking.Task_Cargo_CSAR.html +++ b/Documentation/Tasking.Task_Cargo_CSAR.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Tasking.Task_Cargo_Dispatcher.html b/Documentation/Tasking.Task_Cargo_Dispatcher.html index 22f52fd14..e5a15069f 100644 --- a/Documentation/Tasking.Task_Cargo_Dispatcher.html +++ b/Documentation/Tasking.Task_Cargo_Dispatcher.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2650,24 +2639,6 @@ You can use this event handler to post messages to players, or provide status up Fields and Methods inherited from BASE Description - -

TASK_CARGO_DISPATCHER.ClassID

- -

The ID number of the class.

- - - -

TASK_CARGO_DISPATCHER.ClassName

- -

The name of the class.

- - - -

TASK_CARGO_DISPATCHER.ClassNameAndID

- -

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

- -

TASK_CARGO_DISPATCHER:ClearState(Object, StateName)

@@ -3268,8 +3239,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table -TASK_CARGO_DISPATCHER.DefaultDeployZones + #number +TASK_CARGO_DISPATCHER.CountCSAR @@ -3279,8 +3250,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- -TASK_CARGO_DISPATCHER.MaxCSAR + #table +TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -4418,8 +4389,8 @@ This method can only be used once!

- #table -TASK_CARGO_DISPATCHER.DefaultDeployZones + #number +TASK_CARGO_DISPATCHER.CountCSAR @@ -4429,8 +4400,8 @@ This method can only be used once!

- -TASK_CARGO_DISPATCHER.MaxCSAR + #table +TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -5320,8 +5291,8 @@ This method can only be used once!

- #table -TASK_CARGO_DISPATCHER.DefaultDeployZones + #number +TASK_CARGO_DISPATCHER.CountCSAR @@ -5331,8 +5302,8 @@ This method can only be used once!

- -TASK_CARGO_DISPATCHER.MaxCSAR + #table +TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -6853,8 +6824,8 @@ This method can only be used once!

- #table -TASK_CARGO_DISPATCHER.DefaultDeployZones + #number +TASK_CARGO_DISPATCHER.CountCSAR @@ -6864,8 +6835,8 @@ This method can only be used once!

- -TASK_CARGO_DISPATCHER.MaxCSAR + #table +TASK_CARGO_DISPATCHER.DefaultDeployZones diff --git a/Documentation/Tasking.Task_Cargo_Transport.html b/Documentation/Tasking.Task_Cargo_Transport.html index 03478ff41..55f537138 100644 --- a/Documentation/Tasking.Task_Cargo_Transport.html +++ b/Documentation/Tasking.Task_Cargo_Transport.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Tasking.Task_Manager.html b/Documentation/Tasking.Task_Manager.html index 889ea1263..065754ae3 100644 --- a/Documentation/Tasking.Task_Manager.html +++ b/Documentation/Tasking.Task_Manager.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

@@ -2090,24 +2079,6 @@ Therefore, this class is considered to be deprecated

Fields and Methods inherited from BASE Description - -

TASK_MANAGER.ClassID

- -

The ID number of the class.

- - - -

TASK_MANAGER.ClassName

- -

The name of the class.

- - - -

TASK_MANAGER.ClassNameAndID

- -

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

- -

TASK_MANAGER:ClearState(Object, StateName)

diff --git a/Documentation/Utilities.Enums.html b/Documentation/Utilities.Enums.html index 1977eb00b..c1dedcc3b 100644 --- a/Documentation/Utilities.Enums.html +++ b/Documentation/Utilities.Enums.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Utilities.FiFo.html b/Documentation/Utilities.FiFo.html index 98ba2f904..e3eb49085 100644 --- a/Documentation/Utilities.FiFo.html +++ b/Documentation/Utilities.FiFo.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

@@ -1867,24 +1856,6 @@ Fields and Methods inherited from BASE Description - -

FIFO.ClassID

- -

The ID number of the class.

- - - -

FIFO.ClassName

- -

The name of the class.

- - - -

FIFO.ClassNameAndID

- -

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

- -

FIFO:ClearState(Object, StateName)

@@ -2622,24 +2593,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

LIFO.ClassID

- -

The ID number of the class.

- - - -

LIFO.ClassName

- -

The name of the class.

- - - -

LIFO.ClassNameAndID

- -

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

- -

LIFO:ClearState(Object, StateName)

diff --git a/Documentation/Utilities.Profiler.html b/Documentation/Utilities.Profiler.html index c216bbbbd..1310d4eec 100644 --- a/Documentation/Utilities.Profiler.html +++ b/Documentation/Utilities.Profiler.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

-
-
-
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Utilities.Routines.html b/Documentation/Utilities.Routines.html deleted file mode 100644 index 6827a71f2..000000000 --- a/Documentation/Utilities.Routines.html +++ /dev/null @@ -1,3182 +0,0 @@ - - - - - - - - - - - - - - - -
-

- -

-
-
- - -Banner Image -
-
-

Module Utilities.Routines

-
-
- -

Utilities - Various routines.

- -
-

Global(s)

-
- - - - - -

Global Alive

- -
-
-
-
- - -Alive - - - -
- -
-
- - - - - -

Global ChooseInfantry(TeleportPrefixTable, TeleportMax)

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

Parameters:

-
-
-

- TeleportPrefixTable -

-
-
-

-
-
-
-
-

- TeleportMax -

-
-
-

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

Global EscortCarrier(CarrierGroup, EscortPrefix, EscortLastWayPoint, EscortEngagementDistanceMax, EscortTargetTypes)

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

Parameters:

-
-
-

- CarrierGroup -

-
-
-

-
-
-
-
-

- EscortPrefix -

-
-
-

-
-
-
-
-

- EscortLastWayPoint -

-
-
-

-
-
-
-
-

- EscortEngagementDistanceMax -

-
-
-

-
-
-
-
-

- EscortTargetTypes -

-
-
-

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

Global EscortCount

- -
-
-
-
- - #number -EscortCount - - - -
- -
-
- - - - - -

Global EscortMissionName

- -
-
-
-
- - -EscortMissionName - - - -
- -
-
- - - - - -

Global GetUnitHeight(CheckUnit)

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

Parameter:

-
-
-

- CheckUnit -

-
-
-

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

Global GroupAlive(groupName)

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

Parameter:

-
-
-

- groupName -

-
-
-

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

Global LandCarrier(CarrierGroup, LandingZonePrefix)

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

Parameters:

-
-
-

- CarrierGroup -

-
-
-

-
-
-
-
-

- LandingZonePrefix -

-
-
-

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

Global MessageToAll(MsgText, MsgTime, MsgName)

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

Parameters:

-
-
-

- MsgText -

-
-
-

-
-
-
-
-

- MsgTime -

-
-
-

-
-
-
-
-

- MsgName -

-
-
-

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

Global MessageToBlue(MsgText, MsgTime, MsgName)

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

Parameters:

-
-
-

- MsgText -

-
-
-

-
-
-
-
-

- MsgTime -

-
-
-

-
-
-
-
-

- MsgName -

-
-
-

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

Global MessageToUnit(UnitName, MsgText, MsgTime, MsgName)

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

Parameters:

-
-
-

- UnitName -

-
-
-

-
-
-
-
-

- MsgText -

-
-
-

-
-
-
-
-

- MsgTime -

-
-
-

-
-
-
-
-

- MsgName -

-
-
-

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

Global MusicRegister(SndRef, SndFile, SndTime)

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

Parameters:

-
-
-

- SndRef -

-
-
-

-
-
-
-
-

- SndFile -

-
-
-

-
-
-
-
-

- SndTime -

-
-
-

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

Global MusicReset(flg)

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

Parameter:

-
-
-

- flg -

-
-
-

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

Global MusicToPlayer(SndRef, PlayerName, SndContinue)

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

Parameters:

-
-
-

- SndRef -

-
-
-

-
-
-
-
-

- PlayerName -

-
-
-

-
-
-
-
-

- SndContinue -

-
-
-

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

Global PlaneActivate(groupNameFormat, flg)

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

Parameters:

-
-
-

- groupNameFormat -

-
-
-

-
-
-
-
-

- flg -

-
-
-

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

Global PlayerGroup

- -
-
-
-
- - -PlayerGroup - - - -
- -
-
- - - - - -

Global SendMessageToCarrier(CarrierGroup, CarrierMessage)

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

Parameters:

-
-
-

- CarrierGroup -

-
-
-

-
-
-
-
-

- CarrierMessage -

-
-
-

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

Global SpawnSettings

- -
-
-
-
- - #table -SpawnSettings - - - -
- -
-
- - - - - -

Global SpawnedInfantry

- -
-
-
-
- - #number -SpawnedInfantry - - - -
- -
-
- - - - - -

Global Su34AttackCarlVinson(groupName)

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

Parameter:

-
-
-

- groupName -

-
-
-

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

Global Su34AttackNorth(groupName)

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

Parameter:

-
-
-

- groupName -

-
-
-

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

Global Su34AttackWest(groupName)

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

Parameter:

-
-
-

- groupName -

-
-
-

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

Global Su34Destroyed(groupName)

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

Parameter:

-
-
-

- groupName -

-
-
-

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

Global Su34Hold(groupName)

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

Parameter:

-
-
-

- groupName -

-
-
-

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

Global Su34IsDead()

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

Global Su34Menu(groupName)

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

Parameter:

-
-
-

- groupName -

-
-
-

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

Global Su34MenuPath

- -
-
-
-
- - #table -Su34MenuPath - - - -
- -
-
- - - - - -

Global Su34Menus

- -
-
-
-
- - #number -Su34Menus - - - -
- -
-
- - - - - -

Global Su34Orbit(groupName)

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

Parameter:

-
-
-

- groupName -

-
-
-

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

Global Su34OverviewStatus()

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

Global Su34RTB(groupName)

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

Parameter:

-
-
-

- groupName -

-
-
-

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

Global Su34Status

- -
-
-
-
- - #table -Su34Status - - - -
- -
-
- - - - - -

Global Su34TakeOff(groupName)

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

Parameter:

-
-
-

- groupName -

-
-
-

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

Global TeleportPrefixTableCount

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

Global TeleportPrefixTableIndex

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

Global UpdateBoardMsg()

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

Global _MusicTable

- -
-
-
-
- - #table -_MusicTable - - - -
- -
-
- - - - - -

Global boardMsgAll

- -
-
-
-
- - #table -boardMsgAll - - - -
- -
-
- - - - - -

Global boardMsgRed

- -
-
-
-
- - #table -boardMsgRed - - - -
- -
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- - - - - -

Global getCarrierHeight(CarrierGroup)

- -
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Parameter:

-
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- CarrierGroup -

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Global lookup_table

- -
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- - #table -lookup_table - - - -
- -
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Global routines

- -
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- - #table -routines - - - -
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Global spairs(t, order)

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Parameters:

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- t -

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- order -

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Type(s)

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- - - - diff --git a/Documentation/Utilities.STTS.html b/Documentation/Utilities.STTS.html index aa319ef93..260131015 100644 --- a/Documentation/Utilities.STTS.html +++ b/Documentation/Utilities.STTS.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Utilities.Socket.html b/Documentation/Utilities.Socket.html index adf5e270b..01a456926 100644 --- a/Documentation/Utilities.Socket.html +++ b/Documentation/Utilities.Socket.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2066,24 +2055,6 @@ Fields and Methods inherited from BASE Description - -

SOCKET.ClassID

- -

The ID number of the class.

- - - -

SOCKET.ClassName

- -

The name of the class.

- - - -

SOCKET.ClassNameAndID

- -

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

- -

SOCKET:ClearState(Object, StateName)

diff --git a/Documentation/Utilities.Templates.html b/Documentation/Utilities.Templates.html index ecccb8f7b..8d85189c6 100644 --- a/Documentation/Utilities.Templates.html +++ b/Documentation/Utilities.Templates.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

diff --git a/Documentation/Utilities.Utils.html b/Documentation/Utilities.Utils.html index 47a66c254..803ff2b63 100644 --- a/Documentation/Utilities.Utils.html +++ b/Documentation/Utilities.Utils.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1755,6 +1744,27 @@ + + + +
+ + + + + +

Global lookup_table

+ +
+
+
+
+ + #table +lookup_table + + +
@@ -1961,86 +1971,6 @@

DCSMAP.TheChannel

The Channel map.

- - - - - -

Type FLARECOLOR

-
- FLARECOLOR -
-
- - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from FLARECOLORDescription

FLARECOLOR.Green

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FLARECOLOR.Red

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FLARECOLOR.White

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FLARECOLOR.Yellow

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-
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Type SMOKECOLOR

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Fields and Methods inherited from SMOKECOLORDescription

SMOKECOLOR.Blue

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SMOKECOLOR.Green

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SMOKECOLOR.Orange

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SMOKECOLOR.Red

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SMOKECOLOR.White

-
@@ -3174,30 +3104,6 @@ use negative idp for rounding ahead of decimal place, positive for rounding afte

Function(s)

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Type FLARECOLOR

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Field(s)

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Function(s)

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Type SMOKECOLOR

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Field(s)

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Function(s)

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diff --git a/Documentation/Wrapper.Airbase.html b/Documentation/Wrapper.Airbase.html index ce1452d65..75e5dfeb4 100644 --- a/Documentation/Wrapper.Airbase.html +++ b/Documentation/Wrapper.Airbase.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
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Utilities - Various routines.

@@ -3216,24 +3205,6 @@ is implemented in the AIRBASE class as AIRBASE.Get Fields and Methods inherited from BASE Description - -

AIRBASE.ClassID

- -

The ID number of the class.

- - - -

AIRBASE.ClassName

- -

The name of the class.

- - - -

AIRBASE.ClassNameAndID

- -

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

- -

AIRBASE:ClearState(Object, StateName)

diff --git a/Documentation/Wrapper.Client.html b/Documentation/Wrapper.Client.html index 2e0b6f2b5..b96e9fd99 100644 --- a/Documentation/Wrapper.Client.html +++ b/Documentation/Wrapper.Client.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -3190,6 +3179,12 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return

CLIENT:TaskEmbarking(Coordinate, GroupSetForEmbarking, Duration, Distribution)

(AIR HELICOPTER) Move the controllable to a Vec2 Point, wait for a defined duration and embark infantry groups.

+ + + +

CLIENT:TaskEmptyTask()

+ +

Return an Empty Task.

@@ -4124,24 +4119,6 @@ If the DCS Unit object does not exist or is nil, the CLIENT methods will return Fields and Methods inherited from BASE Description - -

CLIENT.ClassID

- -

The ID number of the class.

- - - -

CLIENT.ClassName

- -

The name of the class.

- - - -

CLIENT.ClassNameAndID

- -

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

- -

CLIENT:ClearState(Object, StateName)

@@ -18276,6 +18253,36 @@ The controllable has to be an infantry group!

+ + + +
+ +
+

CLIENT:TaskEmptyTask()

+
+ +

Return an Empty Task.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

DCS#Task:

+
+
+ + + +
+
+
+
diff --git a/Documentation/Wrapper.Controllable.html b/Documentation/Wrapper.Controllable.html index e241a2f08..37b921d3b 100644 --- a/Documentation/Wrapper.Controllable.html +++ b/Documentation/Wrapper.Controllable.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
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Utilities - Various routines.

@@ -2694,6 +2683,12 @@ The method CONTROLLABLE.SetTaskWaypoi

CONTROLLABLE:TaskEmbarking(Coordinate, GroupSetForEmbarking, Duration, Distribution)

(AIR HELICOPTER) Move the controllable to a Vec2 Point, wait for a defined duration and embark infantry groups.

+ + + +

CONTROLLABLE:TaskEmptyTask()

+ +

Return an Empty Task.

@@ -3628,24 +3623,6 @@ The method CONTROLLABLE.SetTaskWaypoi Fields and Methods inherited from BASE Description - -

CONTROLLABLE.ClassID

- -

The ID number of the class.

- - - -

CONTROLLABLE.ClassName

- -

The name of the class.

- - - -

CONTROLLABLE.ClassNameAndID

- -

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

- -

CONTROLLABLE:ClearState(Object, StateName)

@@ -13884,6 +13861,36 @@ The controllable has to be an infantry group!

+ + + +
+ +
+

CONTROLLABLE:TaskEmptyTask()

+
+ +

Return an Empty Task.

+ +
+
+

Defined in:

+
+

CONTROLLABLE

+
+

Return value:

+
+
+

DCS#Task:

+
+
+ + + +
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+
+
diff --git a/Documentation/Wrapper.Group.html b/Documentation/Wrapper.Group.html index 36d59186b..51c3cf717 100644 --- a/Documentation/Wrapper.Group.html +++ b/Documentation/Wrapper.Group.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
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Utilities - Various routines.

@@ -1729,7 +1718,7 @@ This result will be the index of the Task element.

     Tasks[#Tasks+1] = HeliGroup:TaskFunction( "_Resume", { "''" } )
 
-     --- @param Wrapper.Group#GROUP HeliGroup
+     -- @param Wrapper.Group#GROUP HeliGroup
      function _Resume( HeliGroup )
        env.info( '_Resume' )
 
@@ -1824,11 +1813,6 @@ Use the following Zone validation methods on the group:

@@ -2215,7 +2199,7 @@ amount of fuel in the group.

@@ -2558,2314 +2542,6 @@ amount of fuel in the group.

- -

GROUP.GroupName

-

The name of the group.

+

GROUP:UnHandleEvent(Event)

UnSubscribe to a DCS event.

-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from CONTROLLABLEDescription

GROUP:ClearTasks()

-

Clear all tasks from the controllable.

-

GROUP:CommandActivateACLS(UnitID, Name, Delay)

-

Activate ACLS system of the CONTROLLABLE.

-

GROUP:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, ModeChannel, AA, Callsign, Bearing, Delay)

-

Give the CONTROLLABLE the command to activate a beacon.

-

GROUP:CommandActivateICLS(Channel, UnitID, Callsign, Delay)

-

Activate ICLS system of the CONTROLLABLE.

-

GROUP:CommandActivateLink4(Frequency, UnitID, Callsign, Delay)

-

Activate LINK4 system of the CONTROLLABLE.

-

GROUP:CommandDeactivateACLS(Delay)

-

Deactivate ACLS system of the CONTROLLABLE.

-

GROUP:CommandDeactivateBeacon(Delay)

-

Deactivate the active beacon of the CONTROLLABLE.

-

GROUP:CommandDeactivateICLS(Delay)

-

Deactivate the ICLS of the CONTROLLABLE.

-

GROUP:CommandDeactivateLink4(Delay)

-

Deactivate the active Link4 of the CONTROLLABLE.

-

GROUP:CommandDoScript(DoScript)

-

Do Script command

-

GROUP:CommandEPLRS(SwitchOnOff, Delay)

-

Set EPLRS of the CONTROLLABLE on/off.

-

GROUP:CommandSetCallsign(CallName, CallNumber, Delay)

-

Set callsign of the CONTROLLABLE.

-

GROUP:CommandSetFrequency(Frequency, Modulation, Delay)

-

Set radio frequency.

-

GROUP:CommandStopRoute(StopRoute)

-

Create a stop route command, which returns a string containing the command.

