From 72704a66f7811886ea126dc93dc697bc090f4d7e Mon Sep 17 00:00:00 2001
From: Applevangelist The Defender Default Settings over all Squadrons.
The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -Set destination airbase for next :Route() command.
- @@ -2782,9 +2779,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a depoly mission.
- @@ -4536,9 +4530,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Set destination airbase for next :Route() command.
- @@ -4572,9 +4563,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a depoly mission.
- @@ -5168,9 +5156,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Set destination airbase for next :Route() command.
- @@ -5204,9 +5189,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a depoly mission.
- @@ -6688,9 +6670,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Set destination airbase for next :Route() command.
- @@ -6724,9 +6703,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a depoly mission.
- diff --git a/Documentation/AI.AI_Patrol.html b/Documentation/AI.AI_Patrol.html index 76d627149..1254dff54 100644 --- a/Documentation/AI.AI_Patrol.html +++ b/Documentation/AI.AI_Patrol.html @@ -3254,9 +3254,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -This table contains the targets detected during patrol.
- @@ -6504,9 +6501,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -This table contains the targets detected during patrol.
- @@ -7251,9 +7245,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -This table contains the targets detected during patrol.
- @@ -8886,9 +8877,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -This table contains the targets detected during patrol.
- diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index ea616f890..e49f4a5f5 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -1808,17 +1808,6 @@ Note that ground forces behave in a group, and thus, act in formation, regardlesSet cargo object.
+Set cargo object.
+SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
The AI is on by default when spawning a group.
+Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
+The internal counter of the amount of spawning the has happened since SpawnStart.
+Overwrite unit names by default with group name.
+The AI is on by default when spawning a group.
+The internal counter of the amount of spawning the has happened since SpawnStart.
+Overwrite unit names by default with group name.
+Spawns a new static using a given template.
+Kickspeed
+ @@ -4463,6 +4466,9 @@ An airbase can be specified to set the maximum kick speed for. + +Kickspeed
+ diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index b2657721d..b46e197c0 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -3540,17 +3540,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -Prefix for logging
+ + + +Prefix for logging
+ + + +Type of terminal to be used when spawning at an airbase.
-RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Type of terminal to be used when spawning at an airbase.
- - - -Type of terminal to be used when spawning at an airbase.
- - - -Global nHours |
- - - | -
Global nMins |
- - - | -
Global nSecs |
- - - | -
Create the CSV file.
+Create the CSV file.
+Set stack flag.
- -Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
-Set Stable Hover
+Set new time stamp.
+Set time stamp.
Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
-counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
-counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
-counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +Beacons
-#1570
+Beacons
-#1570
+ + + +Beacons
-#1570
+ + + +template for a group of 10 paratroopers
- - - -template for a group of 10 paratroopers
- - - -Global lookup_table |
- - - | -
| Fields and Methods inherited from POSITIONABLE | -Description | -
|---|---|
| - |
- Add cargo. - |
-
| - |
- Get cargo item count. - |
-
| - |
- Clear all cargo. - |
-
| - |
- Destroys the POSITIONABLE. - |
-
| - |
- Triggers an explosion at the coordinates of the positionable. - |
-
| - |
- Signal a flare at the position of the POSITIONABLE. - |
-
| - |
- Signal a green flare at the position of the POSITIONABLE. - |
-
| - |
- Signal a red flare at the position of the POSITIONABLE. - |
-
| - |
- Signal a white flare at the position of the POSITIONABLE. - |
-
| - |
- Signal a yellow flare at the position of the POSITIONABLE. - |
-
| - |
- Returns the indicated airspeed (IAS). - |
-
| - |
- Returns the true airspeed (TAS). - |
-
| - |
- Returns the altitude above sea level of the POSITIONABLE. - |
-
| - |
- Returns the Angle of Attack of a POSITIONABLE. - |
-
| - |
- Create a Core.Beacon#BEACON, to allow this POSITIONABLE to broadcast beacon signals. - |
-
| - |
- Get the bounding box of the underlying POSITIONABLE DCS Object. - |
-
| - |
- Get the bounding radius of the underlying POSITIONABLE DCS Object. - |
-
| - |
- Get all contained cargo. - |
-
| - |
- Get Cargo Bay Free Weight in kg. - |
-
| - |
- Get Cargo Bay Weight Limit in kg. - |
-
| - |
- Returns the climb or descent angle of the POSITIONABLE. - |
-
| - |
- Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission. - |
-
| - |
- Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission. - |
-
| - |
- Returns the DCS object. - |
-
| - |
- Returns the horizonal speed relative to eath's surface. - |
-
| - |
- Returns the POSITIONABLE heading in degrees. - |
-
| - |
- Returns the POSITIONABLE height above sea level in meters. - |
-
| - |
- Get the last assigned laser code - |
-
| - |
- Returns a message with the callsign embedded (if there is one). - |
-
| - |
- Returns the message text with the callsign embedded (if there is one). - |
-
| - |
- Returns a message of a specified type with the callsign embedded (if there is one). - |
-
| - |
- Get the object size. - |
-
| - |
- Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE. - |
-
| - |
- Returns a {@DCS#Vec3} table of the objects current orientation in 3D space. - |
-
| - |
- Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e. - |
-
| - |
- Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e. - |
-
| - |
- Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e. - |
-
| - |
- Returns the pitch angle of a POSITIONABLE. - |
-
| - |
- Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission. - |
-
| - |
- Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission. - |
-
| - |
- Returns a pos3 table of the objects current position and orientation in 3D space. - |
-
| - |
- Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission. - |
-
| - |
- Create a Sound.Radio#RADIO, to allow radio transmission for this POSITIONABLE. - |
-
| - |
- Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission. - |
-
| - |
- Returns a COORDINATE object, which is transformed to be relative to the POSITIONABLE. - |
-
| - |
- Get relative velocity with respect to another POSITIONABLE. - |
-
| - |
- Returns the roll angle of a unit. - |
-
| - | - | -
| - |
- Get the Spot - |
-
| - |
- Get the number of infantry soldiers that can be embarked into an aircraft (airplane or helicopter). - |
-
| - |
- Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission. - |
-
| - |
- Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission. - |
-
| - |
- Returns the Core.Velocity object from the POSITIONABLE. - |
-
| - |
- Returns the POSITIONABLE velocity in km/h. - |
-
| - |
- Returns the POSITIONABLE velocity in knots. - |
-
| - |
- Returns the POSITIONABLE velocity in meters per second. - |
-
| - |
- Returns the POSITIONABLE velocity Vec3 vector. - |
-
| - |
- Returns the yaw angle of a POSITIONABLE. - |
-
| - |
- Returns if carrier has given cargo. - |
-
| - |
- Returns true if the POSITIONABLE is in the air. - |
-
| - |
- Returns if the Positionable is located above a runway. - |
-
| - |
- Returns if the unit is of an air category. - |
-
| - |
- Is cargo bay empty. - |
-
| - |
- Returns if the unit is of an ground category. - |
-
| - |
- Returns true if the unit is within a Core.Zone. - |
-
| - |
- Check if the POSITIONABLE is lasing a target. - |
-
| - |
- Returns true if the unit is not within a Core.Zone. - |
-
| - |
- Returns if the unit is of ship category. - |
-
| - |
- Returns if the unit is a submarine. - |
-
| - |
- Start Lasing a COORDINATE. - |
-
| - |
- Stop Lasing a POSITIONABLE. - |
-
| - |
- Start Lasing a POSITIONABLE. - |
-
| - | - - | -
| - |
- Send a message to the players in the Wrapper.Group. - |
-
| - |
- Send a message to all coalitions. - |
-
| - |
- Send a message to the blue coalition. - |
-
| - |
- Send a message to a client. - |
-