-

GROUP:CommandSwitchWayPoint(FromWayPoint, ToWayPoint)

-

Perform a switch waypoint command

-

GROUP.ControllableName

-

The name of the controllable.

-

GROUP:CopyRoute(Begin, End, Randomize, Radius)

-

Return the route of a controllable by using the Core.Database#DATABASE class.

-

GROUP.DCSControllable

-

The DCS controllable class.

-

GROUP:EnRouteTaskAWACS()

-

(AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts).

-

GROUP:EnRouteTaskAntiShip(TargetTypes, Priority)

-

(AIR) Enroute anti-ship task.

-

GROUP:EnRouteTaskCAP(TargetTypes, Priority)

-

(AIR) Enroute CAP task.

-

GROUP:EnRouteTaskEWR()

-

(GROUND) Ground unit (EW-radar) will act as an EWR for friendly units (will provide them with information about contacts).

-

GROUP:EnRouteTaskEngageGroup(AttackGroup, Priority, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit)

-

(AIR) Engaging a controllable.

-

GROUP:EnRouteTaskEngageTargets(Distance, TargetTypes, Priority)

-

(AIR) Engaging targets of defined types.

-

GROUP:EnRouteTaskEngageTargetsInZone(Vec2, Radius, TargetTypes, Priority)

-

(AIR) Engaging a targets of defined types at circle-shaped zone.

-

GROUP:EnRouteTaskEngageUnit(EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack)

-

(AIR) Search and attack the Unit.

-

GROUP:EnRouteTaskFAC(Frequency, Modulation, CallsignID, CallsignNumber, Priority)

-

(AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets.

-

GROUP:EnRouteTaskFAC_EngageGroup(AttackGroup, Priority, WeaponType, Designation, Datalink, CallsignID, CallsignNumber, Frequency, Modulation)

-

(AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets.

-

GROUP:EnRouteTaskSEAD(TargetTypes, Priority)

-

(AIR) Enroute SEAD task.

-

GROUP:EnRouteTaskTanker()

-

(AIR) Aircraft will act as a tanker for friendly units.

-

GROUP:GetDetectedGroupSet(DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)

-

Return the detected target groups of the controllable as a Core.Set#SET_GROUP.

-

GROUP:GetDetectedTargets(DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)

-

Return the detected targets of the controllable.

-

GROUP:GetDetectedUnitSet(DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)

-

Return the detected targets of the controllable.

-

GROUP:GetFuel()

-

Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.

-

GROUP:GetFuelAve()

-

Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.

-

GROUP:GetFuelMin()

-

Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.

-

GROUP:GetLife()

-

Returns the health.

-

GROUP:GetLife0()

-

Returns the initial health.

-

GROUP:GetTaskMission()

-

Return the mission template of the controllable.

-

GROUP:GetTaskRoute()

-

Return the mission route of the controllable.

-

GROUP:GetWayPoints()

-

Get the current WayPoints set with the WayPoint functions( Note that the WayPoints can be nil, although there ARE waypoints).

-

GROUP:HasTask()

-

Checking the Task Queue of the controllable.

-

GROUP:IsAirPlane()

-

Returns if the Controllable contains AirPlanes.

-

GROUP:IsGroupDetected(Group, DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)

-

Check if a certain GROUP is detected by the controllable.

-

GROUP:IsHelicopter()

-

Returns if the Controllable contains Helicopters.

-

GROUP:IsSubmarine()

-

Returns if the unit is a submarine.

-

GROUP:IsTargetDetected(DCSObject, self, DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)

-

Check if a target is detected.

-

GROUP:IsUnitDetected(Unit, DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)

-

Check if a certain UNIT is detected by the controllable.

-

GROUP:New(ControllableName)

-

Create a new CONTROLLABLE from a DCSControllable

-

GROUP:OptionAAAttackRange(range)

-

Sets Controllable Option for A2A attack range for AIR FIGHTER units.

-

GROUP:OptionAlarmStateAuto()

-

Alarm state to Auto: AI will automatically switch alarm states based on the presence of threats.

-

GROUP:OptionAlarmStateGreen()

-

Alarm state to Green: Group is not combat ready.

-

GROUP:OptionAlarmStateRed()

-

Alarm state to Red: Group is combat ready and actively searching for targets.

-

GROUP:OptionAllowJettisonWeaponsOnThreat()

-

Allow to Jettison of weapons upon threat.

-

GROUP:OptionDisperseOnAttack(Seconds)

-

Defines how long a GROUND unit/group will move to avoid an ongoing attack.

-

GROUP:OptionECM_AlwaysOn()

-

Defines the usage of Electronic Counter Measures by airborne forces.

-

GROUP:OptionECM_DetectedLockByRadar()

-

Defines the usage of Electronic Counter Measures by airborne forces.

-

GROUP:OptionECM_Never()

-

Defines the usage of Electronic Counter Measures by airborne forces.

-

GROUP:OptionECM_OnlyLockByRadar()

-

Defines the usage of Electronic Counter Measures by airborne forces.

-

GROUP:OptionEngageRange(EngageRange)

-

Defines the range at which a GROUND unit/group is allowed to use its weapons automatically.

-

GROUP:OptionKeepWeaponsOnThreat()

-

Keep weapons upon threat.

-

GROUP:OptionProhibitAfterburner(Prohibit)

-

Prohibit Afterburner.

-

GROUP:OptionROE(ROEvalue)

-

Set option for Rules of Engagement (ROE).

-

GROUP:OptionROEHoldFire()

-

Weapons Hold: AI will hold fire under all circumstances.

-

GROUP:OptionROEHoldFirePossible()

-

Can the CONTROLLABLE hold their weapons?

-

GROUP:OptionROEOpenFire()

-

Open Fire (Only Designated): AI will engage only targets specified in its taskings.

-

GROUP:OptionROEOpenFirePossible()

-

Can the CONTROLLABLE attack designated targets?

-

GROUP:OptionROEOpenFireWeaponFree()

-

Open Fire, Weapons Free (Priority Designated): AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking.

-

GROUP:OptionROEOpenFireWeaponFreePossible()

-

Can the CONTROLLABLE attack priority designated targets?

-

GROUP:OptionROEReturnFire()

-

Return Fire: AI will only engage threats that shoot first.

-

GROUP:OptionROEReturnFirePossible()

-

Can the CONTROLLABLE attack returning on enemy fire?

-

GROUP:OptionROEWeaponFree()

-

Weapon free.

-

GROUP:OptionROEWeaponFreePossible()

-

Can the CONTROLLABLE attack targets of opportunity?

-

GROUP:OptionROT(ROTvalue)

-

Set Reation On Threat behaviour.

-

GROUP:OptionROTEvadeFire()

-

Evade on fire.

-

GROUP:OptionROTEvadeFirePossible()

-

Can the CONTROLLABLE evade on enemy fire?

-

GROUP:OptionROTNoReaction()

-

No evasion on enemy threats.

-

GROUP:OptionROTNoReactionPossible()

-

Can the CONTROLLABLE ignore enemy fire?

-

GROUP:OptionROTPassiveDefense()

-

Evasion passive defense.

-

GROUP:OptionROTPassiveDefensePossible()

-

Can the CONTROLLABLE evade using passive defenses?

-

GROUP:OptionROTVertical()

-

Evade on fire using vertical manoeuvres.

-

GROUP:OptionROTVerticalPossible()

-

Can the CONTROLLABLE evade on fire using vertical manoeuvres?

-

GROUP:OptionRTBAmmo(WeaponsFlag)

-

Set RTB on ammo.

-

GROUP:OptionRTBBingoFuel(RTB)

-

Set RTB on bingo fuel.

-

GROUP:OptionRestrictBurner(RestrictBurner)

-

Sets Controllable Option for Restriction of Afterburner.

-

GROUP:PatrolRoute()

-

(GROUND) Patrol iteratively using the waypoints of the (parent) group.

-

GROUP:PatrolRouteRandom(Speed, Formation, ToWaypoint)

-

(GROUND) Patrol randomly to the waypoints the for the (parent) group.

-

GROUP:PatrolZones(ZoneList, Speed, Formation, DelayMin, DelayMax)

-

(GROUND) Patrol randomly to the waypoints the for the (parent) group.

-

GROUP:PopCurrentTask()

-

Popping current Task from the controllable.

-

GROUP:PushTask(DCSTask, WaitTime)

-

Pushing Task on the queue from the controllable.

-

GROUP:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut, formation)

-

(GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.

-

GROUP:Route(Route, DelaySeconds)

-

Make the controllable to follow a given route.

-

GROUP:RouteAirTo(ToCoordinate, AltType, Type, Action, Speed, DelaySeconds)

-

Make the AIR Controllable fly towards a specific point.

-

GROUP:RouteGroundOnRailRoads(ToCoordinate, Speed, DelaySeconds, WaypointFunction, WaypointFunctionArguments)

-

Make the TRAIN Controllable to drive towards a specific point using railroads.

-

GROUP:RouteGroundOnRoad(ToCoordinate, Speed, DelaySeconds, OffRoadFormation, WaypointFunction, WaypointFunctionArguments)

-

Make the GROUND Controllable to drive towards a specific point using (mostly) roads.

-

GROUP:RouteGroundTo(ToCoordinate, Speed, Formation, DelaySeconds, WaypointFunction, WaypointFunctionArguments)

-

Make the GROUND Controllable to drive towards a specific point.

-

GROUP:RoutePush(Route, DelaySeconds)

-

Make the controllable to push follow a given route.

-

GROUP:RouteResume()

-

Resumes the movement of the vehicle on the route.

-

GROUP:RouteStop()

-

Stops the movement of the vehicle on the route.

-

GROUP:RouteToVec2(Point, Speed)

-

(AIR + GROUND) Make the Controllable move to fly to a given point.

-

GROUP:RouteToVec3(Point, Speed)

-

(AIR + GROUND) Make the Controllable move to a given point.

-

GROUP:SetAltitude(Altitude, Keep, AltType)

-

[AIR] Sets the controlled aircraft group to fly at the specified altitude in meters.

-

GROUP:SetCommand(DCSCommand)

-

Executes a command action for the CONTROLLABLE.

-

GROUP:SetOption(OptionID, OptionValue)

-

Set option.

-

GROUP:SetSpeed(Speed, Keep)

-

Sets the controlled group to go at the specified speed in meters per second.

-

GROUP:SetTask(DCSTask, WaitTime)

-

Clearing the Task Queue and Setting the Task on the queue from the controllable.

-

GROUP:SetTaskWaypoint(Waypoint, Task)

-

Set a Task at a Waypoint using a Route list.

-

GROUP:StartUncontrolled(delay)

-

Give an uncontrolled air controllable the start command.

-

GROUP:TaskAerobatics()

-

Return an empty task shell for Aerobatics.

-

GROUP:TaskAerobaticsAileronRoll(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, Side, RollRate, TurnAngle, FixAngle)

-

Add an aerobatics entry of type "AILERON_ROLL" to the Aerobatics Task.

-

GROUP:TaskAerobaticsBarrelRoll(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, Side, RollRate, TurnAngle)

-

Add an aerobatics entry of type "BARREL_ROLL" to the Aerobatics Task.

-

GROUP:TaskAerobaticsCandle(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately)

-

Add an aerobatics entry of type "CANDLE" to the Aerobatics Task.

-

GROUP:TaskAerobaticsClimb(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, Angle, FinalAltitude)

-

Add an aerobatics entry of type "CLIMB" to the Aerobatics Task.

-

GROUP:TaskAerobaticsDive(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, Angle, FinalAltitude)

-

Add an aerobatics entry of type "DIVE" to the Aerobatics Task.

-

GROUP:TaskAerobaticsEdgeFlight(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, FlightTime, Side)

-

Add an aerobatics entry of type "EDGE_FLIGHT" to the Aerobatics Task.

-

GROUP:TaskAerobaticsForcedTurn(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, TurnAngle, Side, FlightTime, MinSpeed)

-

Add an aerobatics entry of type "FORCED_TURN" to the Aerobatics Task.

-

GROUP:TaskAerobaticsHammerhead(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, Side)

-

Add an aerobatics entry of type "HAMMERHEAD" to the Aerobatics Task.

-

GROUP:TaskAerobaticsHorizontalEight(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, Side, RollDeg)

-

Add an aerobatics entry of type "HORIZONTAL_EIGHT" to the Aerobatics Task.

-

GROUP:TaskAerobaticsImmelmann(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately)

-

Add an aerobatics entry of type "IMMELMAN" to the Aerobatics Task.

-

GROUP:TaskAerobaticsLoop(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately)

-

Add an aerobatics entry of type "LOOP" to the Aerobatics Task.

-

GROUP:TaskAerobaticsMilitaryTurn(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately)

-

Add an aerobatics entry of type "MILITARY_TURN" to the Aerobatics Task.

-

GROUP:TaskAerobaticsSkewedLoop(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, Side, RollDeg)

-

Add an aerobatics entry of type "SKEWED_LOOP" to the Aerobatics Task.

-

GROUP:TaskAerobaticsSpiral(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, TurnAngle, Roll, Side, UpDown, Angle)

-

Add an aerobatics entry of type "SPIRAL" to the Aerobatics Task.

-

GROUP:TaskAerobaticsSplitS(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, FinalSpeed)

-

Add an aerobatics entry of type "SPLIT_S" to the Aerobatics Task.

-

GROUP:TaskAerobaticsStraightFlight(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, FlightTime)

-

Add an aerobatics entry of type "STRAIGHT_FLIGHT" to the Aerobatics Task.

-

GROUP:TaskAerobaticsTurn(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, Side, RollDeg, Pull, Angle)

-

Add an aerobatics entry of type "TURN" to the Aerobatics Task.

-

GROUP:TaskAerobaticsWingoverFlight(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, FlightTime)

-

Add an aerobatics entry of type "WINGOVER_FLIGHT" to the Aerobatics Task.

-

GROUP:TaskAttackGroup(AttackGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit, GroupAttack)

-

(AIR) Attack a Controllable.

-

GROUP:TaskAttackMapObject(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType)

-

(AIR) Attacking the map object (building, structure, etc).

-

GROUP:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType)

-

(AIR) Attack the Unit.

-

GROUP:TaskBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, Divebomb)

-

(AIR) Delivering weapon at the point on the ground.

-

GROUP:TaskBombingRunway(Airbase, WeaponType, WeaponExpend, AttackQty, Direction, GroupAttack)

-

(AIR) Delivering weapon on the runway.

-

GROUP:TaskCarpetBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, CarpetLength)

-

(AIR) Delivering weapon via CarpetBombing (all bombers in formation release at same time) at the point on the ground.

-

GROUP:TaskCombo(DCSTasks)

-

Return a Combo Task taking an array of Tasks.

-

GROUP:TaskCondition(time, userFlag, userFlagValue, condition, duration, lastWayPoint)

-

Return a condition section for a controlled task.

-

GROUP:TaskControlled(DCSTask, DCSStopCondition)

-

Return a Controlled Task taking a Task and a TaskCondition.

-

GROUP:TaskDisembarking(Coordinate, GroupSetToDisembark)

-

Specifies the location infantry groups that is being transported by helicopters will be unloaded at.

-

GROUP:TaskEPLRS(SwitchOnOff, idx)

-

Set EPLRS data link on/off.

-

GROUP:TaskEmbarkToTransport(Coordinate, Radius, UnitType)

-

Used in conjunction with the embarking task for a transport helicopter group.

-

GROUP:TaskEmbarking(Coordinate, GroupSetForEmbarking, Duration, Distribution)

-

(AIR HELICOPTER) Move the controllable to a Vec2 Point, wait for a defined duration and embark infantry groups.

-

GROUP:TaskEscort(FollowControllable, Vec3, LastWaypointIndex, EngagementDistance, TargetTypes)

-

(AIR) Escort another airborne controllable.

-

GROUP:TaskFAC_AttackGroup(AttackGroup, WeaponType, Designation, Datalink, Frequency, Modulation, CallsignName, CallsignNumber)

-

(AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.

-

GROUP:TaskFireAtPoint(Vec2, Radius, AmmoCount, WeaponType, Altitude, ASL)

-

(GROUND) Fire at a VEC2 point until ammunition is finished.

-

GROUP:TaskFollow(FollowControllable, Vec3, LastWaypointIndex)

-

(AIR) Following another airborne controllable.

-

GROUP:TaskFollowBigFormation(FollowControllable, Vec3, LastWaypointIndex)

-

(AIR) Following another airborne controllable.

-

GROUP:TaskFunction(FunctionString, ...)

-

This creates a Task element, with an action to call a function as part of a Wrapped Task.

-

GROUP:TaskGroundEscort(FollowControllable, LastWaypointIndex, OrbitDistance, TargetTypes)

-

(AIR/HELO) Escort a ground controllable.

-

GROUP:TaskGroundOnRailRoads(ToCoordinate, Speed, WaypointFunction, WaypointFunctionArguments)

-

Make a task for a TRAIN Controllable to drive towards a specific point using railroad.

-

GROUP:TaskGroundOnRoad(ToCoordinate, Speed, OffRoadFormation, Shortcut, FromCoordinate, WaypointFunction, WaypointFunctionArguments)

-

Make a task for a GROUND Controllable to drive towards a specific point using (mostly) roads.

-

GROUP:TaskHold()

-

(GROUND) Hold ground controllable from moving.

-

GROUP:TaskHoldPosition(Duration)

-

(AIR) Hold position at the current position of the first unit of the controllable.

-

GROUP:TaskLandAtVec2(Vec2, Duration)

-

(AIR HELICOPTER) Landing at the ground.

-

GROUP:TaskLandAtZone(Zone, Duration, RandomPoint)

-

(AIR) Land the controllable at a @{Core.Zone#ZONE_RADIUS).

-

GROUP:TaskMission(TaskMission)

-

(AIR + GROUND) Return a mission task from a mission template.

-

GROUP:TaskOrbit(Coord, Altitude, Speed, CoordRaceTrack)

-

(AIR) Orbit at a position with at a given altitude and speed.

-

GROUP:TaskOrbitCircle(Altitude, Speed, Coordinate)

-

(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.

-

GROUP:TaskOrbitCircleAtVec2(Point, Altitude, Speed)

-

(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.

-

GROUP:TaskRecoveryTanker(CarrierGroup, Speed, Altitude, LastWptNumber)

-

(AIR) Act as Recovery Tanker for a naval/carrier group.

-

GROUP:TaskRefueling()

-

(AIR) Refueling from the nearest tanker.

-

GROUP:TaskRoute(Points)

-

Return a "Misson" task to follow a given route defined by Points.

-

GROUP:TaskRouteToVec2(Vec2, Speed, Formation)

-

(GROUND) Route the controllable to a given Vec2.

-

GROUP:TaskRouteToZone(Zone, Randomize, Speed, Formation)

-

(AIR + GROUND) Route the controllable to a given zone.

-

GROUP.TaskScheduler

- -

GROUP:TaskWrappedAction(DCSCommand, Index)

-

Return a WrappedAction Task taking a Command.

-

GROUP:WayPointExecute(WayPoint, WaitTime)

-

Executes the WayPoint plan.

-

GROUP:WayPointFunction(WayPoint, WayPointIndex, WayPointFunction, ...)

-

Registers a waypoint function that will be executed when the controllable moves over the WayPoint.

-

GROUP:WayPointInitialize(WayPoints)

-

Retrieve the controllable mission and allow to place function hooks within the mission waypoint plan.

-

GROUP.WayPoints

- -

GROUP:_GetController()

-

Get the controller for the CONTROLLABLE.

-

GROUP.___PassingWaypoint(controllable, n, N, waypointfunction, ...)

-

Task function when controllable passes a waypoint.

-
-
-
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from POSITIONABLEDescription

GROUP:AddCargo(Cargo)

-

Add cargo.

-

GROUP.CargoBayCapacityValues

- -

GROUP:CargoItemCount()

-

Get cargo item count.

-

GROUP:ClearCargo()

-

Clear all cargo.

-

GROUP.DefaultInfantryWeight

- -

GROUP:Destroy(GenerateEvent)

-

Destroys the POSITIONABLE.

-

GROUP:Explode(power, delay)

-

Triggers an explosion at the coordinates of the positionable.

-

GROUP:Flare(FlareColor)

-

Signal a flare at the position of the POSITIONABLE.

-

GROUP:FlareGreen()

-

Signal a green flare at the position of the POSITIONABLE.

-

GROUP:FlareRed()

-

Signal a red flare at the position of the POSITIONABLE.

-

GROUP:FlareWhite()

-

Signal a white flare at the position of the POSITIONABLE.

-

GROUP:FlareYellow()

-

Signal a yellow flare at the position of the POSITIONABLE.

-

GROUP:GetAirspeedIndicated(oatcorr)

-

Returns the indicated airspeed (IAS).

-

GROUP:GetAirspeedTrue()

-

Returns the true airspeed (TAS).

-

GROUP:GetAltitude()

-

Returns the altitude above sea level of the POSITIONABLE.

-

GROUP:GetAoA()

-

Returns the Angle of Attack of a POSITIONABLE.

-

GROUP:GetBeacon()

-

Create a Core.Beacon#BEACON, to allow this POSITIONABLE to broadcast beacon signals.

-

GROUP:GetBoundingBox()

-

Get the bounding box of the underlying POSITIONABLE DCS Object.

-

GROUP:GetBoundingRadius(MinDist)

-

Get the bounding radius of the underlying POSITIONABLE DCS Object.

-

GROUP:GetCargo()

-

Get all contained cargo.

-

GROUP:GetCargoBayFreeWeight()

-

Get Cargo Bay Free Weight in kg.

-

GROUP:GetCargoBayWeightLimit()

-

Get Cargo Bay Weight Limit in kg.

-

GROUP:GetClimbAngle()

-

Returns the climb or descent angle of the POSITIONABLE.

-

GROUP:GetCoord()

-

Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.

-

GROUP:GetCoordinate()

-

Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.

-

GROUP:GetDCSObject()

-

Returns the DCS object.

-

GROUP:GetGroundSpeed()

-

Returns the horizonal speed relative to eath's surface.

-

GROUP:GetHeading()

-

Returns the POSITIONABLE heading in degrees.

-

GROUP:GetHeight()

-

Returns the POSITIONABLE height above sea level in meters.

-

GROUP:GetLaserCode()

-

Get the last assigned laser code

-

GROUP:GetMessage(Message, Duration, Name)

-

Returns a message with the callsign embedded (if there is one).

-

GROUP:GetMessageText(Message, Name)

-

Returns the message text with the callsign embedded (if there is one).

-

GROUP:GetMessageType(Message, MessageType, Name)

-

Returns a message of a specified type with the callsign embedded (if there is one).

-

GROUP:GetObjectSize()

-

Get the object size.

-

GROUP:GetOffsetCoordinate(x, y, z)

-

Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE.

-

GROUP:GetOrientation()

-

Returns a {@DCS#Vec3} table of the objects current orientation in 3D space.

-

GROUP:GetOrientationX()

-

Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e.

-

GROUP:GetOrientationY()

-

Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e.

-

GROUP:GetOrientationZ()

-

Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e.

-

GROUP:GetPitch()

-

Returns the pitch angle of a POSITIONABLE.

-

GROUP:GetPointVec2()

-

Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.

-

GROUP:GetPointVec3()

-

Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.

-

GROUP:GetPosition()

-

Returns a pos3 table of the objects current position and orientation in 3D space.

-

GROUP:GetPositionVec3()

-

Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.

-

GROUP:GetRadio()

-

Create a Sound.Radio#RADIO, to allow radio transmission for this POSITIONABLE.

-

GROUP:GetRandomVec3(Radius)

-

Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.

-

GROUP:GetRelativeCoordinate(x, y, z)

-

Returns a COORDINATE object, which is transformed to be relative to the POSITIONABLE.

-

GROUP:GetRelativeVelocity(Positionable)

-

Get relative velocity with respect to another POSITIONABLE.

-

GROUP:GetRoll()

-

Returns the roll angle of a unit.

-

GROUP:GetSize()

- -

GROUP:GetSpot()

-

Get the Spot

-

GROUP:GetTroopCapacity()

-

Get the number of infantry soldiers that can be embarked into an aircraft (airplane or helicopter).

-

GROUP:GetVec2()

-

Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission.

-

GROUP:GetVec3()

-

Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission.

-

GROUP:GetVelocity()

-

Returns the Core.Velocity object from the POSITIONABLE.

-

GROUP:GetVelocityKMH()

-

Returns the POSITIONABLE velocity in km/h.

-

GROUP:GetVelocityKNOTS()

-

Returns the POSITIONABLE velocity in knots.

-

GROUP:GetVelocityMPS()

-

Returns the POSITIONABLE velocity in meters per second.

-

GROUP:GetVelocityVec3()

-

Returns the POSITIONABLE velocity Vec3 vector.

-

GROUP:GetYaw()

-

Returns the yaw angle of a POSITIONABLE.

-

GROUP:HasCargo(Cargo)

-

Returns if carrier has given cargo.

-

GROUP:InAir()

-

Returns true if the POSITIONABLE is in the air.

-

GROUP:IsAboveRunway()

-

Returns if the Positionable is located above a runway.

-

GROUP:IsAir()

-

Returns if the unit is of an air category.

-

GROUP:IsCargoEmpty()

-

Is cargo bay empty.

-

GROUP:IsGround()

-

Returns if the unit is of an ground category.

-

GROUP:IsInZone(Zone)

-

Returns true if the unit is within a Core.Zone.

-

GROUP:IsLasing()

-

Check if the POSITIONABLE is lasing a target.

-

GROUP:IsNotInZone(Zone)

-

Returns true if the unit is not within a Core.Zone.

-

GROUP:IsShip()

-

Returns if the unit is of ship category.

-

GROUP:IsSubmarine()

-

Returns if the unit is a submarine.

-

GROUP:LaseCoordinate(Coordinate, LaserCode, Duration)

-

Start Lasing a COORDINATE.

-

GROUP:LaseOff()

-

Stop Lasing a POSITIONABLE.

-

GROUP:LaseUnit(Target, LaserCode, Duration)

-

Start Lasing a POSITIONABLE.

-

GROUP.LaserCode

- -

GROUP:Message(Message, Duration, Name)

-

Send a message to the players in the Wrapper.Group.

-

GROUP:MessageToAll(Message, Duration, Name)

-

Send a message to all coalitions.

-

GROUP:MessageToBlue(Message, Duration, Name)

-

Send a message to the blue coalition.

-

GROUP:MessageToClient(Message, Duration, Client, Name)

-

Send a message to a client.

-

GROUP:MessageToCoalition(Message, Duration, MessageCoalition, Name)

-

Send a message to a coalition.

-

GROUP:MessageToGroup(Message, Duration, MessageGroup, Name)

-

Send a message to a Wrapper.Group.

-

GROUP:MessageToRed(Message, Duration, Name)

-

Send a message to the red coalition.

-

GROUP:MessageToSetGroup(Message, Duration, MessageSetGroup, Name)

-

Send a message to a Core.Set#SET_GROUP.

-

GROUP:MessageToSetUnit(Message, Duration, MessageSetUnit, Name)

-

Send a message to a Core.Set#SET_UNIT.

-

GROUP:MessageToUnit(Message, Duration, MessageUnit, Name)

-

Send a message to a Wrapper.Unit.

-

GROUP:MessageTypeToCoalition(Message, MessageType, MessageCoalition, Name)

-

Send a message to a coalition.

-

GROUP:MessageTypeToGroup(Message, MessageType, MessageGroup, Name)

-

Send a message of a message type to a Wrapper.Group.

-

GROUP:New(PositionableName)

-

Create a new POSITIONABLE from a DCSPositionable

-

GROUP.PositionableName

- -

GROUP:RemoveCargo(Cargo)

-

Remove cargo.

-

GROUP:SetCargoBayWeightLimit(WeightLimit)

-

Set Cargo Bay Weight Limit in kg.

-

GROUP:Smoke(SmokeColor, Range, AddHeight)

-

Smoke the POSITIONABLE.

-

GROUP:SmokeBlue()

-

Smoke the POSITIONABLE Blue.

-

GROUP:SmokeGreen()

-

Smoke the POSITIONABLE Green.

-

GROUP:SmokeOrange()

-

Smoke the POSITIONABLE Orange.

-

GROUP:SmokeRed()

-

Smoke the POSITIONABLE Red.

-

GROUP:SmokeWhite()

-

Smoke the POSITIONABLE White.

-

GROUP.Spot

- -

GROUP.__

- -

GROUP.coordinate

-

Coordinate object.

-

GROUP.pointvec3

-

Point Vec3 object.

-
-
-
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Fields and Methods inherited from IDENTIFIABLEDescription

GROUP:GetCallsign()

-

Gets the CallSign of the IDENTIFIABLE, which is a blank by default.

-

GROUP:GetCategory()

-

Returns object category of the DCS Identifiable.

-

GROUP:GetCategoryName()

-

Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.

-

GROUP:GetCoalition()

-

Returns coalition of the Identifiable.

-

GROUP:GetCoalitionName()

-

Returns the name of the coalition of the Identifiable.

-

GROUP:GetCountry()

-

Returns country of the Identifiable.

-

GROUP:GetCountryName()

-

Returns country name of the Identifiable.

-

GROUP:GetDesc()

-

Returns Identifiable descriptor.

-

GROUP:GetName()

-

Returns DCS Identifiable object name.

-

GROUP:GetThreatLevel()

-

Gets the threat level.

-

GROUP:GetTypeName()

-

Returns the type name of the DCS Identifiable.

-

GROUP:HasAttribute(AttributeName)

-

Check if the Object has the attribute.

-

GROUP.IdentifiableName

-

The name of the identifiable.

-

GROUP:IsAlive()

-

Returns if the Identifiable is alive.

-

GROUP:New(IdentifiableName)

-

Create a new IDENTIFIABLE from a DCSIdentifiable

-
-
-
- - - - - - - - - - - - - - - - - - - - - -
Fields and Methods inherited from OBJECTDescription

GROUP:Destroy()

-

Destroys the OBJECT.

-

GROUP:GetID()

-

Returns the unit's unique identifier.

-

GROUP:New(ObjectName, Test)

-

Create a new OBJECT from a DCSObject

-

GROUP.ObjectName

-

The name of the Object.

-
-
-
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Fields and Methods inherited from BASEDescription

GROUP.ClassID

-

The ID number of the class.

-

GROUP.ClassName

-

The name of the class.

-

GROUP.ClassNameAndID

-

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

-

GROUP:ClearState(Object, StateName)

-

Clear the state of an object.

-

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

-

Creation of a Birth Event.

-

GROUP:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

-

Creation of a Crash Event.

-

GROUP:CreateEventDead(EventTime, Initiator, IniObjectCategory)

-

Creation of a Dead Event.

-

GROUP:CreateEventPlayerEnterAircraft(PlayerUnit)

-

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

-

GROUP:CreateEventRemoveUnit(EventTime, Initiator)

-

Creation of a Remove Unit Event.

-

GROUP:CreateEventTakeoff(EventTime, Initiator)

-

Creation of a Takeoff Event.

-

GROUP:CreateEventUnitLost(EventTime, Initiator)

-

Creation of a Crash Event.

-

GROUP:E(Arguments)

-

Log an exception which will be traced always.

-

GROUP:EventDispatcher()

-

Returns the event dispatcher

-

GROUP:EventRemoveAll()

-

Remove all subscribed events

-

GROUP:F(Arguments)

-

Trace a function call.

-

GROUP:F2(Arguments)

-

Trace a function call level 2.

-

GROUP:F3(Arguments)

-

Trace a function call level 3.

-

GROUP:GetClassID()

-

Get the ClassID of the class instance.

-

GROUP:GetClassName()

-

Get the ClassName of the class instance.

-

GROUP:GetClassNameAndID()

-

Get the ClassName + ClassID of the class instance.

-

GROUP:GetEventPriority()

-

Get the Class Core.Event processing Priority.

-

GROUP:GetParent(Child, FromClass)

-

This is the worker method to retrieve the Parent class.

-

GROUP:GetState(Object, Key)

-

Get a Value given a Key from the Object.

-

GROUP:HandleEvent(EventID, EventFunction)

-

Subscribe to a DCS Event.

-

GROUP:I(Arguments)

-

Log an information which will be traced always.

-

GROUP:Inherit(Child, Parent)

-

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

-

GROUP:IsInstanceOf(ClassName)

-

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

-

GROUP:IsTrace()

-

Enquires if tracing is on (for the class).

-

GROUP:New()

-

BASE constructor.

-

GROUP:OnEvent(EventData)

-

Occurs when an Event for an object is triggered.

-

GROUP:OnEventBDA(EventData)

-

BDA.

-

GROUP:OnEventBaseCaptured(EventData)

-

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

-

GROUP:OnEventBirth(EventData)

-

Occurs when any object is spawned into the mission.

-

GROUP:OnEventCrash(EventData)

-

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

-

GROUP:OnEventDead(EventData)

-

Occurs when an object is dead.

-

GROUP:OnEventDetailedFailure(EventData)

-

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

-

GROUP:OnEventDiscardChairAfterEjection(EventData)

-

Discard chair after ejection.

-

GROUP:OnEventEjection(EventData)

-

Occurs when a pilot ejects from an aircraft -Have a look at the class Core.Event#EVENT as these are just the prototypes.

-

GROUP:OnEventEngineShutdown(EventData)

-

Occurs when any aircraft shuts down its engines.

-

GROUP:OnEventEngineStartup(EventData)

-

Occurs when any aircraft starts its engines.

-

GROUP:OnEventHit(EventData)

-

Occurs whenever an object is hit by a weapon.

-

GROUP:OnEventHumanFailure(EventData)

-

Occurs when any system fails on a human controlled aircraft.

-

GROUP:OnEventKill(EventData)

-

Occurs on the death of a unit.

-

GROUP:OnEventLand(EventData)

-

Occurs when an aircraft lands at an airbase, farp or ship -Have a look at the class Core.Event#EVENT as these are just the prototypes.

-

GROUP:OnEventLandingAfterEjection(EventData)

-

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

-

GROUP:OnEventLandingQualityMark(EventData)

-

Landing quality mark.

-

GROUP:OnEventMarkAdded(EventData)

-

Occurs when a new mark was added.

-

GROUP:OnEventMarkChange(EventData)

-

Occurs when a mark text was changed.

-

GROUP:OnEventMarkRemoved(EventData)

-

Occurs when a mark was removed.

-

GROUP:OnEventMissionEnd(EventData)

-

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

-

GROUP:OnEventMissionStart(EventData)

-

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

-

GROUP:OnEventParatrooperLanding(EventData)

-

Weapon add.

-

GROUP:OnEventPilotDead(EventData)

-

Occurs when the pilot of an aircraft is killed.

-

GROUP:OnEventPlayerEnterAircraft(EventData)

-

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

-

GROUP:OnEventPlayerEnterUnit(EventData)

-

Occurs when any player assumes direct control of a unit.

-

GROUP:OnEventPlayerLeaveUnit(EventData)

-

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

-

GROUP:OnEventRefueling(EventData)

-

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

-

GROUP:OnEventRefuelingStop(EventData)

-

Occurs when an aircraft is finished taking fuel.

-

GROUP:OnEventScore(EventData)

-

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

-

GROUP:OnEventShootingEnd(EventData)

-

Occurs when any unit stops firing its weapon.

-

GROUP:OnEventShootingStart(EventData)

-

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

-

GROUP:OnEventShot(EventData)

-

Occurs whenever any unit in a mission fires a weapon.

-

GROUP:OnEventTakeoff(EventData)

-

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

-

GROUP:OnEventTriggerZone(EventData)

-

Trigger zone.

-

GROUP:OnEventUnitLost(EventData)

-

Occurs when the game thinks an object is destroyed.

-

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

-

Schedule a new time event.

-

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

-

Schedule a new time event.

-

GROUP:ScheduleStop(SchedulerID)

-

Stops the Schedule.

-

GROUP.Scheduler

- -

GROUP:SetEventPriority(EventPriority)

-

Set the Class Core.Event processing Priority.

-

GROUP:SetState(Object, Key, Value)

-

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

-

GROUP:T(Arguments)

-

Trace a function logic level 1.

-

GROUP:T2(Arguments)

-

Trace a function logic level 2.

-

GROUP:T3(Arguments)

-

Trace a function logic level 3.

-

GROUP:TraceAll(TraceAll)

-

Trace all methods in MOOSE

-

GROUP:TraceClass(Class)

-

Set tracing for a class

-

GROUP:TraceClassMethod(Class, Method)

-

Set tracing for a specific method of class

-

GROUP:TraceLevel(Level)

-

Set trace level

-

GROUP:TraceOff()

-

Set trace off.

-

GROUP:TraceOn()

-

Set trace on.

-

GROUP:TraceOnOff(TraceOnOff)

-

Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default.

-

GROUP:UnHandleEvent(EventID)

-

UnSubscribe to a DCS event.

-

GROUP._

- -

GROUP:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function call.

-

GROUP:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

-

Trace a function logic.

-

GROUP.__

- -

GROUP:onEvent(event)

-

The main event handling function...

@@ -5103,10 +2779,10 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #string + GROUP.GroupName -

The name of the group.

+
@@ -9590,20348 +7266,6 @@ So each unit of the group is respawned at exactly the same parking spot as it cu
-
-

Field(s)

-
-
- - -
-
-
- - #string -GROUP.GroupName - -

The name of the group.

- -
- -
-
-
- - -GROUP.InitCoord - - - -
- -
-
-
- - -GROUP.InitRespawnFreq - - - -
- -
-
- - -
-
- - -
-
- - -
-
-
- - -GROUP.InitRespawnModu - - - -
- -
-
-
- - #boolean -GROUP.InitRespawnRadio - - - -
- -
-
- - -
-
- - -
-
-
- - -GROUP.InitRespawnZone - - - -
- -
-
- - -
-
-

Function(s)

-
-
- - - -

Clear all tasks from the controllable.

- -
-
-

Defined in:

- -

Return value:

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

Activate ACLS system of the CONTROLLABLE.