AIRBASE:MessageToCoalition(Message, Duration, MessageCoalition, Name) |
-
- Send a message to a coalition. - |
-
AIRBASE:MessageToGroup(Message, Duration, MessageGroup, Name) |
-
- Send a message to a Wrapper.Group. - |
-
| - |
- Send a message to the red coalition. - |
-
AIRBASE:MessageToSetGroup(Message, Duration, MessageSetGroup, Name) |
-
- Send a message to a Core.Set#SET_GROUP. - |
-
AIRBASE:MessageToSetUnit(Message, Duration, MessageSetUnit, Name) |
-
- Send a message to a Core.Set#SET_UNIT. - |
-
| - |
- Send a message to a Wrapper.Unit. - |
-
AIRBASE:MessageTypeToCoalition(Message, MessageType, MessageCoalition, Name) |
-
- Send a message to a coalition. - |
-
AIRBASE:MessageTypeToGroup(Message, MessageType, MessageGroup, Name) |
-
- Send a message of a message type to a Wrapper.Group. - |
-
| - |
- Create a new POSITIONABLE from a DCSPositionable - |
-
| - | - - | -
| - |
- Remove cargo. - |
-
| - |
- Set Cargo Bay Weight Limit in kg. - |
-
| - |
- Smoke the POSITIONABLE. - |
-
| - |
- Smoke the POSITIONABLE Blue. - |
-
| - |
- Smoke the POSITIONABLE Green. - |
-
| - |
- Smoke the POSITIONABLE Orange. - |
-
| - |
- Smoke the POSITIONABLE Red. - |
-
| - |
- Smoke the POSITIONABLE White. - |
-
| - | - - | -
| - | - - | -
| - |
- Coordinate object. - |
-
| - |
- Point Vec3 object. - |
-
| Fields and Methods inherited from IDENTIFIABLE | -Description | -
|---|---|
| - |
- Gets the CallSign of the IDENTIFIABLE, which is a blank by default. - |
-
| - |
- Returns object category of the DCS Identifiable. - |
-
| - |
- Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor. - |
-
| - |
- Returns coalition of the Identifiable. - |
-
| - |
- Returns the name of the coalition of the Identifiable. - |
-
| - |
- Returns country of the Identifiable. - |
-
| - |
- Returns country name of the Identifiable. - |
-
| - |
- Returns Identifiable descriptor. - |
-
| - |
- Returns DCS Identifiable object name. - |
-
| - |
- Gets the threat level. - |
-
| - |
- Returns the type name of the DCS Identifiable. - |
-
| - |
- Check if the Object has the attribute. - |
-
| - |
- The name of the identifiable. - |
-
| - |
- Returns if the Identifiable is alive. - |
-
| - |
- Create a new IDENTIFIABLE from a DCSIdentifiable - |
-
| Fields and Methods inherited from OBJECT | -Description | -
|---|---|
| - |
- Destroys the OBJECT. - |
-
| - |
- Returns the unit's unique identifier. - |
-
| - |
- Create a new OBJECT from a DCSObject - |
-
| - |
- The name of the Object. - |
-
| Fields and Methods inherited from BASE | -Description | -
|---|---|
| - |
- The ID number of the class. - |
-
| - |
- The name of the class. - |
-
| - |
- The name of the class concatenated with the ID number of the class. - |
-
| - |
- Clear the state of an object. - |
-
AIRBASE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
-
- Creation of a Birth Event. - |
-
AIRBASE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
-
- Creation of a Crash Event. - |
-
AIRBASE:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
-
- Creation of a Dead Event. - |
-
| - |
- Creation of a |
-
| - |
- Creation of a Remove Unit Event. - |
-
| - |
- Creation of a Takeoff Event. - |
-
| - |
- Creation of a Crash Event. - |
-
| - |
- Log an exception which will be traced always. - |
-
| - |
- Returns the event dispatcher - |
-
| - |
- Remove all subscribed events - |
-
| - |
- Trace a function call. - |
-
| - |
- Trace a function call level 2. - |
-
| - |
- Trace a function call level 3. - |
-
| - |
- Get the ClassID of the class instance. - |
-
| - |
- Get the ClassName of the class instance. - |
-
| - |
- Get the ClassName + ClassID of the class instance. - |
-
| - |
- Get the Class Core.Event processing Priority. - |
-
| - |
- This is the worker method to retrieve the Parent class. - |
-
| - |
- Get a Value given a Key from the Object. - |
-
| - |
- Subscribe to a DCS Event. - |
-
| - |
- Log an information which will be traced always. - |
-
| - |
- This is the worker method to inherit from a parent class. - |
-
| - |
- This is the worker method to check if an object is an (sub)instance of a class. - |
-
| - |
- Enquires if tracing is on (for the class). - |
-
| - |
- BASE constructor. - |
-
| - |
- Occurs when an Event for an object is triggered. - |
-
| - |
- BDA. - |
-
| - |