- - -

The controllable should be an aircraft carrier! Also needs Link4 to work.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - UnitID -

-
-
- -

(Optional) The DCS UNIT ID of the unit the ACLS system is attached to. Defaults to the UNIT itself.

- -
-
-
-
-

- #string - Name -

-
-
- -

(Optional) Name of the ACLS Beacon

- -
-
-
-
-

- #number - Delay -

-
-
- -

(Optional) Delay in seconds before the ICLS is activated.

- -
-
-

Return value:

-
- -
- -

self

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

Give the CONTROLLABLE the command to activate a beacon.

- - -

See DCS_command_activateBeacon on Hoggit. -For specific beacons like TACAN use the more convenient #BEACON class. -Note that a controllable can only have one beacon activated at a time with the execption of ICLS.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Beacon#BEACON.Type - Type -

-
-
- -

Beacon type (VOR, DME, TACAN, RSBN, ILS etc).

- -
-
-
-
-

- Core.Beacon#BEACON.System - System -

-
-
- -

Beacon system (VOR, DME, TACAN, RSBN, ILS etc).

- -
-
-
-
-

- #number - Frequency -

-
-
- -

Frequency in Hz the beacon is running on. Use UTILS.TACANToFrequency to generate a frequency for TACAN beacons.

- -
-
-
-
-

- #number - UnitID -

-
-
- -

The ID of the unit the beacon is attached to. Useful if more units are in one group.

- -
-
-
-
-

- #number - Channel -

-
-
- -

Channel the beacon is using. For, e.g. TACAN beacons.

- -
-
-
-
-

- #string - ModeChannel -

-
-
- -

The TACAN mode of the beacon, i.e. "X" or "Y".

- -
-
-
-
-

- #boolean - AA -

-
-
- -

If true, create and Air-Air beacon. IF nil, automatically set if CONTROLLABLE depending on whether unit is and aircraft or not.

- -
-
-
-
-

- #string - Callsign -

-
-
- -

Morse code identification callsign.

- -
-
-
-
-

- #boolean - Bearing -

-
-
- -

If true, beacon provides bearing information - if supported by the unit the beacon is attached to.

- -
-
-
-
-

- #number - Delay -

-
-
- -

(Optional) Delay in seconds before the beacon is activated.

- -
-
-

Return value:

-
- -
- -

self

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

Activate ICLS system of the CONTROLLABLE.

- - -

The controllable should be an aircraft carrier!

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - Channel -

-
-
- -

ICLS channel.

- -
-
-
-
-

- #number - UnitID -

-
-
- -

The DCS UNIT ID of the unit the ICLS system is attached to. Useful if more units are in one group.

- -
-
-
-
-

- #string - Callsign -

-
-
- -

Morse code identification callsign.

- -
-
-
-
-

- #number - Delay -

-
-
- -

(Optional) Delay in seconds before the ICLS is activated.

- -
-
-

Return value:

-
- -
- -

self

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

Activate LINK4 system of the CONTROLLABLE.

- - -

The controllable should be an aircraft carrier!

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - Frequency -

-
-
- -

Link4 Frequency in MHz, e.g. 336 (defaults to 336 MHz)

- -
-
-
-
-

- #number - UnitID -

-
-
- -

(Optional) The DCS UNIT ID of the unit the LINK4 system is attached to. Defaults to the UNIT itself.

- -
-
-
-
-

- #string - Callsign -

-
-
- -

(Optional) Morse code identification callsign.

- -
-
-
-
-

- #number - Delay -

-
-
- -

(Optional) Delay in seconds before the LINK4 is activated.

- -
-
-

Return value:

-
- -
- -

self

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

Deactivate ACLS system of the CONTROLLABLE.

- - -

The controllable should be an aircraft carrier!

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Delay -

-
-
- -

(Optional) Delay in seconds before the ICLS is deactivated.

- -
-
-

Return value:

-
- -
- -

self

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

Deactivate the active beacon of the CONTROLLABLE.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Delay -

-
-
- -

(Optional) Delay in seconds before the beacon is deactivated.

- -
-
-

Return value:

-
- -
- -

self

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

Deactivate the ICLS of the CONTROLLABLE.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Delay -

-
-
- -

(Optional) Delay in seconds before the ICLS is deactivated.

- -
-
-

Return value:

-
- -
- -

self

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

Deactivate the active Link4 of the CONTROLLABLE.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Delay -

-
-
- -

(Optional) Delay in seconds before the Link4 is deactivated.

- -
-
-

Return value:

-
- -
- -

self

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

Do Script command

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - DoScript -

-
-
-

-
-
-

Return value:

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

Set EPLRS of the CONTROLLABLE on/off.

- - -

See DCS command EPLRS

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #boolean - SwitchOnOff -

-
-
- -

If true (or nil) switch EPLRS on. If false switch off.

- -
-
-
-
-

- #number - Delay -

-
-
- -

(Optional) Delay in seconds before the callsign is set. Default is immediately.

- -
-
-

Return value:

-
- -
- -

self

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

Set callsign of the CONTROLLABLE.

- - -

See DCS command setCallsign

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#CALLSIGN - CallName -

-
-
- -

Number corresponding the the callsign identifier you wish this group to be called.

- -
-
-
-
-

- #number - CallNumber -

-
-
- -

The number value the group will be referred to as. Only valid numbers are 1-9. For example Uzi 5-1. Default 1.

- -
-
-
-
-

- #number - Delay -

-
-
- -

(Optional) Delay in seconds before the callsign is set. Default is immediately.

- -
-
-

Return value:

-
- -
- -

self

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

Set radio frequency.

- - -

See DCS command EPLRS

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - Frequency -

-
-
- -

Radio frequency in MHz.

- -
-
-
-
-

- #number - Modulation -

-
-
- -

Radio modulation. Default radio.modulation.AM.

- -
-
-
-
-

- #number - Delay -

-
-
- -

(Optional) Delay in seconds before the frequency is set. Default is immediately.

- -
-
-

Return value:

-
- -
- -

self

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

Create a stop route command, which returns a string containing the command.

- - -

Use the result in the method CONTROLLABLE.SetCommand(). -A value of true will make the ground group stop, a value of false will make it continue. -Note that this can only work on GROUP level, although individual UNITs can be commanded, the whole GROUP will react.

- -

Example missions:

- -
    -
  • GRP-310
  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - StopRoute -

-
-
- -

true if the ground unit needs to stop, false if it needs to continue to move.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Perform a switch waypoint command

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - FromWayPoint -

-
-
-

-
-
-
-
-

- #number - ToWayPoint -

-
-
-

-
-
-

Return value:

-
-
-

DCS#Task:

-
-
- - - -
-
-

Usage:

-

-  -- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
-  HeliGroup = GROUP:FindByName( "Helicopter" )
-
-  -- Route the helicopter back to the FARP after 60 seconds.
-  -- We use the SCHEDULER class to do this.
-  SCHEDULER:New( nil,
-    function( HeliGroup )
-      local CommandRTB = HeliGroup:CommandSwitchWayPoint( 2, 8 )
-      HeliGroup:SetCommand( CommandRTB )
-    end, { HeliGroup }, 90
-  )
- -
- -
-
- -
- - - -

Return the route of a controllable by using the Core.Database#DATABASE class.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - Begin -

-
-
- -

The route point from where the copy will start. The base route point is 0.

- -
-
-
-
-

- #number - End -

-
-
- -

The route point where the copy will end. The End point is the last point - the End point. The last point has base 0.

- -
-
-
-
-

- #boolean - Randomize -

-
-
- -

Randomization of the route, when true.

- -
-
-
-
-

- #number - Radius -

-
-
- -

When randomization is on, the randomization is within the radius.

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

(AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts).

- - -

No parameters. -hoggit.

- -
-
-

Defined in:

- -

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR) Enroute anti-ship task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#AttributeNameArray - TargetTypes -

-
-
- -

Array of target categories allowed to engage. Default {"Ships"}.

- -
-
-
-
-

- #number - Priority -

-
-
- -

(Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR) Enroute CAP task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#AttributeNameArray - TargetTypes -

-
-
- -

Array of target categories allowed to engage. Default {"Air"}.

- -
-
-
-
-

- #number - Priority -

-
-
- -

(Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(GROUND) Ground unit (EW-radar) will act as an EWR for friendly units (will provide them with information about contacts).

- - -

No parameters. -See hoggit.

- -
-
-

Defined in:

- -

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR) Engaging a controllable.

- - -

The task does not assign the target controllable to the unit/controllable to attack now; -it just allows the unit/controllable to engage the target controllable as well as other assigned targets. -See hoggit.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #CONTROLLABLE - AttackGroup -

-
-
- -

The Controllable to be attacked.

- -
-
-
-
-

- #number - Priority -

-
-
- -

All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.

- -
-
-
-
-

- #number - WeaponType -

-
-
- -

(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.

- -
-
-
-
-

- DCS#AI.Task.WeaponExpend - WeaponExpend -

-
-
- -

(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.

- -
-
-
-
-

- #number - AttackQty -

-
-
- -

(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

- -
-
-
-
-

- DCS#Azimuth - Direction -

-
-
- -

(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.

- -
-
-
-
-

- DCS#Distance - Altitude -

-
-
- -

(optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude.

- -
-
-
-
-

- #boolean - AttackQtyLimit -

-
-
- -

(optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR) Engaging targets of defined types.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Distance - Distance -

-
-
- -

Maximal distance from the target to a route leg. If the target is on a greater distance it will be ignored.

- -
-
-
-
-

- DCS#AttributeNameArray - TargetTypes -

-
-
- -

Array of target categories allowed to engage.

- -
-
-
-
-

- #number - Priority -

-
-
- -

All enroute tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR) Engaging a targets of defined types at circle-shaped zone.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Vec2 - Vec2 -

-
-
- -

2D-coordinates of the zone.

- -
-
-
-
-

- DCS#Distance - Radius -

-
-
- -

Radius of the zone.

- -
-
-
-
-

- DCS#AttributeNameArray - TargetTypes -

-
-
- -

(Optional) Array of target categories allowed to engage. Default {"Air"}.

- -
-
-
-
-

- #number - Priority -

-
-
- -

(Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR) Search and attack the Unit.

- - -

See hoggit.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Wrapper.Unit#UNIT - EngageUnit -

-
-
- -

The UNIT.

- -
-
-
-
-

- #number - Priority -

-
-
- -

(optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.

- -
-
-
-
-

- #boolean - GroupAttack -

-
-
- -

(optional) If true, all units in the group will attack the Unit when found.

- -
-
-
-
-

- DCS#AI.Task.WeaponExpend - WeaponExpend -

-
-
- -

(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.

- -
-
-
-
-

- #number - AttackQty -

-
-
- -

(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

- -
-
-
-
-

- DCS#Azimuth - Direction -

-
-
- -

(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.

- -
-
-
-
-

- DCS#Distance - Altitude -

-
-
- -

(optional) Desired altitude to perform the unit engagement.

- -
-
-
-
-

- #boolean - Visible -

-
-
- -

(optional) Unit must be visible.

- -
-
-
-
-

- #boolean - ControllableAttack -

-
-
- -

(optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets.

- - -

Assigns the controlled group to act as a Forward Air Controller or JTAC. Any detected targets will be assigned as targets to the player via the JTAC radio menu. -Target designation is set to auto and is dependent on the circumstances. -See hoggit.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - Frequency -

-
-
- -

Frequency in MHz. Default 133 MHz.

- -
-
-
-
-

- #number - Modulation -

-
-
- -

Radio modulation. Default radio.modulation.AM.

- -
-
-
-
-

- #number - CallsignID -

-
-
- -

CallsignID, e.g. CALLSIGN.JTAC.Anvil for ground or CALLSIGN.Aircraft.Ford for air.

- -
-
-
-
-

- #number - CallsignNumber -

-
-
- -

Callsign first number, e.g. 2 for Ford-2.

- -
-
-
-
-

- #number - Priority -

-
-
- -

All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets.

- - -

The killer is player-controlled allied CAS-aircraft that is in contact with the FAC. -If the task is assigned to the controllable lead unit will be a FAC. -See hoggit.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #CONTROLLABLE - AttackGroup -

-
-
- -

Target CONTROLLABLE.

- -
-
-
-
-

- #number - Priority -

-
-
- -

(Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default is 0.

- -
-
-
-
-

- #number - WeaponType -

-
-
- -

(Optional) Bitmask of weapon types those allowed to use. Default is "Auto".

- -
-
-
-
-

- DCS#AI.Task.Designation - Designation -

-
-
- -

(Optional) Designation type.

- -
-
-
-
-

- #boolean - Datalink -

-
-
- -

(optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.

- -
-
-
-
-

- #number - CallsignID -

-
-
- -

CallsignID, e.g. CALLSIGN.JTAC.Anvil for ground or CALLSIGN.Aircraft.Ford for air.

- -
-
-
-
-

- #number - CallsignNumber -

-
-
- -

Callsign first number, e.g. 2 for Ford-2.

- -
-
-
-
-

- Frequency -

-
-
-

-
-
-
-
-

- Modulation -

-
-
-

-
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR) Enroute SEAD task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#AttributeNameArray - TargetTypes -

-
-
- -

Array of target categories allowed to engage. Default {"Air Defence"}.

- -
-
-
-
-

- #number - Priority -

-
-
- -

(Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR) Aircraft will act as a tanker for friendly units.

- - -

No parameters. -See hoggit.

- -
-
-

Defined in:

- -

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

Return the detected target groups of the controllable as a Core.Set#SET_GROUP.

- - -

The optional parametes specify the detection methods that can be applied. -If no detection method is given, the detection will use all the available methods by default.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #boolean - DetectVisual -

-
-
- -

(Optional) If false, do not include visually detected targets.

- -
-
-
-
-

- #boolean - DetectOptical -

-
-
- -

(Optional) If false, do not include optically detected targets.

- -
-
-
-
-

- #boolean - DetectRadar -

-
-
- -

(Optional) If false, do not include targets detected by radar.

- -
-
-
-
-

- #boolean - DetectIRST -

-
-
- -

(Optional) If false, do not include targets detected by IRST.

- -
-
-
-
-

- #boolean - DetectRWR -

-
-
- -

(Optional) If false, do not include targets detected by RWR.

- -
-
-
-
-

- #boolean - DetectDLINK -

-
-
- -

(Optional) If false, do not include targets detected by data link.

- -
-
-

Return value:

-
- -
- -

Set of detected groups.

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

Return the detected targets of the controllable.

- - -

The optional parametes specify the detection methods that can be applied. -If no detection method is given, the detection will use all the available methods by default.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #boolean - DetectVisual -

-
-
- -

(optional)

- -
-
-
-
-

- #boolean - DetectOptical -

-
-
- -

(optional)

- -
-
-
-
-

- #boolean - DetectRadar -

-
-
- -

(optional)

- -
-
-
-
-

- #boolean - DetectIRST -

-
-
- -

(optional)

- -
-
-
-
-

- #boolean - DetectRWR -

-
-
- -

(optional)

- -
-
-
-
-

- #boolean - DetectDLINK -

-
-
- -

(optional)

- -
-
-

Return value:

-
-
-

#table:

-
-
- -

DetectedTargets

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

Return the detected targets of the controllable.

- - -

The optional parametes specify the detection methods that can be applied. -If no detection method is given, the detection will use all the available methods by default. -If at least one detection method is specified, only the methods set to true will be used.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #boolean - DetectVisual -

-
-
- -

(Optional) If false, do not include visually detected targets.

- -
-
-
-
-

- #boolean - DetectOptical -

-
-
- -

(Optional) If false, do not include optically detected targets.

- -
-
-
-
-

- #boolean - DetectRadar -

-
-
- -

(Optional) If false, do not include targets detected by radar.

- -
-
-
-
-

- #boolean - DetectIRST -

-
-
- -

(Optional) If false, do not include targets detected by IRST.

- -
-
-
-
-

- #boolean - DetectRWR -

-
-
- -

(Optional) If false, do not include targets detected by RWR.

- -
-
-
-
-

- #boolean - DetectDLINK -

-
-
- -

(Optional) If false, do not include targets detected by data link.

- -
-
-

Return value:

-
- -
- -

Set of detected units.

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

Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.

- - -

This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#nil:

-
-
- -

The CONTROLLABLE is not existing or alive.

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

Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.

- - -

This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#nil:

-
-
- -

The CONTROLLABLE is not existing or alive.

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

Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.

- - -

This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#nil:

-
-
- -

The CONTROLLABLE is not existing or alive.

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

Returns the health.

- - -

Dead controllables have health <= 1.0.

- -
-
-

Defined in:

- -

Return values:

-
-
-

#number:

-
-
- -

The controllable health value (unit or group average).

- -
-
-

#nil:

-
-
- -

The controllable is not existing or alive.

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

Returns the initial health.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#number:

-
-
- -

The controllable health value (unit or group average) or nil if the controllable does not exist.

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

Return the mission template of the controllable.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

The MissionTemplate -TODO: Rework the method how to retrieve a template ...

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

Return the mission route of the controllable.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

The mission route defined by points.

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

Get the current WayPoints set with the WayPoint functions( Note that the WayPoints can be nil, although there ARE waypoints).

- -
-
-

Defined in:

- -

Return value:

-
-
-

#table:

-
-
- -

WayPoints If WayPoints is given, then return the WayPoints structure.

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

Checking the Task Queue of the controllable.

- - -

Returns false if no task is on the queue. true if there is a task.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Returns if the Controllable contains AirPlanes.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

-
-
- -

true if Controllable contains AirPlanes.

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

Check if a certain GROUP is detected by the controllable.

- - -

The optional parametes specify the detection methods that can be applied. -If no detection method is given, the detection will use all the available methods by default. -If at least one detection method is specified, only the methods set to true will be used.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Wrapper.Group#GROUP - Group -

-
-
- -

The group that is supposed to be detected.

- -
-
-
-
-

- #boolean - DetectVisual -

-
-
- -

(Optional) If false, do not include visually detected targets.

- -
-
-
-
-

- #boolean - DetectOptical -

-
-
- -

(Optional) If false, do not include optically detected targets.

- -
-
-
-
-

- #boolean - DetectRadar -

-
-
- -

(Optional) If false, do not include targets detected by radar.

- -
-
-
-
-

- #boolean - DetectIRST -

-
-
- -

(Optional) If false, do not include targets detected by IRST.

- -
-
-
-
-

- #boolean - DetectRWR -

-
-
- -

(Optional) If false, do not include targets detected by RWR.

- -
-
-
-
-

- #boolean - DetectDLINK -

-
-
- -

(Optional) If false, do not include targets detected by data link.

- -
-
-

Return value:

-
-
-

#boolean:

-
-
- -

True if any unit of the group is detected.

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

Returns if the Controllable contains Helicopters.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

-
-
- -

true if Controllable contains Helicopters.

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

Returns if the unit is a submarine.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

-
-
- -

Submarines attributes result.

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

Check if a target is detected.

- - -

The optional parametes specify the detection methods that can be applied. -If no detection method is given, the detection will use all the available methods by default. -If at least one detection method is specified, only the methods set to true will be used.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Object - DCSObject -

-
-
- -

The DCS object that is checked.

- -
-
-
-
-

- #CONTROLLABLE - self -

-
-
-

-
-
-
-
-

- #boolean - DetectVisual -

-
-
- -

(Optional) If false, do not include visually detected targets.

- -
-
-
-
-

- #boolean - DetectOptical -

-
-
- -

(Optional) If false, do not include optically detected targets.

- -
-
-
-
-

- #boolean - DetectRadar -

-
-
- -

(Optional) If false, do not include targets detected by radar.

- -
-
-
-
-

- #boolean - DetectIRST -

-
-
- -

(Optional) If false, do not include targets detected by IRST.

- -
-
-
-
-

- #boolean - DetectRWR -

-
-
- -

(Optional) If false, do not include targets detected by RWR.

- -
-
-
-
-

- #boolean - DetectDLINK -

-
-
- -

(Optional) If false, do not include targets detected by data link.

- -
-
-

Return values:

-
-
-

#boolean:

-
-
- -

True if target is detected.

- -
-
-

#boolean:

-
-
- -

True if target is visible by line of sight.

- -
-
-

#number:

-
-
- -

Mission time when target was detected.

- -
-
-

#boolean:

-
-
- -

True if target type is known.

- -
-
-

#boolean:

-
-
- -

True if distance to target is known.

- -
-
-

DCS#Vec3:

-
-
- -

Last known position vector of the target.

- -
-
-

DCS#Vec3:

-
-
- -

Last known velocity vector of the target.

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

Check if a certain UNIT is detected by the controllable.

- - -

The optional parametes specify the detection methods that can be applied. -If no detection method is given, the detection will use all the available methods by default. -If at least one detection method is specified, only the methods set to true will be used.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Wrapper.Unit#UNIT - Unit -

-
-
- -

The unit that is supposed to be detected.

- -
-
-
-
-

- #boolean - DetectVisual -

-
-
- -

(Optional) If false, do not include visually detected targets.

- -
-
-
-
-

- #boolean - DetectOptical -

-
-
- -

(Optional) If false, do not include optically detected targets.

- -
-
-
-
-

- #boolean - DetectRadar -

-
-
- -

(Optional) If false, do not include targets detected by radar.

- -
-
-
-
-

- #boolean - DetectIRST -

-
-
- -

(Optional) If false, do not include targets detected by IRST.

- -
-
-
-
-

- #boolean - DetectRWR -

-
-
- -

(Optional) If false, do not include targets detected by RWR.

- -
-
-
-
-

- #boolean - DetectDLINK -

-
-
- -

(Optional) If false, do not include targets detected by data link.

- -
-
-

Return values:

-
-
-

#boolean:

-
-
- -

True if target is detected.

- -
-
-

#boolean:

-
-
- -

True if target is visible by line of sight.

- -
-
-

#number:

-
-
- -

Mission time when target was detected.

- -
-
-

#boolean:

-
-
- -

True if target type is known.

- -
-
-

#boolean:

-
-
- -

True if distance to target is known.

- -
-
-

DCS#Vec3:

-
-
- -

Last known position vector of the target.

- -
-
-

DCS#Vec3:

-
-
- -

Last known velocity vector of the target.

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

Create a new CONTROLLABLE from a DCSControllable

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - ControllableName -

-
-
- -

The DCS Controllable name

- -
-
-

Return value:

-
- -
- -

self

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

Sets Controllable Option for A2A attack range for AIR FIGHTER units.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - range -

-
-
- -

Defines the range

- -
-
-

Return value:

-
- -
- -

self

- -
-
-

Usage:

-
Range can be one of MAX_RANGE = 0, NEZ_RANGE = 1, HALF_WAY_RMAX_NEZ = 2, TARGET_THREAT_EST = 3, RANDOM_RANGE = 4. Defaults to 3. See: https://wiki.hoggitworld.com/view/DCS_option_missileAttack
- -
- -
-
- -
- - - -

Alarm state to Auto: AI will automatically switch alarm states based on the presence of threats.

- - -

The AI kind of cheats in this regard.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Alarm state to Green: Group is not combat ready.

- - -

Sensors are stowed if possible.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Alarm state to Red: Group is combat ready and actively searching for targets.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Allow to Jettison of weapons upon threat.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Defines how long a GROUND unit/group will move to avoid an ongoing attack.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Seconds -

-
-
- -

Any positive number: AI will disperse, but only for the specified time before continuing their route. 0: AI will not disperse.

- -
-
-

Return value:

-
- -
- -

self

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

Defines the usage of Electronic Counter Measures by airborne forces.

- - -

AI will leave their ECM on all the time.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Defines the usage of Electronic Counter Measures by airborne forces.

- - -

If the AI is being detected by a radar they will enable their ECM.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Defines the usage of Electronic Counter Measures by airborne forces.

- - -

Disables the ability for AI to use their ECM.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Defines the usage of Electronic Counter Measures by airborne forces.

- - -

If the AI is actively being locked by an enemy radar they will enable their ECM jammer.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Defines the range at which a GROUND unit/group is allowed to use its weapons automatically.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - EngageRange -

-
-
- -

Engage range limit in percent (a number between 0 and 100). Default 100.

- -
-
-

Return value:

-
- -
- -

self

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

Keep weapons upon threat.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Prohibit Afterburner.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - Prohibit -

-
-
- -

If true or nil, prohibit. If false, do not prohibit.

- -
-
-

Return value:

-
- -
- -

self

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

Set option for Rules of Engagement (ROE).

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - ROEvalue -

-
-
- -

ROE value. See ENUMS.ROE.

- -
-
-

Return value:

-
- -
- -

self

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

Weapons Hold: AI will hold fire under all circumstances.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Can the CONTROLLABLE hold their weapons?

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

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

Open Fire (Only Designated): AI will engage only targets specified in its taskings.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Can the CONTROLLABLE attack designated targets?

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

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

Open Fire, Weapons Free (Priority Designated): AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking.

- - -

Only for AIR units!

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Can the CONTROLLABLE attack priority designated targets?

- - -

Only for AIR!

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

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

Return Fire: AI will only engage threats that shoot first.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Can the CONTROLLABLE attack returning on enemy fire?

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

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

Weapon free.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Can the CONTROLLABLE attack targets of opportunity?

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

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

Set Reation On Threat behaviour.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - ROTvalue -

-
-
- -

ROT value. See ENUMS.ROT.

- -
-
-

Return value:

-
- -
- -

self

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

Evade on fire.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Can the CONTROLLABLE evade on enemy fire?

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

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

No evasion on enemy threats.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Can the CONTROLLABLE ignore enemy fire?

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

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

Evasion passive defense.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Can the CONTROLLABLE evade using passive defenses?

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

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

Evade on fire using vertical manoeuvres.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Can the CONTROLLABLE evade on fire using vertical manoeuvres?

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

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

Set RTB on ammo.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - WeaponsFlag -

-
-
- -

Weapons.flag enumerator.

- -
-
-

Return value:

-
- -
- -

self

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

Set RTB on bingo fuel.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - RTB -

-
-
- -

true if RTB on bingo fuel (default), false if no RTB on bingo fuel. -Warning! When you switch this option off, the airborne group will continue to fly until all fuel has been consumed, and will crash.

- -
-
-

Return value:

-
- -
- -

self

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

Sets Controllable Option for Restriction of Afterburner.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - RestrictBurner -

-
-
- -

If true, restrict burner. If false or nil, allow (unrestrict) burner.

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

(GROUND) Patrol iteratively using the waypoints of the (parent) group.

- -
-
-

Defined in:

- -

Return value:

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

(GROUND) Patrol randomly to the waypoints the for the (parent) group.

- - -

A random waypoint will be picked and the group will move towards that point.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - Speed -

-
-
- -

Speed in km/h.

- -
-
-
-
-

- #string - Formation -

-
-
- -

The formation the group uses.

- -
-
-
-
-

- Core.Point#COORDINATE - ToWaypoint -

-
-
- -

The waypoint where the group should move to.

- -
-
-

Return value:

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

(GROUND) Patrol randomly to the waypoints the for the (parent) group.

- - -

A random waypoint will be picked and the group will move towards that point.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - ZoneList -

-
-
- -

Table of zones.

- -
-
-
-
-

- #number - Speed -

-
-
- -

Speed in km/h the group moves at.

- -
-
-
-
-

- #string - Formation -

-
-
- -

(Optional) Formation the group should use.

- -
-
-
-
-

- #number - DelayMin -

-
-
- -

Delay in seconds before the group progresses to the next route point. Default 1 sec.

- -
-
-
-
-

- #number - DelayMax -

-
-
- -

Max. delay in seconds. Actual delay is randomly chosen between DelayMin and DelayMax. Default equal to DelayMin.

- -
-
-

Return value:

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

Popping current Task from the controllable.

- -
-
-

Defined in:

- -

Return value:

-
- -
- -

self

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

Pushing Task on the queue from the controllable.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCSTask -

-
-
-

-
-
-
-
-

- WaitTime -

-
-
-

-
-
-

Return value:

-
- -
- -

self

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

(GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - speed -

-
-
- -

Speed of the controllable, default 20

- -
-
-
-
-

- #number - radius -

-
-
- -

Radius of the relocation zone, default 500

- -
-
-
-
-

- #boolean - onroad -

-
-
- -

If true, route on road (less problems with AI way finding), default true

- -
-
-
-
-

- #boolean - shortcut -

-
-
- -

If true and onroad is set, take a shorter route - if available - off road, default false

- -
-
-
-
-

- #string - formation -

-
-
- -

Formation string as in the mission editor, e.g. "Vee", "Diamond", "Line abreast", etc. Defaults to "Off Road"

- -
-
-

Return value:

-
- -
- -

self

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

Make the controllable to follow a given route.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - Route -

-
-
- -

A table of Route Points.

- -
-
-
-
-

- #number - DelaySeconds -

-
-
- -

(Optional) Wait for the specified seconds before executing the Route. Default is one second.

- -
-
-

Return value:

-
- -
- -

The CONTROLLABLE.

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

Make the AIR Controllable fly towards a specific point.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Point#COORDINATE - ToCoordinate -

-
-
- -

A Coordinate to drive to.

- -
-
-
- -
- -

The altitude type.

- -
-
-
- -
- -

The route point type.

- -
-
-
- -
- -

The route point action.

- -
-
-
-
-

- #number - Speed -

-
-
- -

(optional) Speed in km/h. The default speed is 500 km/h.

- -
-
-
-
-

- #number - DelaySeconds -

-
-
- -

Wait for the specified seconds before executing the Route.

- -
-
-

Return value:

-
- -
- -

The CONTROLLABLE.

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

Make the TRAIN Controllable to drive towards a specific point using railroads.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Point#COORDINATE - ToCoordinate -

-
-
- -

A Coordinate to drive to.

- -
-
-
-
-

- #number - Speed -

-
-
- -

(Optional) Speed in km/h. The default speed is 20 km/h.

- -
-
-
-
-

- #number - DelaySeconds -

-
-
- -

(Optional) Wait for the specified seconds before executing the Route. Default is one second.

- -
-
-
-
-

- #function - WaypointFunction -

-
-
- -

(Optional) Function called when passing a waypoint. First parameters of the function are the #CONTROLLABLE object, the number of the waypoint and the total number of waypoints.

- -
-
-
-
-

- #table - WaypointFunctionArguments -

-
-
- -

(Optional) List of parameters passed to the WaypointFunction.

- -
-
-

Return value:

-
- -
- -

The CONTROLLABLE.

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

Make the GROUND Controllable to drive towards a specific point using (mostly) roads.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Point#COORDINATE - ToCoordinate -

-
-
- -

A Coordinate to drive to.

- -
-
-
-
-

- #number - Speed -

-
-
- -

(Optional) Speed in km/h. The default speed is 20 km/h.

- -
-
-
-
-

- #number - DelaySeconds -

-
-
- -

(Optional) Wait for the specified seconds before executing the Route. Default is one second.

- -
-
-
-
-

- #string - OffRoadFormation -

-
-
- -

(Optional) The formation at initial and final waypoint. Default is "Off Road".

- -
-
-
-
-

- #function - WaypointFunction -

-
-
- -

(Optional) Function called when passing a waypoint. First parameters of the function are the #CONTROLLABLE object, the number of the waypoint and the total number of waypoints.

- -
-
-
-
-

- #table - WaypointFunctionArguments -

-
-
- -

(Optional) List of parameters passed to the WaypointFunction.

- -
-
-

Return value:

-
- -
- -

The CONTROLLABLE.

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

Make the GROUND Controllable to drive towards a specific point.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Point#COORDINATE - ToCoordinate -

-
-
- -

A Coordinate to drive to.

- -
-
-
-
-

- #number - Speed -

-
-
- -

(optional) Speed in km/h. The default speed is 20 km/h.

- -
-
-
-
-

- #string - Formation -

-
-
- -

(optional) The route point Formation, which is a text string that specifies exactly the Text in the Type of the route point, like "Vee", "Echelon Right".

- -
-
-
-
-

- #number - DelaySeconds -

-
-
- -

Wait for the specified seconds before executing the Route.

- -
-
-
-
-

- #function - WaypointFunction -

-
-
- -

(Optional) Function called when passing a waypoint. First parameters of the function are the #CONTROLLABLE object, the number of the waypoint and the total number of waypoints.

- -
-
-
-
-

- #table - WaypointFunctionArguments -

-
-
- -

(Optional) List of parameters passed to the WaypointFunction.

- -
-
-

Return value:

-
- -
- -

The CONTROLLABLE.

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

Make the controllable to push follow a given route.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - Route -

-
-
- -

A table of Route Points.

- -
-
-
-
-

- #number - DelaySeconds -

-
-
- -

(Optional) Wait for the specified seconds before executing the Route. Default is one second.

- -
-
-

Return value:

-
- -
- -

The CONTROLLABLE.

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

Resumes the movement of the vehicle on the route.

- -
-
-

Defined in:

- -

Return value:

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

Stops the movement of the vehicle on the route.

- -
-
-

Defined in:

- -

Return value:

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

(AIR + GROUND) Make the Controllable move to fly to a given point.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Vec3 - Point -

-
-
- -

The destination point in Vec3 format.

- -
-
-
-
-

- #number - Speed -

-
-
- -

The speed [m/s] to travel.

- -
-
-

Return value:

-
- -
- -

self

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

(AIR + GROUND) Make the Controllable move to a given point.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Vec3 - Point -

-
-
- -

The destination point in Vec3 format.

- -
-
-
-
-

- #number - Speed -

-
-
- -

The speed [m/s] to travel.

- -
-
-

Return value:

-
- -
- -

self

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

[AIR] Sets the controlled aircraft group to fly at the specified altitude in meters.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - Altitude -

-
-
- -

Altitude in meters.

- -
-
-
-
-

- #boolean - Keep -

-
-
- -

(Optional) When set to true, will maintain the altitude on passing waypoints. If not present or false, the controlled group will return to the altitude as defined by their route.

- -
-
-
-
-

- #string - AltType -

-
-
- -

(Optional) Specifies the altitude type used. If nil, the altitude type of the current waypoint will be used. Accepted values are "BARO" and "RADIO".

- -
-
-

Return value:

-
- -
- -

self

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

Executes a command action for the CONTROLLABLE.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- DCS#Command - DCSCommand -

-
-
- -

The command to be executed.

- -
-
-

Return value:

-
- -
- -

self

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

Set option.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - OptionID -

-
-
- -

ID/Type of the option.

- -
-
-
-
-

- #number - OptionValue -

-
-
- -

Value of the option

- -
-
-

Return value:

-
- -
- -

self

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

Sets the controlled group to go at the specified speed in meters per second.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - Speed -

-
-
- -

Speed in meters per second

- -
-
-
-
-

- #boolean - Keep -

-
-
- -

(Optional) When set to true, will maintain the speed on passing waypoints. If not present or false, the controlled group will return to the speed as defined by their route.

- -
-
-

Return value:

-
- -
- -

self

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

Clearing the Task Queue and Setting the Task on the queue from the controllable.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - DCSTask -

-
-
- -

DCS Task array.

- -
-
-
-
-

- #number - WaitTime -

-
-
- -

Time in seconds, before the task is set.

- -
-
-

Return value:

-
- -
- -

self

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

Set a Task at a Waypoint using a Route list.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #table - Waypoint -

-
-
- -

The Waypoint!

- -
-
-
-
-

- DCS#Task - Task -

-
-
- -

The Task structure to be executed!

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Give an uncontrolled air controllable the start command.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - delay -

-
-
- -

(Optional) Delay before start command in seconds.

- -
-
-

Return value:

-
- -
- -

self

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

Return an empty task shell for Aerobatics.

- -
-
-

Defined in:

- -

Return value:

-
-
-

DCS#Task:

-
-
- - - -
-
-

Usage:

-
       local plane = GROUP:FindByName("Aerial-1")
-       -- get a task shell
-       local aerotask = plane:TaskAerobatics() 
-       -- add a series of maneuvers
-       aerotask = plane:TaskAerobaticsHorizontalEight(aerotask,1,5000,850,true,false,1,70)
-       aerotask = plane:TaskAerobaticsWingoverFlight(aerotask,1,0,0,true,true,20)
-       aerotask = plane:TaskAerobaticsLoop(aerotask,1,0,0,false,true)
-       -- set the task
-       plane:SetTask(aerotask)
- -
- -
-
- -
- - - -

Add an aerobatics entry of type "AILERON_ROLL" to the Aerobatics Task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - TaskAerobatics -

-
-
- -

The Aerobatics Task

- -
-
-
-
-

- #number - Repeats -

-
-
- -

(Optional) The number of repeats, defaults to 1.

- -
-
-
-
-

- #number - InitAltitude -

-
-
- -

(Optional) Starting altitude in meters, defaults to 0.

- -
-
-
-
-

- #number - InitSpeed -

-
-
- -

(Optional) Starting speed in KPH, defaults to 0.

- -
-
-
-
-

- #boolean - UseSmoke -

-
-
- -

(Optional) Using smoke, defaults to false.

- -
-
-
-
-

- #boolean - StartImmediately -

-
-
- -

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

- -
-
-
-
-

- #number - Side -

-
-
- -

(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.

- -
-
-
-
-

- #number - RollRate -

-
-
- -

(Optional) How many degrees to roll per sec(?), can be between 15 and 450, defaults to 90.

- -
-
-
-
-

- #number - TurnAngle -

-
-
- -

(Optional) Angles to turn overall, defaults to 360.

- -
-
-
-
-

- #number - FixAngle -

-
-
- -

(Optional) No idea what this does, can be between 0 and 180 degrees, defaults to 180.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Add an aerobatics entry of type "BARREL_ROLL" to the Aerobatics Task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - TaskAerobatics -

-
-
- -

The Aerobatics Task

- -
-
-
-
-

- #number - Repeats -

-
-
- -

(Optional) The number of repeats, defaults to 1.

- -
-
-
-
-

- #number - InitAltitude -

-
-
- -

(Optional) Starting altitude in meters, defaults to 0.

- -
-
-
-
-

- #number - InitSpeed -

-
-
- -

(Optional) Starting speed in KPH, defaults to 0.