- Occurs when a ground unit captures either an airbase or a farp. - |
-
| - |
- Occurs when any object is spawned into the mission. - |
-
| - |
- Occurs when any aircraft crashes into the ground and is completely destroyed. - |
-
| - |
- Occurs when an object is dead. - |
-
| - |
- Unknown precisely what creates this event, likely tied into newer damage model. - |
-
| - |
- Discard chair after ejection. - |
-
| - |
- Occurs when a pilot ejects from an aircraft -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when any aircraft shuts down its engines. - |
-
| - |
- Occurs when any aircraft starts its engines. - |
-
| - |
- Occurs whenever an object is hit by a weapon. - |
-
| - |
- Occurs when any system fails on a human controlled aircraft. - |
-
| - |
- Occurs on the death of a unit. - |
-
| - |
- Occurs when an aircraft lands at an airbase, farp or ship -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. - |
-
| - |
- Landing quality mark. - |
-
| - |
- Occurs when a new mark was added. - |
-
| - |
- Occurs when a mark text was changed. - |
-
| - |
- Occurs when a mark was removed. - |
-
| - |
- Occurs when a mission ends -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when a mission starts -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Weapon add. - |
-
| - |
- Occurs when the pilot of an aircraft is killed. - |
-
| - |
- Occurs when a player enters a slot and takes control of an aircraft. - |
-
| - |
- Occurs when any player assumes direct control of a unit. - |
-
| - |
- Occurs when any player relieves control of a unit to the AI. - |
-
| - |
- Occurs when an aircraft connects with a tanker and begins taking on fuel. - |
-
| - |
- Occurs when an aircraft is finished taking fuel. - |
-
| - |
- Occurs when any modification to the "Score" as seen on the debrief menu would occur. - |
-
| - |
- Occurs when any unit stops firing its weapon. - |
-
| - |
- Occurs when any unit begins firing a weapon that has a high rate of fire. - |
-
| - |
- Occurs whenever any unit in a mission fires a weapon. - |
-
| - |
- Occurs when an aircraft takes off from an airbase, farp, or ship. - |
-
| - |
- Trigger zone. - |
-
| - |
- Occurs when the game thinks an object is destroyed. - |
-
| - |
- Schedule a new time event. - |
-
AIRBASE:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
-
- Schedule a new time event. - |
-
| - |
- Stops the Schedule. - |
-
| - | - - | -
| - |
- Set the Class Core.Event processing Priority. - |
-
| - |
- Set a state or property of the Object given a Key and a Value. - |
-
| - |
- Trace a function logic level 1. - |
-
| - |
- Trace a function logic level 2. - |
-
| - |
- Trace a function logic level 3. - |
-
| - |
- Trace all methods in MOOSE - |
-
| - |
- Set tracing for a class - |
-
| - |
- Set tracing for a specific method of class - |
-
| - |
- Set trace level - |
-
| - |
- Set trace off. - |
-
| - |
- Set trace on. - |
-
| - |
- Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default. - |
-
| - |
- UnSubscribe to a DCS event. - |
-
| - | - - | -
AIRBASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function call. - |
-
AIRBASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function logic. - |
-
| - | - - | -
| - |
- The main event handling function... |
Circular zone around the airbase with a radius of 2500 meters. For ships this is a ZONE_UNIT object.
-Names of airbase categories.
Name of the class, i.e. "AIRBASE".
-Airbase category.
- -Airbase is an airdrome.
+Airbase is a helipad.
+Airbase is a ship.
+Parking spot data.
+ + + +Init table.
List of parking spot terminal IDs not considered for spawning.
+Parking spot data table with ID as key.
+List of parking spot terminal IDs considered for spawning.
+Runways of airdromes.
+Airbase ID.
- -Name of the airbase.
- -Circular zone around the airbase with a radius of 2500 meters. For ships this is a ZONE_UNIT object.
- -Names of airbase categories.
- -Enumeration to identify the airbases in the Caucasus region.
- - - -Airbases of the Caucasus map:
- -Name of the class, i.e. "AIRBASE".
- -Airbases of the Mariana Islands map:
- -Airbases of the Nevada map:
- -Airbases of the Normandy map:
- -Airbases of the Persion Gulf Map:
- -Airbases of the Sinai map:
- -Airbases of the Syria map:
- -Airbases of The Channel Map:
- -Airbase category.
- -DCS descriptors.
- -Airbase is an airdrome.
- -Airbase is a helipad.
- -Airbase is a ship.
- -Parking spot data.
- -List of parking spot terminal IDs not considered for spawning.
- -Parking spot data table with ID as key.
- -List of parking spot terminal IDs considered for spawning.
- -Runways of airdromes.
- -Add cargo.
- -- Core.Cargo#CARGO - Cargo -
-Get cargo item count.
- -Cargo
- -Clear all cargo.
- -Destroys the POSITIONABLE.
- -- #boolean - GenerateEvent -
-(Optional) If true, generates a crash or dead event for the unit. If false, no event generated. If nil, a remove event is generated.
- -#nil:
-The DCS Unit is not existing or alive.
- -
-Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group.
-Helicopter = UNIT:FindByName( "Helicopter" )
-Helicopter:Destroy( true )
--- Ground unit example: destroy the Tanks and generate a S_EVENT_DEAD for each unit in the Tanks group.
-Tanks = UNIT:FindByName( "Tanks" )
-Tanks:Destroy( true )
--- Ship unit example: destroy the Ship silently.
-Ship = STATIC:FindByName( "Ship" )
-Ship:Destroy()
--- Destroy without event generation example.
-Ship = STATIC:FindByName( "Boat" )
-Ship:Destroy( false ) -- Don't generate an event upon destruction.
-Triggers an explosion at the coordinates of the positionable.
- -- #number - power -
-Power of the explosion in kg TNT. Default 100 kg TNT.
- -- #number - delay -
-(Optional) Delay of explosion in seconds.
- -self
- -Signal a flare at the position of the POSITIONABLE.
- -Signal a green flare at the position of the POSITIONABLE.
- -Signal a red flare at the position of the POSITIONABLE.
- -Signal a white flare at the position of the POSITIONABLE.
- -Signal a yellow flare at the position of the POSITIONABLE.
- -Returns the indicated airspeed (IAS).
- - -The IAS is calculated from the TAS under the approximation that TAS increases by ~2% with every 1000 feet altitude ASL.
- -- #number - oatcorr -
-(Optional) Outside air temperature (OAT) correction factor. Default 0.017 (=1.7%).
- -#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.
- -#number:
-TAS in m/s. Returns 0 if the POSITIONABLE does not exist.
- -Returns the altitude above sea level of the POSITIONABLE.
- -The altitude of the POSITIONABLE.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns the Angle of Attack of a POSITIONABLE.
- -#number:
-Angle of attack in degrees.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Create a Core.Beacon#BEACON, to allow this POSITIONABLE to broadcast beacon signals.
- -Beacon
- -Get the bounding box of the underlying POSITIONABLE DCS Object.
- -The bounding box of the POSITIONABLE.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Get the bounding radius of the underlying POSITIONABLE DCS Object.
- -- #number - MinDist -
-(Optional) If bounding box is smaller than this value, MinDist is returned.
- -The bounding radius of the POSITIONABLE
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Get all contained cargo.
- -Get Cargo Bay Free Weight in kg.
- -#number:
-CargoBayFreeWeight
- -Get Cargo Bay Weight Limit in kg.
- -#number:
-Max cargo weight in kg.
- -Returns the climb or descent angle of the POSITIONABLE.
- -#number:
-Climb or descent angle in degrees. Or 0 if velocity vector norm is zero.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
- - -This function works similar to POSITIONABLE.GetCoordinate(), however, this function caches, updates and re-uses the same COORDINATE object stored -within the POSITIONABLE. This has higher performance, but comes with all considerations associated with the possible referencing to the same COORDINATE object. -This should only be used when performance is critical and there is sufficient awareness of the possible pitfalls. However, in most instances, GetCoordinate() is -preferred as it will return a fresh new COORDINATE and thus avoid potentially unexpected issues.
- -A reference to the COORDINATE object of the POSITIONABLE.
- -Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
- -A new COORDINATE object of the POSITIONABLE.
- -Returns the DCS object.
- - -Polymorphic for other classes like UNIT, STATIC, GROUP, AIRBASE.
- -The DCS object.
- -Returns the horizonal speed relative to eath's surface.