- -
-
-
-
-

- #boolean - UseSmoke -

-
-
- -

(Optional) Using smoke, defaults to false.

- -
-
-
-
-

- #boolean - StartImmediately -

-
-
- -

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

- -
-
-
-
-

- #number - Side -

-
-
- -

(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.

- -
-
-
-
-

- #number - RollRate -

-
-
- -

(Optional) How many degrees to roll per sec(?), can be between 15 and 450, defaults to 90.

- -
-
-
-
-

- #number - TurnAngle -

-
-
- -

(Optional) Turn angle, defaults to 360 degrees.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Add an aerobatics entry of type "CANDLE" to the Aerobatics Task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - TaskAerobatics -

-
-
- -

The Aerobatics Task

- -
-
-
-
-

- #number - Repeats -

-
-
- -

(Optional) The number of repeats, defaults to 1.

- -
-
-
-
-

- #number - InitAltitude -

-
-
- -

(Optional) Starting altitude in meters, defaults to 0.

- -
-
-
-
-

- #number - InitSpeed -

-
-
- -

(Optional) Starting speed in KPH, defaults to 0.

- -
-
-
-
-

- #boolean - UseSmoke -

-
-
- -

(Optional) Using smoke, defaults to false.

- -
-
-
-
-

- #boolean - StartImmediately -

-
-
- -

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Add an aerobatics entry of type "CLIMB" to the Aerobatics Task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - TaskAerobatics -

-
-
- -

The Aerobatics Task

- -
-
-
-
-

- #number - Repeats -

-
-
- -

(Optional) The number of repeats, defaults to 1.

- -
-
-
-
-

- #number - InitAltitude -

-
-
- -

(Optional) Starting altitude in meters, defaults to 0.

- -
-
-
-
-

- #number - InitSpeed -

-
-
- -

(Optional) Starting speed in KPH, defaults to 0.

- -
-
-
-
-

- #boolean - UseSmoke -

-
-
- -

(Optional) Using smoke, defaults to false.

- -
-
-
-
-

- #boolean - StartImmediately -

-
-
- -

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

- -
-
-
-
-

- #number - Angle -

-
-
- -

(Optional) Angle to climb. Can be between 15 and 90 degrees. Defaults to 45 degrees.

- -
-
-
-
-

- #number - FinalAltitude -

-
-
- -

(Optional) Altitude to climb to in meters. Defaults to 5000m.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Add an aerobatics entry of type "DIVE" to the Aerobatics Task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - TaskAerobatics -

-
-
- -

The Aerobatics Task

- -
-
-
-
-

- #number - Repeats -

-
-
- -

(Optional) The number of repeats, defaults to 1.

- -
-
-
-
-

- #number - InitAltitude -

-
-
- -

(Optional) Starting altitude in meters, defaults to 5000.

- -
-
-
-
-

- #number - InitSpeed -

-
-
- -

(Optional) Starting speed in KPH, defaults to 0.

- -
-
-
-
-

- #boolean - UseSmoke -

-
-
- -

(Optional) Using smoke, defaults to false.

- -
-
-
-
-

- #boolean - StartImmediately -

-
-
- -

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

- -
-
-
-
-

- #number - Angle -

-
-
- -

(Optional) With how many degrees to dive, defaults to 45. Can be 15 to 90 degrees.

- -
-
-
-
-

- #number - FinalAltitude -

-
-
- -

(Optional) Final altitude in meters, defaults to 1000.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Add an aerobatics entry of type "EDGE_FLIGHT" to the Aerobatics Task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - TaskAerobatics -

-
-
- -

The Aerobatics Task

- -
-
-
-
-

- #number - Repeats -

-
-
- -

(Optional) The number of repeats, defaults to 1.

- -
-
-
-
-

- #number - InitAltitude -

-
-
- -

(Optional) Starting altitude in meters, defaults to 0.

- -
-
-
-
-

- #number - InitSpeed -

-
-
- -

(Optional) Starting speed in KPH, defaults to 0.

- -
-
-
-
-

- #boolean - UseSmoke -

-
-
- -

(Optional) Using smoke, defaults to false.

- -
-
-
-
-

- #boolean - StartImmediately -

-
-
- -

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

- -
-
-
-
-

- #number - FlightTime -

-
-
- -

(Optional) Time to fly this manoever in seconds, defaults to 10.

- -
-
-
-
-

- #number - Side -

-
-
- -

(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Add an aerobatics entry of type "FORCED_TURN" to the Aerobatics Task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - TaskAerobatics -

-
-
- -

The Aerobatics Task

- -
-
-
-
-

- #number - Repeats -

-
-
- -

(Optional) The number of repeats, defaults to 1.

- -
-
-
-
-

- #number - InitAltitude -

-
-
- -

(Optional) Starting altitude in meters, defaults to 0.

- -
-
-
-
-

- #number - InitSpeed -

-
-
- -

(Optional) Starting speed in KPH, defaults to 0.

- -
-
-
-
-

- #boolean - UseSmoke -

-
-
- -

(Optional) Using smoke, defaults to false.

- -
-
-
-
-

- #boolean - StartImmediately -

-
-
- -

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

- -
-
-
-
-

- #number - TurnAngle -

-
-
- -

(Optional) Angles to turn, defaults to 360.

- -
-
-
-
-

- #number - Side -

-
-
- -

(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.

- -
-
-
-
-

- #number - FlightTime -

-
-
- -

(Optional) Flight time in seconds for thos maneuver. Defaults to 30.

- -
-
-
-
-

- #number - MinSpeed -

-
-
- -

(Optional) Minimum speed to keep in kph, defaults to 250 kph.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Add an aerobatics entry of type "HAMMERHEAD" to the Aerobatics Task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - TaskAerobatics -

-
-
- -

The Aerobatics Task

- -
-
-
-
-

- #number - Repeats -

-
-
- -

(Optional) The number of repeats, defaults to 1.

- -
-
-
-
-

- #number - InitAltitude -

-
-
- -

(Optional) Starting altitude in meters, defaults to 0.

- -
-
-
-
-

- #number - InitSpeed -

-
-
- -

(Optional) Starting speed in KPH, defaults to 0.

- -
-
-
-
-

- #boolean - UseSmoke -

-
-
- -

(Optional) Using smoke, defaults to false.

- -
-
-
-
-

- #boolean - StartImmediately -

-
-
- -

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

- -
-
-
-
-

- #number - Side -

-
-
- -

(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Add an aerobatics entry of type "HORIZONTAL_EIGHT" to the Aerobatics Task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - TaskAerobatics -

-
-
- -

The Aerobatics Task

- -
-
-
-
-

- #number - Repeats -

-
-
- -

(Optional) The number of repeats, defaults to 1.

- -
-
-
-
-

- #number - InitAltitude -

-
-
- -

(Optional) Starting altitude in meters, defaults to 0.

- -
-
-
-
-

- #number - InitSpeed -

-
-
- -

(Optional) Starting speed in KPH, defaults to 0.

- -
-
-
-
-

- #boolean - UseSmoke -

-
-
- -

(Optional) Using smoke, defaults to false.

- -
-
-
-
-

- #boolean - StartImmediately -

-
-
- -

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

- -
-
-
-
-

- #number - Side -

-
-
- -

(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.

- -
-
-
-
-

- #number - RollDeg -

-
-
- -

(Optional) Roll degrees for Roll 1 and 2, defaults to 60.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Add an aerobatics entry of type "IMMELMAN" to the Aerobatics Task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - TaskAerobatics -

-
-
- -

The Aerobatics Task

- -
-
-
-
-

- #number - Repeats -

-
-
- -

(Optional) The number of repeats, defaults to 1.

- -
-
-
-
-

- #number - InitAltitude -

-
-
- -

(Optional) Starting altitude in meters, defaults to 0.

- -
-
-
-
-

- #number - InitSpeed -

-
-
- -

(Optional) Starting speed in KPH, defaults to 0.

- -
-
-
-
-

- #boolean - UseSmoke -

-
-
- -

(Optional) Using smoke, defaults to false.

- -
-
-
-
-

- #boolean - StartImmediately -

-
-
- -

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Add an aerobatics entry of type "LOOP" to the Aerobatics Task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - TaskAerobatics -

-
-
- -

The Aerobatics Task

- -
-
-
-
-

- #number - Repeats -

-
-
- -

(Optional) The number of repeats, defaults to 1.

- -
-
-
-
-

- #number - InitAltitude -

-
-
- -

(Optional) Starting altitude in meters, defaults to 0.

- -
-
-
-
-

- #number - InitSpeed -

-
-
- -

(Optional) Starting speed in KPH, defaults to 0.

- -
-
-
-
-

- #boolean - UseSmoke -

-
-
- -

(Optional) Using smoke, defaults to false.

- -
-
-
-
-

- #boolean - StartImmediately -

-
-
- -

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Add an aerobatics entry of type "MILITARY_TURN" to the Aerobatics Task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - TaskAerobatics -

-
-
- -

The Aerobatics Task

- -
-
-
-
-

- #number - Repeats -

-
-
- -

(Optional) The number of repeats, defaults to 1.

- -
-
-
-
-

- #number - InitAltitude -

-
-
- -

(Optional) Starting altitude in meters, defaults to 0.

- -
-
-
-
-

- #number - InitSpeed -

-
-
- -

(Optional) Starting speed in KPH, defaults to 0.

- -
-
-
-
-

- #boolean - UseSmoke -

-
-
- -

(Optional) Using smoke, defaults to false.

- -
-
-
-
-

- #boolean - StartImmediately -

-
-
- -

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Add an aerobatics entry of type "SKEWED_LOOP" to the Aerobatics Task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - TaskAerobatics -

-
-
- -

The Aerobatics Task

- -
-
-
-
-

- #number - Repeats -

-
-
- -

(Optional) The number of repeats, defaults to 1.

- -
-
-
-
-

- #number - InitAltitude -

-
-
- -

(Optional) Starting altitude in meters, defaults to 0.

- -
-
-
-
-

- #number - InitSpeed -

-
-
- -

(Optional) Starting speed in KPH, defaults to 0.

- -
-
-
-
-

- #boolean - UseSmoke -

-
-
- -

(Optional) Using smoke, defaults to false.

- -
-
-
-
-

- #boolean - StartImmediately -

-
-
- -

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

- -
-
-
-
-

- #number - Side -

-
-
- -

(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.

- -
-
-
-
-

- #number - RollDeg -

-
-
- -

(Optional) Roll degrees for Roll 1 and 2, defaults to 60.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Add an aerobatics entry of type "SPIRAL" to the Aerobatics Task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - TaskAerobatics -

-
-
- -

The Aerobatics Task

- -
-
-
-
-

- #number - Repeats -

-
-
- -

(Optional) The number of repeats, defaults to 1.

- -
-
-
-
-

- #number - InitAltitude -

-
-
- -

(Optional) Starting altitude in meters, defaults to 0.

- -
-
-
-
-

- #number - InitSpeed -

-
-
- -

(Optional) Starting speed in KPH, defaults to 0.

- -
-
-
-
-

- #boolean - UseSmoke -

-
-
- -

(Optional) Using smoke, defaults to false.

- -
-
-
-
-

- #boolean - StartImmediately -

-
-
- -

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

- -
-
-
-
-

- #number - TurnAngle -

-
-
- -

(Optional) Turn angle, defaults to 360 degrees.

- -
-
-
-
-

- #number - Roll -

-
-
- -

(Optional) Roll to take, defaults to 60 degrees.

- -
-
-
-
-

- #number - Side -

-
-
- -

(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.

- -
-
-
-
-

- #number - UpDown -

-
-
- -

(Optional) Spiral upwards (1) or downwards (0). Defaults to 0 - downwards.

- -
-
-
-
-

- #number - Angle -

-
-
- -

(Optional) Angle to spiral. Can be between 15 and 90 degrees. Defaults to 45 degrees.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Add an aerobatics entry of type "SPLIT_S" to the Aerobatics Task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - TaskAerobatics -

-
-
- -

The Aerobatics Task

- -
-
-
-
-

- #number - Repeats -

-
-
- -

(Optional) The number of repeats, defaults to 1.

- -
-
-
-
-

- #number - InitAltitude -

-
-
- -

(Optional) Starting altitude in meters, defaults to 0.

- -
-
-
-
-

- #number - InitSpeed -

-
-
- -

(Optional) Starting speed in KPH, defaults to 0.

- -
-
-
-
-

- #boolean - UseSmoke -

-
-
- -

(Optional) Using smoke, defaults to false.

- -
-
-
-
-

- #boolean - StartImmediately -

-
-
- -

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

- -
-
-
-
-

- #number - FinalSpeed -

-
-
- -

(Optional) Final speed to reach in KPH. Defaults to 500 kph.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Add an aerobatics entry of type "STRAIGHT_FLIGHT" to the Aerobatics Task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - TaskAerobatics -

-
-
- -

The Aerobatics Task

- -
-
-
-
-

- #number - Repeats -

-
-
- -

(Optional) The number of repeats, defaults to 1.

- -
-
-
-
-

- #number - InitAltitude -

-
-
- -

(Optional) Starting altitude in meters, defaults to 0.

- -
-
-
-
-

- #number - InitSpeed -

-
-
- -

(Optional) Starting speed in KPH, defaults to 0.

- -
-
-
-
-

- #boolean - UseSmoke -

-
-
- -

(Optional) Using smoke, defaults to false.

- -
-
-
-
-

- #boolean - StartImmediately -

-
-
- -

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

- -
-
-
-
-

- #number - FlightTime -

-
-
- -

(Optional) Time to fly this manoever in seconds, defaults to 10.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Add an aerobatics entry of type "TURN" to the Aerobatics Task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - TaskAerobatics -

-
-
- -

The Aerobatics Task

- -
-
-
-
-

- #number - Repeats -

-
-
- -

(Optional) The number of repeats, defaults to 1.

- -
-
-
-
-

- #number - InitAltitude -

-
-
- -

(Optional) Starting altitude in meters, defaults to 0.

- -
-
-
-
-

- #number - InitSpeed -

-
-
- -

(Optional) Starting speed in KPH, defaults to 0.

- -
-
-
-
-

- #boolean - UseSmoke -

-
-
- -

(Optional) Using smoke, defaults to false.

- -
-
-
-
-

- #boolean - StartImmediately -

-
-
- -

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

- -
-
-
-
-

- #number - Side -

-
-
- -

(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.

- -
-
-
-
-

- #number - RollDeg -

-
-
- -

(Optional) Roll degrees for Roll 1 and 2, defaults to 60.

- -
-
-
-
-

- #number - Pull -

-
-
- -

(Optional) How many Gs to pull in this, defaults to 2.

- -
-
-
-
-

- #number - Angle -

-
-
- -

(Optional) How many degrees to turn, defaults to 180.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Add an aerobatics entry of type "WINGOVER_FLIGHT" to the Aerobatics Task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - TaskAerobatics -

-
-
- -

The Aerobatics Task

- -
-
-
-
-

- #number - Repeats -

-
-
- -

(Optional) The number of repeats, defaults to 1.

- -
-
-
-
-

- #number - InitAltitude -

-
-
- -

(Optional) Starting altitude in meters, defaults to 0.

- -
-
-
-
-

- #number - InitSpeed -

-
-
- -

(Optional) Starting speed in KPH, defaults to 0.

- -
-
-
-
-

- #boolean - UseSmoke -

-
-
- -

(Optional) Using smoke, defaults to false.

- -
-
-
-
-

- #boolean - StartImmediately -

-
-
- -

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

- -
-
-
-
-

- #number - FlightTime -

-
-
- -

(Optional) Time to fly this manoever in seconds, defaults to 10.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

(AIR) Attack a Controllable.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Wrapper.Group#GROUP - AttackGroup -

-
-
- -

The Group to be attacked.

- -
-
-
-
-

- #number - WeaponType -

-
-
- -

(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.

- -
-
-
-
-

- DCS#AI.Task.WeaponExpend - WeaponExpend -

-
-
- -

(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.

- -
-
-
-
-

- #number - AttackQty -

-
-
- -

(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

- -
-
-
-
-

- DCS#Azimuth - Direction -

-
-
- -

(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.

- -
-
-
-
-

- DCS#Distance - Altitude -

-
-
- -

(optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude.

- -
-
-
-
-

- #boolean - AttackQtyLimit -

-
-
- -

(optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.

- -
-
-
-
-

- #boolean - GroupAttack -

-
-
- -

(Optional) If true, attack as group.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR) Attacking the map object (building, structure, etc).

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Vec2 - Vec2 -

-
-
- -

2D-coordinates of the point to deliver weapon at.

- -
-
-
-
-

- #boolean - GroupAttack -

-
-
- -

(Optional) If true, all units in the group will attack the Unit when found.

- -
-
-
-
-

- DCS#AI.Task.WeaponExpend - WeaponExpend -

-
-
- -

(Optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit will choose expend on its own discretion.

- -
-
-
-
-

- #number - AttackQty -

-
-
- -

(Optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

- -
-
-
-
-

- DCS#Azimuth - Direction -

-
-
- -

(Optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.

- -
-
-
-
-

- #number - Altitude -

-
-
- -

(Optional) The altitude [meters] from where to attack. Default 30 m.

- -
-
-
-
-

- #number - WeaponType -

-
-
- -

(Optional) The WeaponType. Default Auto=1073741822.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR) Attack the Unit.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Wrapper.Unit#UNIT - AttackUnit -

-
-
- -

The UNIT to be attacked

- -
-
-
-
-

- #boolean - GroupAttack -

-
-
- -

(Optional) If true, all units in the group will attack the Unit when found. Default false.

- -
-
-
-
-

- DCS#AI.Task.WeaponExpend - WeaponExpend -

-
-
- -

(Optional) Determines how many weapons will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.

- -
-
-
-
-

- #number - AttackQty -

-
-
- -

(Optional) Limits maximal quantity of attack. The aircraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

- -
-
-
-
-

- DCS#Azimuth - Direction -

-
-
- -

(Optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction.

- -
-
-
-
-

- #number - Altitude -

-
-
- -

(Optional) The (minimum) altitude in meters from where to attack. Default is altitude of unit to attack but at least 1000 m.

- -
-
-
-
-

- #number - WeaponType -

-
-
- -

(optional) The WeaponType. See DCS Enumerator Weapon Type on Hoggit.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR) Delivering weapon at the point on the ground.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Vec2 - Vec2 -

-
-
- -

2D-coordinates of the point to deliver weapon at.

- -
-
-
-
-

- #boolean - GroupAttack -

-
-
- -

(optional) If true, all units in the group will attack the Unit when found.

- -
-
-
-
-

- DCS#AI.Task.WeaponExpend - WeaponExpend -

-
-
- -

(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.

- -
-
-
-
-

- #number - AttackQty -

-
-
- -

(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

- -
-
-
-
-

- DCS#Azimuth - Direction -

-
-
- -

(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.

- -
-
-
-
-

- #number - Altitude -

-
-
- -

(optional) The altitude from where to attack.

- -
-
-
-
-

- #number - WeaponType -

-
-
- -

(optional) The WeaponType.

- -
-
-
-
-

- #boolean - Divebomb -

-
-
- -

(optional) Perform dive bombing. Default false.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR) Delivering weapon on the runway.