- - -The vertical component of the velocity vector is projected out (set to zero).
- -#number:
-Ground speed in m/s. Returns 0 if the POSITIONABLE does not exist.
- -Returns the POSITIONABLE heading in degrees.
- -#number:
-The POSITIONABLE heading in degrees.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns the POSITIONABLE height above sea level in meters.
- -Height of the positionable in meters (or nil, if the object does not exist).
- -Get the last assigned laser code
- -#number:
-The laser code
- -Returns a message with the callsign embedded (if there is one).
- -- #string - Message -
-The message text
- -- DCS#Duration - Duration -
-The duration of the message.
- -- #string - Name -
-(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
- -Returns the message text with the callsign embedded (if there is one).
- -- #string - Message -
-The message text.
- -- #string - Name -
-(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
- -#string:
-The message text.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns a message of a specified type with the callsign embedded (if there is one).
- -- #string - Message -
-The message text
- -- Core.Message#MESSAGE - MessageType -
-MessageType The message type.
- -- #string - Name -
-(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
- -Get the object size.
- -Max size of object in x, z or 0 if bounding box could not be obtained.
- -Length x or 0 if bounding box could not be obtained.
- -Height y or 0 if bounding box could not be obtained.
- -Width z or 0 if bounding box could not be obtained.
- -Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE.
- -- #number - x -
-Offset in the direction "the nose" of the unit is pointing in meters. Default 0 m.
- -- #number - y -
-Offset "above" the unit in meters. Default 0 m.
- -- #number - z -
-Offset in the direction "the wing" of the unit is pointing in meters. z>0 starboard, z<0 port. Default 0 m.
- -The COORDINATE of the offset with respect to the orientation of the POSITIONABLE.
- -Returns a {@DCS#Vec3} table of the objects current orientation in 3D space.
- - -X, Y, Z values are unit vectors defining the objects orientation. - X is the orientation parallel to the movement of the object, Z perpendicular and Y vertical orientation.
- -Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e.
- - -along the direction of movement.
- -X orientation, i.e. parallel to the direction of movement.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e.
- - -vertical orientation.
- -Y orientation, i.e. vertical.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e.
- - -perpendicular to direction of movement.
- -Z orientation, i.e. perpendicular to movement.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns the pitch angle of a POSITIONABLE.
- -#number:
-Pitch angle in degrees.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
- -The 2D point vector of the POSITIONABLE.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
- -The 3D point vector of the POSITIONABLE.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns a pos3 table of the objects current position and orientation in 3D space.
- - -X, Y, Z values are unit vectors defining the objects orientation. -Coordinates are dependent on the position of the maps origin.
- -Table consisting of the point and orientation tables.
- -Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
- -The 3D position vectors of the POSITIONABLE.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Create a 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
- -Radio
- -Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.
- -- #number - Radius -
-The 3D point vector of the POSITIONABLE.
- -#nil:
-The POSITIONABLE is not existing or alive.
- --- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP
-
-Returns a COORDINATE object, which is transformed to be relative to the POSITIONABLE.
- - -Inverse of POSITIONABLE.GetOffsetCoordinate.
- -- #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.
- -The relative COORDINATE with respect to the orientation of the POSITIONABLE.
- -Get relative velocity with respect to another POSITIONABLE.
- -- #POSITIONABLE - Positionable -
-Other POSITIONABLE.
- -#number:
-Relative velocity in m/s.
- -Returns the roll angle of a unit.
- -#number:
-Pitch angle in degrees.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Get the Spot
- -The Spot
- -Get the number of infantry soldiers that can be embarked into an aircraft (airplane or helicopter).
- - -Returns nil for ground or ship units.
#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.
- -The 2D point vector of the POSITIONABLE.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission.
- -The 3D point vector of the POSITIONABLE.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns the Core.Velocity object from the POSITIONABLE.
- -Velocity The Velocity object.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns the POSITIONABLE velocity in km/h.
- -#number:
-The velocity in km/h.
- -Returns the POSITIONABLE velocity in knots.
- -#number:
-The velocity in knots.
- -Returns the POSITIONABLE velocity in meters per second.
- -#number:
-The velocity in meters per second.
- -Returns the POSITIONABLE velocity Vec3 vector.