- - -

See hoggit

- -

Make sure the aircraft has the following role:

- -
    -
  • CAS
  • -
  • Ground Attack
  • -
  • Runway Attack
  • -
  • Anti-Ship Strike
  • -
  • AFAC
  • -
  • Pinpoint Strike
  • -
- - -
-
-

Defined in:

- -

Parameters:

-
-
-

- Wrapper.Airbase#AIRBASE - Airbase -

-
-
- -

Airbase to attack.

- -
-
-
-
-

- #number - WeaponType -

-
-
- -

(optional) Bitmask of weapon types those allowed to use. See DCS enum weapon flag. Default 2147485694 = AnyBomb (GuidedBomb + AnyUnguidedBomb).

- -
-
-
-
-

- DCS#AI.Task.WeaponExpend - WeaponExpend -

-
-
- -

Enum AI.Task.WeaponExpend that defines how much munitions the AI will expend per attack run. Default "ALL".

- -
-
-
-
-

- #number - AttackQty -

-
-
- -

Number of times the group will attack if the target. Default 1.

- -
-
-
-
-

- DCS#Azimuth - Direction -

-
-
- -

(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.

- -
-
-
-
-

- #boolean - GroupAttack -

-
-
- -

(optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a group and not to a single aircraft.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR) Delivering weapon via CarpetBombing (all bombers in formation release at same time) at the point on the ground.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Vec2 - Vec2 -

-
-
- -

2D-coordinates of the point to deliver weapon at.

- -
-
-
-
-

- #boolean - GroupAttack -

-
-
- -

(optional) If true, all units in the group will attack the Unit when found.

- -
-
-
-
-

- DCS#AI.Task.WeaponExpend - WeaponExpend -

-
-
- -

(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit will choose expend on its own discretion.

- -
-
-
-
-

- #number - AttackQty -

-
-
- -

(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

- -
-
-
-
-

- DCS#Azimuth - Direction -

-
-
- -

(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.

- -
-
-
-
-

- #number - Altitude -

-
-
- -

(optional) The altitude from where to attack.

- -
-
-
-
-

- #number - WeaponType -

-
-
- -

(optional) The WeaponType.

- -
-
-
-
-

- #number - CarpetLength -

-
-
- -

(optional) default to 500 m.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

Return a Combo Task taking an array of Tasks.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- DCS#TaskArray - DCSTasks -

-
-
- -

Array of DCSTasking.Task#Task

- -
-
-

Return value:

-
-
-

DCS#Task:

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

Return a condition section for a controlled task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Time - time -

-
-
- -

DCS mission time.

- -
-
-
-
-

- #string - userFlag -

-
-
- -

Name of the user flag.

- -
-
-
-
-

- #boolean - userFlagValue -

-
-
- -

User flag value true or false. Could also be numeric, i.e. either 0=false or 1=true. Other numeric values don't work!

- -
-
-
-
-

- #string - condition -

-
-
- -

Lua string.

- -
-
-
-
-

- DCS#Time - duration -

-
-
- -

Duration in seconds.

- -
-
-
-
-

- #number - lastWayPoint -

-
-
- -

Last waypoint. -return DCS#Task

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

Return a Controlled Task taking a Task and a TaskCondition.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Task - DCSTask -

-
-
-

-
-
-
-
-

- DCS#DCSStopCondition - DCSStopCondition -

-
-
-

-
-
-

Return value:

-
-
-

DCS#Task:

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

Specifies the location infantry groups that is being transported by helicopters will be unloaded at.

- - -

Used in conjunction with the EmbarkToTransport task.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Point#COORDINATE - Coordinate -

-
-
- -

Coordinates where AI is expecting to be picked up.

- -
-
-
-
-

- GroupSetToDisembark -

-
-
-

-
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

Embark to transport task.

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

Set EPLRS data link on/off.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #boolean - SwitchOnOff -

-
-
- -

If true (or nil) switch EPLRS on. If false switch off.

- -
-
-
-
-

- #number - idx -

-
-
- -

Task index. Default 1.

- -
-
-

Return value:

-
-
-

#table:

-
-
- -

Task wrapped action.

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

Used in conjunction with the embarking task for a transport helicopter group.

- - -

The Ground units will move to the specified location and wait to be picked up by a helicopter. -The helicopter will then fly them to their dropoff point defined by another task for the ground forces; DisembarkFromTransport task. -The controllable has to be an infantry group!

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Point#COORDINATE - Coordinate -

-
-
- -

Coordinates where AI is expecting to be picked up.

- -
-
-
-
-

- #number - Radius -

-
-
- -

Radius in meters. Default 200 m.

- -
-
-
-
-

- #string - UnitType -

-
-
- -

The unit type name of the carrier, e.g. "UH-1H". Must not be specified.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

Embark to transport task.

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

(AIR HELICOPTER) Move the controllable to a Vec2 Point, wait for a defined duration and embark infantry groups.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Point#COORDINATE - Coordinate -

-
-
- -

The point where to pickup the troops.

- -
-
-
-
-

- Core.Set#SET_GROUP - GroupSetForEmbarking -

-
-
- -

Set of groups to embark.

- -
-
-
-
-

- #number - Duration -

-
-
- -

(Optional) The maximum duration in seconds to wait until all groups have embarked.

- -
-
-
-
-

- #table - Distribution -

-
-
- -

(Optional) Distribution used to put the infantry groups into specific carrier units.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR) Escort another airborne controllable.

- - -

The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders. -The unit / controllable will also protect that controllable from threats of specified types.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #CONTROLLABLE - FollowControllable -

-
-
- -

The controllable to be escorted.

- -
-
-
-
-

- DCS#Vec3 - Vec3 -

-
-
- -

Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.

- -
-
-
-
-

- #number - LastWaypointIndex -

-
-
- -

Detach waypoint of another controllable. Once reached the unit / controllable Escort task is finished.

- -
-
-
-
-

- #number - EngagementDistance -

-
-
- -

Maximal distance from escorted controllable to threat in meters. If the threat is already engaged by escort escort will disengage if the distance becomes greater than 1.5 * engagementDistMax.

- -
-
-
-
-

- DCS#AttributeNameArray - TargetTypes -

-
-
- -

Array of AttributeName that is contains threat categories allowed to engage. Default {"Air"}. See https://wiki.hoggit.us/view/DCS_enum_attributes

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.

- - -

The killer is player-controlled allied CAS-aircraft that is in contact with the FAC. -If the task is assigned to the controllable lead unit will be a FAC. -It's important to note that depending on the type of unit that is being assigned the task (AIR or GROUND), you must choose the correct type of callsign enumerator. For airborne controllables use CALLSIGN.Aircraft and for ground based use CALLSIGN.JTAC enumerators.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Wrapper.Group#GROUP - AttackGroup -

-
-
- -

Target GROUP object.

- -
-
-
-
-

- #number - WeaponType -

-
-
- -

Bitmask of weapon types, which are allowed to use.

- -
-
-
-
-

- DCS#AI.Task.Designation - Designation -

-
-
- -

(Optional) Designation type.

- -
-
-
-
-

- #boolean - Datalink -

-
-
- -

(Optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.

- -
-
-
-
-

- #number - Frequency -

-
-
- -

Frequency in MHz used to communicate with the FAC. Default 133 MHz.

- -
-
-
-
-

- #number - Modulation -

-
-
- -

Modulation of radio for communication. Default 0=AM.

- -
-
-
-
-

- #number - CallsignName -

-
-
- -

Callsign enumerator name of the FAC. (CALLSIGN.Aircraft.{name} for airborne controllables, CALLSIGN.JTACS.{name} for ground units)

- -
-
-
-
-

- #number - CallsignNumber -

-
-
- -

Callsign number, e.g. Axeman-1.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(GROUND) Fire at a VEC2 point until ammunition is finished.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Vec2 - Vec2 -

-
-
- -

The point to fire at.

- -
-
-
-
-

- DCS#Distance - Radius -

-
-
- -

The radius of the zone to deploy the fire at.

- -
-
-
-
-

- #number - AmmoCount -

-
-
- -

(optional) Quantity of ammunition to expand (omit to fire until ammunition is depleted).

- -
-
-
-
-

- #number - WeaponType -

-
-
- -

(optional) Enum for weapon type ID. This value is only required if you want the group firing to use a specific weapon, for instance using the task on a ship to force it to fire guided missiles at targets within cannon range. See http://wiki.hoggit.us/view/DCS_enum_weapon_flag

- -
-
-
-
-

- #number - Altitude -

-
-
- -

(Optional) Altitude in meters.

- -
-
-
-
-

- #number - ASL -

-
-
- -

Altitude is above mean sea level. Default is above ground level.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR) Following another airborne controllable.

- - -

The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders. -If another controllable is on land the unit / controllable will orbit around.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #CONTROLLABLE - FollowControllable -

-
-
- -

The controllable to be followed.

- -
-
-
-
-

- DCS#Vec3 - Vec3 -

-
-
- -

Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.

- -
-
-
-
-

- #number - LastWaypointIndex -

-
-
- -

Detach waypoint of another controllable. Once reached the unit / controllable Follow task is finished.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR) Following another airborne controllable.

- - -

The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders. -Used to support CarpetBombing Task

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #CONTROLLABLE - FollowControllable -

-
-
- -

The controllable to be followed.

- -
-
-
-
-

- DCS#Vec3 - Vec3 -

-
-
- -

Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.

- -
-
-
-
-

- #number - LastWaypointIndex -

-
-
- -

Detach waypoint of another controllable. Once reached the unit / controllable Follow task is finished.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

This creates a Task element, with an action to call a function as part of a Wrapped Task.

- - -

This Task can then be embedded at a Waypoint by calling the method CONTROLLABLE.SetTaskWaypoint.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - FunctionString -

-
-
- -

The function name embedded as a string that will be called.

- -
-
-
-
-

- ... -

-
-
- -

The variable arguments passed to the function when called! These arguments can be of any type!

- -
-
-

Return value:

-
- -
- - - -
-
-

Usage:

-

- local ZoneList = {
-   ZONE:New( "ZONE1" ),
-   ZONE:New( "ZONE2" ),
-   ZONE:New( "ZONE3" ),
-   ZONE:New( "ZONE4" ),
-   ZONE:New( "ZONE5" )
- }
-
- GroundGroup = GROUP:FindByName( "Vehicle" )
-
- --- @param Wrapper.Group#GROUP GroundGroup
- function RouteToZone( Vehicle, ZoneRoute )
-
-   local Route = {}
-
-   Vehicle:E( { ZoneRoute = ZoneRoute } )
-
-   Vehicle:MessageToAll( "Moving to zone " .. ZoneRoute:GetName(), 10 )
-
-   -- Get the current coordinate of the Vehicle
-   local FromCoord = Vehicle:GetCoordinate()
-
-   -- Select a random Zone and get the Coordinate of the new Zone.
-   local RandomZone = ZoneList[ math.random( 1, #ZoneList ) ] -- Core.Zone#ZONE
-   local ToCoord = RandomZone:GetCoordinate()
-
-   -- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task
-   Route[#Route+1] = FromCoord:WaypointGround( 72 )
-   Route[#Route+1] = ToCoord:WaypointGround( 60, "Vee" )
-
-   local TaskRouteToZone = Vehicle:TaskFunction( "RouteToZone", RandomZone )
-
-   Vehicle:SetTaskWaypoint( Route[#Route], TaskRouteToZone ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
-
-   Vehicle:Route( Route, math.random( 10, 20 ) ) -- Move after a random seconds to the Route. See the Route method for details.
-
- end
-
-   RouteToZone( GroundGroup, ZoneList[1] )
-
- -
- -
-
- -
- - - -

(AIR/HELO) Escort a ground controllable.

- - -

The unit / controllable will follow lead unit of the other controllable, additional units of both controllables will continue following their leaders. -The unit / controllable will also protect that controllable from threats of specified types.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #CONTROLLABLE - FollowControllable -

-
-
- -

The controllable to be escorted.

- -
-
-
-
-

- #number - LastWaypointIndex -

-
-
- -

(optional) Detach waypoint of another controllable. Once reached the unit / controllable Escort task is finished.

- -
-
-
-
-

- #number - OrbitDistance -

-
-
- -

(optional) Maximum distance helo will orbit around the ground unit in meters. Defaults to 2000 meters.

- -
-
-
-
-

- DCS#AttributeNameArray - TargetTypes -

-
-
- -

(optional) Array of AttributeName that is contains threat categories allowed to engage. Default {"Ground vehicles"}. See https://wiki.hoggit.us/view/DCS_enum_attributes

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

Make a task for a TRAIN Controllable to drive towards a specific point using railroad.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Point#COORDINATE - ToCoordinate -

-
-
- -

A Coordinate to drive to.

- -
-
-
-
-

- #number - Speed -

-
-
- -

(Optional) Speed in km/h. The default speed is 20 km/h.

- -
-
-
-
-

- #function - WaypointFunction -

-
-
- -

(Optional) Function called when passing a waypoint. First parameters of the function are the #CONTROLLABLE object, the number of the waypoint and the total number of waypoints.

- -
-
-
-
-

- #table - WaypointFunctionArguments -

-
-
- -

(Optional) List of parameters passed to the WaypointFunction.

- -
-
-

Return value:

-
-
-
-
- -

Task

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

Make a task for a GROUND Controllable to drive towards a specific point using (mostly) roads.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Point#COORDINATE - ToCoordinate -

-
-
- -

A Coordinate to drive to.

- -
-
-
-
-

- #number - Speed -

-
-
- -

(Optional) Speed in km/h. The default speed is 20 km/h.

- -
-
-
-
-

- #string - OffRoadFormation -

-
-
- -

(Optional) The formation at initial and final waypoint. Default is "Off Road".

- -
-
-
-
-

- #boolean - Shortcut -

-
-
- -

(Optional) If true, controllable will take the direct route if the path on road is 10x longer or path on road is less than 5% of total path.

- -
-
-
-
-

- Core.Point#COORDINATE - FromCoordinate -

-
-
- -

(Optional) Explicit initial coordinate. Default is the position of the controllable.

- -
-
-
-
-

- #function - WaypointFunction -

-
-
- -

(Optional) Function called when passing a waypoint. First parameters of the function are the #CONTROLLABLE object, the number of the waypoint and the total number of waypoints.

- -
-
-
-
-

- #table - WaypointFunctionArguments -

-
-
- -

(Optional) List of parameters passed to the WaypointFunction.

- -
-
-

Return values:

-
-
-

DCS#Task:

-
-
- -

Task.

- -
-
-

#boolean:

-
-
- -

If true, path on road is possible. If false, task will route the group directly to its destination.

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

(GROUND) Hold ground controllable from moving.

- -
-
-

Defined in:

- -

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR) Hold position at the current position of the first unit of the controllable.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Duration -

-
-
- -

The maximum duration in seconds to hold the position.

- -
-
-

Return value:

-
- -
- -

self

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

(AIR HELICOPTER) Landing at the ground.

- - -

For helicopters only.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Vec2 - Vec2 -

-
-
- -

The point where to land.

- -
-
-
-
-

- #number - Duration -

-
-
- -

The duration in seconds to stay on the ground.

- -
-
-

Return value:

-
- -
- -

self

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

(AIR) Land the controllable at a @{Core.Zone#ZONE_RADIUS).

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Zone#ZONE - Zone -

-
-
- -

The zone where to land.

- -
-
-
-
-

- #number - Duration -

-
-
- -

The duration in seconds to stay on the ground.

- -
-
-
-
-

- RandomPoint -

-
-
-

-
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR + GROUND) Return a mission task from a mission template.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #table - TaskMission -

-
-
- -

A table containing the mission task.

- -
-
-

Return value:

-
-
-

DCS#Task:

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

(AIR) Orbit at a position with at a given altitude and speed.

- - -

Optionally, a race track pattern can be specified.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Point#COORDINATE - Coord -

-
-
- -

Coordinate at which the CONTROLLABLE orbits. Can also be given as a DCS#Vec3 or DCS#Vec2 object.

- -
-
-
-
-

- #number - Altitude -

-
-
- -

Altitude in meters of the orbit pattern. Default y component of Coord.

- -
-
-
-
-

- #number - Speed -

-
-
- -

Speed [m/s] flying the orbit pattern. Default 128 m/s = 250 knots.

- -
-
-
-
-

- Core.Point#COORDINATE - CoordRaceTrack -

-
-
- -

(Optional) If this coordinate is specified, the CONTROLLABLE will fly a race-track pattern using this and the initial coordinate.

- -
-
-

Return value:

-
- -
- -

self

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

(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - Altitude -

-
-
- -

The altitude [m] to hold the position.

- -
-
-
-
-

- #number - Speed -

-
-
- -

The speed [m/s] flying when holding the position.

- -
-
-
-
-

- Core.Point#COORDINATE - Coordinate -

-
-
- -

(Optional) The coordinate where to orbit. If the coordinate is not given, then the current position of the controllable is used.

- -
-
-

Return value:

-
- -
- -

self

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

(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Vec2 - Point -

-
-
- -

The point to hold the position.

- -
-
-
-
-

- #number - Altitude -

-
-
- -

The altitude AGL in meters to hold the position.

- -
-
-
-
-

- #number - Speed -

-
-
- -

The speed [m/s] flying when holding the position.

- -
-
-

Return value:

-
- -
- -

self

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

(AIR) Act as Recovery Tanker for a naval/carrier group.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Wrapper.Group#GROUP - CarrierGroup -

-
-
-

-
-
-
-
-

- #number - Speed -

-
-
- -

Speed in meters per second

- -
-
-
-
-

- #number - Altitude -

-
-
- -

Altitude the tanker orbits at in meters

- -
-
-
-
-

- #number - LastWptNumber -

-
-
- -

(optional) Waypoint of carrier group that when reached, ends the recovery tanker task

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

(AIR) Refueling from the nearest tanker.

- - -

No parameters.

- -
-
-

Defined in:

- -

Return value:

-
-
-

DCS#Task:

-
-
- -

The DCS task structure.

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

Return a "Misson" task to follow a given route defined by Points.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #table - Points -

-
-
- -

A table of route points.

- -
-
-

Return value:

-
-
-

DCS#Task:

-
-
- -

DCS mission task. Has entries .id="Mission", params, were params has entries airborne and route, which is a table of points.

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

(GROUND) Route the controllable to a given Vec2.

- - -

A speed can be given in km/h. -A given formation can be given.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Vec2 - Vec2 -

-
-
- -

The Vec2 where to route to.

- -
-
-
-
-

- #number - Speed -

-
-
- -

The speed in m/s. Default is 5.555 m/s = 20 km/h.

- -
-
-
-
-

- Base#FORMATION - Formation -

-
-
- -

The formation string.

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

(AIR + GROUND) Route the controllable to a given zone.

- - -

The controllable final destination point can be randomized. -A speed can be given in km/h. -A given formation can be given.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Zone#ZONE - Zone -

-
-
- -

The zone where to route to.

- -
-
-
-
-

- #boolean - Randomize -

-
-
- -

Defines whether to target point gets randomized within the Zone.

- -
-
-
-
-

- #number - Speed -

-
-
- -

The speed in m/s. Default is 5.555 m/s = 20 km/h.

- -
-
-
-
-

- Base#FORMATION - Formation -

-
-
- -

The formation string.

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

Return a WrappedAction Task taking a Command.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- DCS#Command - DCSCommand -

-
-
-

-
-
-
-
-

- Index -

-
-
-

-
-
-

Return value:

-
-
-

DCS#Task:

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

Executes the WayPoint plan.

- - -

The function gets a WayPoint parameter, that you can use to restart the mission at a specific WayPoint. -Note that when the WayPoint parameter is used, the new start mission waypoint of the controllable will be 1!

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - WayPoint -

-
-
- -

The WayPoint from where to execute the mission.

- -
-
-
-
-

- #number - WaitTime -

-
-
- -

The amount seconds to wait before initiating the mission.

- -
-
-

Return value:

-
- -
- -

self

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

Registers a waypoint function that will be executed when the controllable moves over the WayPoint.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #number - WayPoint -

-
-
- -

The waypoint number. Note that the start waypoint on the route is WayPoint 1!

- -
-
-
-
-

- #number - WayPointIndex -

-
-
- -

When defining multiple WayPoint functions for one WayPoint, use WayPointIndex to set the sequence of actions.

- -
-
-
-
-

- #function - WayPointFunction -

-
-
- -

The waypoint function to be called when the controllable moves over the waypoint. The waypoint function takes variable parameters.

- -
-
-
-
-

- ... -

-
-
-

-
-
-

Return value:

-
- -
- -

self

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

Retrieve the controllable mission and allow to place function hooks within the mission waypoint plan.

- - -

Use the method CONTROLLABLE.WayPointFunction() to define the hook functions for specific waypoints. -Use the method CONTROLLABLE.WayPointExecute() to start the execution of the new mission plan. -Note that when WayPointInitialize is called, the Mission of the controllable is RESTARTED!

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #table - WayPoints -

-
-
- -

If WayPoints is given, then use the route.

- -
-
-

Return value:

-
- -
- -

self

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

Get the controller for the CONTROLLABLE.

- -
-
-

Defined in:

- -

Return value:

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

Task function when controllable passes a waypoint.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #CONTROLLABLE - controllable -

-
-
- -

The controllable object.

- -
-
-
-
-

- #number - n -

-
-
- -

Current waypoint number passed.

- -
-
-
-
-

- #number - N -

-
-
- -

Total number of waypoints.

- -
-
-
-
-

- #function - waypointfunction -

-
-
- -

Function called when a waypoint is passed.

- -
-
-
-
-

- ... -

-
-
-

-
-
-
- -
-
- -
-

Field(s)

-
-
- - -
-
-
- - #string -GROUP.GroupName - -

The name of the group.

- -
- -
-
-
- - -GROUP.InitCoord - - - -
- -
-
-
- - -GROUP.InitRespawnFreq - - - -
- -
-
- - -
-
- - -
-
- - -
-
-
- - -GROUP.InitRespawnModu - - - -
- -
-
-
- - #boolean -GROUP.InitRespawnRadio - - - -
- -
-
- - -
-
- - -
-
-
- - -GROUP.InitRespawnZone - - - -
- -
-
- - -
-
-

Function(s)

-
-
- - - -

Add cargo.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.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.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Utilities.Utils#FLARECOLOR - FlareColor -

-
-
-

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

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:

-
-
-

DCS#Box3:

-
-
- -

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:

-
-
-

DCS#Object:

-
-
- -

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:

-
-
-

DCS#Vec3:

-
-
- -

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:

-
-
-

DCS#Vec3:

-
-
- -

X orientation, i.e. parallel to the direction of movement.

- -
-
-

DCS#Vec3:

-
-
- -

Y orientation, i.e. vertical.

- -
-
-

DCS#Vec3:

-
-
- -

Z orientation, i.e. perpendicular to the direction of movement.

- -
-
-

#nil:

-
-
- -

The POSITIONABLE is not existing or alive.

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

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:

-
-
-

DCS#Vec3:

-
-
- -

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:

-
-
-

DCS#Vec3:

-
-
- -

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:

-
-
-

DCS#Vec3:

-
-
- -

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:

-
-
-

DCS#Vec3:

-
-
- -

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:

-
-
-

DCS#Vec2:

-
-
- -

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:

-
-
-

DCS#Vec3:

-
-
- -

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:

-
-
-

DCS#Vec3:

-
-
- -

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:

-
-
-

- Core.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)

-
-
- - -
-
-
- - #string -GROUP.GroupName - -

The name of the group.

- -
- -
-
-
- - -GROUP.InitCoord - - - -
- -
-
-
- - -GROUP.InitRespawnFreq - - - -
- -
-
- - -
-
- - -
-
- - -
-
-
- - -GROUP.InitRespawnModu - - - -
- -
-
-
- - #boolean -GROUP.InitRespawnRadio - - - -
- -
-
- - -
-
- - -
-
-
- - -GROUP.InitRespawnZone - - - -
- -
-
- - -
-
-

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 -
  • -
- -
-
-

Defined in:

- -

Return value:

-
- -
- -

The category ID, i.e. a number.

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

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)

-
-
- - -
-
-
- - #string -GROUP.GroupName - -

The name of the group.

- -
- -
-
-
- - -GROUP.InitCoord - - - -
- -
-
-
- - -GROUP.InitRespawnFreq - - - -
- -
-
- - -
-
- - -
-
- - -
-
-
- - -GROUP.InitRespawnModu - - - -
- -
-
-
- - #boolean -GROUP.InitRespawnRadio - - - -
- -
-
- - -
-
- - -
-
-
- - -GROUP.InitRespawnZone - - - -
- -
-
- - -
-
-

Function(s)

-
-
- - - -

Destroys the OBJECT.

- -
-
-

Defined in:

- -

Return values:

-
-
-

#boolean:

-
-
- -

true if the object is destroyed.

- -
-
-

#nil:

-
-
- -

The DCS Unit is not existing or alive.

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

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:

- -

Parameters:

-
-
-

- DCS#Object - ObjectName -

-
-
- -

The Object name

- -
-
-
-
-

- Test -

-
-
-

-
-
-

Return value:

-
-
-

#OBJECT:

-
-
- -

self

- -
-
-
- -
-
- -
-

Field(s)

-
-
- - -
-
-
- - #string -GROUP.GroupName - -

The name of the group.

- -
- -
-
-
- - -GROUP.InitCoord - - - -
- -
-
-
- - -GROUP.InitRespawnFreq - - - -
- -
-
- - -
-
- - -
-
- - -
-
-
- - -GROUP.InitRespawnModu - - - -
- -
-
-
- - #boolean -GROUP.InitRespawnRadio - - - -
- -
-
- - -
-
- - -
-
-
- - -GROUP.InitRespawnZone - - - -
- -
-
- - -
-
-

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

- -
-
-

Defined in:

- -

Return value:

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

Remove all subscribed events

- -
-
-

Defined in:

- -

Return value:

-
-
-

#BASE:

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

Trace a function call.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Trace a function call level 2.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Trace a function call level 3.

- - -

Must be at the beginning of the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

Get the ClassID of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassID of the class instance.

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

Get the ClassName of the class instance.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassName of the class instance.

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

Get the ClassName + ClassID of the class instance.

- - -

The ClassName + ClassID is formatted as '%s#%09d'.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#string:

-
-
- -

The ClassName + ClassID of the class instance.

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

Get the Class Core.Event processing Priority.

- - -

The Event processing Priority is a number from 1 to 10, -reflecting the order of the classes subscribed to the Event to be processed.

- -
-
-

Defined in:

- -

Return value:

-
-
-

#number:

-
-
- -

The Core.Event processing Priority.

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

This is the worker method to retrieve the Parent class.

- - -

Note that the Parent class must be passed to call the parent class method.

- -
self:GetParent(self):ParentMethod()
-
- - - -
-
-

Defined in:

- -

Parameters:

-
-
-

- #BASE - Child -

-
-
- -

This is the Child class from which the Parent class needs to be retrieved.

- -
-
-
-
-

- #BASE - FromClass -

-
-
- -

(Optional) The class from which to get the parent.

- -
-
-

Return value:

-
-
-

#BASE:

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

Get a Value given a Key from the Object.

- - -

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Object -

-
-
- -

The object that holds the Value set by the Key.

- -
-
-
-
-

- Key -

-
-
- -

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

- -
-
-

Return value:

-
-
-
-
- -

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

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

Subscribe to a DCS Event.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Core.Event#EVENTS - EventID -

-
-
- -

Event ID.

- -
-
-
-
-

- #function - EventFunction -

-
-
- -

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

- -
-
-

Return value:

-
-
-

#BASE:

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

Log an information which will be traced always.

- - -

Can be anywhere within the function logic.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

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

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

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Child -

-
-
- -

is the Child class that inherits.

- -
-
-
-
-

- #BASE - Parent -

-
-
- -

is the Parent class that the Child inherits from.

- -
-
-

Return value:

-
-
-

#BASE:

-
-
- -

Child

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

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

- - - -

Examples:

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

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

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

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

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

  • -
- - -
-
-

Defined in:

- -

Parameter:

-
-
-

- ClassName -

-
-
- -

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

- -
-
-

Return value:

-
-
-

#boolean:

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

Enquires if tracing is on (for the class).

- -
-
-

Defined in:

- -

Return value:

-
-
-

#boolean:

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

BASE constructor.

- - - -

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

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

Defined in:

- -

Return value:

-
-
-

#BASE:

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

Occurs when an Event for an object is triggered.

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that triggered the event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

BDA.

- - -

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

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that captured the base -place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when any object is spawned into the mission.

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that was spawned

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that has crashed

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when an object is dead.

- - -

Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that is dead.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

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

- - -

Will update this page when new information become available.

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

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Discard chair after ejection.

- - -

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

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTDATA - EventData -

-
-
- -

The EventData structure.

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

Occurs when a 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:

-
-
-

#BASE:

-
-
- -

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

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #string - Class -

-
-
- -

Class name.

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

Set tracing for a specific method of class

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- #string - Class -

-
-
- -

Class name.

- -
-
-
-
-

- #string - Method -

-
-
- -

Method.

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

Set trace level

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #number - Level -

-
-
-

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

Set trace off.

- -
-
-

Defined in:

- -

Usage:

-
-- Switch the tracing Off
-BASE:TraceOff()
- -
- -
-
- -
- - - -

Set trace on.

- -
-
-

Defined in:

- -

Usage:

-
-- Switch the tracing On
-BASE:TraceOn()
- -
- -
-
- -
- - - -

Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default.

- - -

So tracing must be switched on manually in your mission if you are using Moose statically. -When moose is loading dynamically (for moose class development), tracing is switched on by default.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- #boolean - TraceOnOff -

-
-
- -

Switch the tracing on or off.

- -
-
-

Usage:

-

-  -- Switch the tracing On
-  BASE:TraceOnOff( true )
-
-  -- Switch the tracing Off
-  BASE:TraceOnOff( false )
-
- -
- -
-
- -
- - - -

UnSubscribe to a DCS event.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- Core.Event#EVENTS - EventID -

-
-
- -

Event ID.

- -
-
-

Return value:

-
-
-

#BASE:

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

Trace a function call.

- - -

This function is private.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

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

Trace a function logic.

- -
-
-

Defined in:

- -

Parameters:

-
-
-

- Arguments -

-
-
- -

A #table or any field.

- -
-
-
-
-

- DebugInfoCurrentParam -

-
-
-

-
-
-
-
-

- DebugInfoFromParam -

-
-
-

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

The main event handling function...

- - -

This function captures all events generated for the class.

- -
-
-

Defined in:

- -

Parameter:

-
-
-

- DCS#Event - event -

-
-
-

-
-
-
- -
-
- diff --git a/Documentation/Wrapper.Identifiable.html b/Documentation/Wrapper.Identifiable.html index 069311b23..ecd91a955 100644 --- a/Documentation/Wrapper.Identifiable.html +++ b/Documentation/Wrapper.Identifiable.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1808,24 +1797,6 @@ Fields and Methods inherited from BASE Description - -

IDENTIFIABLE.ClassID

- -

The ID number of the class.

- - - -

IDENTIFIABLE.ClassName

- -

The name of the class.

- - - -

IDENTIFIABLE.ClassNameAndID

- -

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

- -

IDENTIFIABLE:ClearState(Object, StateName)

diff --git a/Documentation/Wrapper.Marker.html b/Documentation/Wrapper.Marker.html index 512f3f495..b55bbfc96 100644 --- a/Documentation/Wrapper.Marker.html +++ b/Documentation/Wrapper.Marker.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2445,24 +2434,6 @@ env.info( "Marker Coordinate LL DSM = " .. Coordinate:ToStringLLDMS() ) Fields and Methods inherited from BASE Description - -

MARKER.ClassID

- -

The ID number of the class.

- - - -

MARKER.ClassName

- -

The name of the class.

- - - -

MARKER.ClassNameAndID

- -

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

- -

MARKER:ClearState(Object, StateName)

diff --git a/Documentation/Wrapper.Net.html b/Documentation/Wrapper.Net.html index 8a05cd47f..1b5a3a52f 100644 --- a/Documentation/Wrapper.Net.html +++ b/Documentation/Wrapper.Net.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2300,24 +2289,6 @@ with some added FSM functions and options to block/unblock players in MP environ Fields and Methods inherited from BASE Description - -

NET.ClassID

- -

The ID number of the class.

- - - -

NET.ClassName

- -

The name of the class.

- - - -

NET.ClassNameAndID

- -

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

- -

NET:ClearState(Object, StateName)

diff --git a/Documentation/Wrapper.Object.html b/Documentation/Wrapper.Object.html index a692cd2c8..53f3156bb 100644 --- a/Documentation/Wrapper.Object.html +++ b/Documentation/Wrapper.Object.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1728,24 +1717,6 @@ Fields and Methods inherited from BASE Description - -

OBJECT.ClassID

- -

The ID number of the class.

- - - -

OBJECT.ClassName

- -

The name of the class.

- - - -

OBJECT.ClassNameAndID

- -

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

- -

OBJECT:ClearState(Object, StateName)

diff --git a/Documentation/Wrapper.Positionable.html b/Documentation/Wrapper.Positionable.html index 7c56f55bf..877e7ab85 100644 --- a/Documentation/Wrapper.Positionable.html +++ b/Documentation/Wrapper.Positionable.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2453,24 +2442,6 @@ The method POSITIONABLE.GetVelocity() Fields and Methods inherited from BASE Description - -

POSITIONABLE.ClassID

- -

The ID number of the class.

- - - -

POSITIONABLE.ClassName

- -

The name of the class.

- - - -

POSITIONABLE.ClassNameAndID

- -

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

- -

POSITIONABLE:ClearState(Object, StateName)

@@ -3141,24 +3112,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Fields and Methods inherited from BASE Description - -

POSITIONABLE.__.ClassID

- -

The ID number of the class.

- - - -

POSITIONABLE.__.ClassName

- -

The name of the class.

- - - -

POSITIONABLE.__.ClassNameAndID

- -

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

- -

POSITIONABLE.__:ClearState(Object, StateName)

diff --git a/Documentation/Wrapper.Scenery.html b/Documentation/Wrapper.Scenery.html index 1fe83ebac..eeb383b7f 100644 --- a/Documentation/Wrapper.Scenery.html +++ b/Documentation/Wrapper.Scenery.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2552,24 +2541,6 @@ Fields and Methods inherited from BASE Description - -

SCENERY.ClassID

- -

The ID number of the class.

- - - -

SCENERY.ClassName

- -

The name of the class.

- - - -

SCENERY.ClassNameAndID

- -

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

- -

SCENERY:ClearState(Object, StateName)

diff --git a/Documentation/Wrapper.Static.html b/Documentation/Wrapper.Static.html index 5a64581e4..a43bc3273 100644 --- a/Documentation/Wrapper.Static.html +++ b/Documentation/Wrapper.Static.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2525,24 +2514,6 @@ If the DCS Static object does not exist or is nil, the STATIC methods will retur Fields and Methods inherited from BASE Description - -

STATIC.ClassID

- -

The ID number of the class.

- - - -

STATIC.ClassName

- -

The name of the class.

- - - -

STATIC.ClassNameAndID

- -

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

- -

STATIC:ClearState(Object, StateName)

diff --git a/Documentation/Wrapper.Storage.html b/Documentation/Wrapper.Storage.html index e7acc5345..8d0f16eb6 100644 --- a/Documentation/Wrapper.Storage.html +++ b/Documentation/Wrapper.Storage.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -1981,24 +1970,6 @@ UTILS.PrintTableToLog(weapons) Fields and Methods inherited from BASE Description - -

STORAGE.ClassID

- -

The ID number of the class.

- - - -

STORAGE.ClassName

- -

The name of the class.

- - - -

STORAGE.ClassNameAndID

- -

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

- -

STORAGE:ClearState(Object, StateName)

diff --git a/Documentation/Wrapper.Unit.html b/Documentation/Wrapper.Unit.html index 2f69d69c8..71d3b5355 100644 --- a/Documentation/Wrapper.Unit.html +++ b/Documentation/Wrapper.Unit.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2976,6 +2965,12 @@ If you want to obtain the complete 3D position including orient

UNIT:TaskEmbarking(Coordinate, GroupSetForEmbarking, Duration, Distribution)

(AIR HELICOPTER) Move the controllable to a Vec2 Point, wait for a defined duration and embark infantry groups.

+ + + +

UNIT:TaskEmptyTask()

+ +

Return an Empty Task.

@@ -3910,24 +3905,6 @@ If you want to obtain the complete 3D position including orient Fields and Methods inherited from BASE Description - -

UNIT.ClassID

- -

The ID number of the class.

- - - -

UNIT.ClassName

- -

The name of the class.

- - - -

UNIT.ClassNameAndID

- -

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

- -

UNIT:ClearState(Object, StateName)

@@ -16641,6 +16618,36 @@ The controllable has to be an infantry group!

+ + + +
+ + + +

Return an Empty Task.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

DCS#Task:

+
+
+ + + +
+
+
+
diff --git a/Documentation/Wrapper.Weapon.html b/Documentation/Wrapper.Weapon.html index f5a9ac3c1..fad34e2ef 100644 --- a/Documentation/Wrapper.Weapon.html +++ b/Documentation/Wrapper.Weapon.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -2931,24 +2920,6 @@ but it could also be a STATIC object.

Fields and Methods inherited from BASE Description - -

WEAPON.ClassID

- -

The ID number of the class.

- - - -

WEAPON.ClassName

- -

The name of the class.

- - - -

WEAPON.ClassNameAndID

- -

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

- -

WEAPON:ClearState(Object, StateName)

diff --git a/Documentation/index.html b/Documentation/index.html index f65ad9657..a6e615415 100644 --- a/Documentation/index.html +++ b/Documentation/index.html @@ -1390,17 +1390,6 @@

Utils - Lua Profiler.

-

- - -
-
- -

-

Utilities - Various routines.

@@ -3094,18 +3083,6 @@

Utils - Lua Profiler.

-

- - - -
-
- Image -
-
- -

-

Utilities - Various routines.