- -The velocity Vec3 vector
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns the yaw angle of a POSITIONABLE.
- -#number:
-Yaw angle in degrees.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns if carrier has given cargo.
- -- Cargo -
-Cargo
- -Returns true if the POSITIONABLE is in the air.
- - -Polymorphic, is overridden in GROUP and UNIT.
- -#boolean:
-true if in the air.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns if the Positionable is located above a runway.
- -#boolean:
-true if Positionable is above a runway.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns if the unit is of an air category.
- - -If the unit is a helicopter or a plane, then this method will return true, otherwise false.
- -#boolean:
-Air category evaluation result.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Is cargo bay empty.
- -Returns if the unit is of an ground category.
- - -If the unit is a ground vehicle or infantry, this method will return true, otherwise false.
- -#boolean:
-Ground category evaluation result.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns true if the unit is within a Core.Zone.
- -- Core.Zone#ZONE_BASE - Zone -
-The zone to test.
- -#boolean:
-Returns true if the unit is within the Core.Zone#ZONE_BASE
- -Check if the POSITIONABLE is lasing a target.
- -#boolean:
-true if it is lasing a target
- -Returns true if the unit is not within a Core.Zone.
- -- Core.Zone#ZONE_BASE - Zone -
-The zone to test.
- -#boolean:
-Returns true if the unit is not within the Core.Zone#ZONE_BASE
- -Returns if the unit is of ship category.
- -#boolean:
-Ship category evaluation result.
- -#nil:
-The POSITIONABLE is not existing or alive.
- -Returns if the unit is a submarine.
- -#boolean:
-Submarines attributes result.
- -Start Lasing a COORDINATE.
- -- Core.Point#COORDINATE - Coordinate -
-The coordinate where the lase is pointing at.
- -- #number - LaserCode -
-Laser code or random number in [1000, 9999].
- -- #number - Duration -
-Duration of lasing in seconds.
- -Stop Lasing a POSITIONABLE.
- -Start Lasing a POSITIONABLE.
- -- #POSITIONABLE - Target -
-The target to lase.
- -- #number - LaserCode -
-Laser code or random number in [1000, 9999].
- -- #number - Duration -
-Duration of lasing in seconds.
- -Send a message to the players in the Wrapper.Group.
- - -The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
- -- #string - Message -
-The message text
- -- DCS#Duration - Duration -
-The duration of the message.
- -- #string - Name -
-(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
- -Send a message to all coalitions.
- - -The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
- -- #string - Message -
-The message text
- -- DCS#Duration - Duration -
-The duration of the message.
- -- #string - Name -
-(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
- -Send a message to the blue coalition.
- - -The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
- -- #string - Message -
-The message text
- -- DCS#Duration - Duration -
-The duration of the message.
- -- #string - Name -
-(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
- -Send a message to a client.
- - -The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
- -- #string - Message -
-The message text
- -- DCS#Duration - Duration -
-The duration of the message.
- -- Wrapper.Client#CLIENT - Client -
-The client object receiving the message.
- -- #string - Name -
-(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
- -Send a message to a coalition.
- - -The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
- -- #string - Message -
-The message text
- -- DCS#Duration - Duration -
-The duration of the message.
- -- DCS#coalition - MessageCoalition -
-The Coalition receiving the message.
- -- #string - Name -
-(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
- -Send a message to a Wrapper.Group.
- - -The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
- -- #string - Message -
-The message text
- -- DCS#Duration - Duration -
-The duration of the message.
- -- Wrapper.Group#GROUP - MessageGroup -
-The GROUP object receiving the message.
- -- #string - Name -
-(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
- -Send a message to the red coalition.
- - -The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
- -- #string - Message -
-The message text
- -- DCS#Duration - Duration -
-The duration of the message.
- -- #string - Name -
-(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
- -Send a message to a Core.Set#SET_GROUP.
- - -The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
- -- #string - Message -
-The message text
- -- DCS#Duration - Duration -
-The duration of the message.
- -- Core.Set#SET_GROUP - MessageSetGroup -
-The SET_GROUP collection receiving the message.
- -- #string - Name -
-(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
- -Send a message to a 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.
- -- #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.
- -- #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.
- -- #string - Message -
-The message text
- -- Core.Message#MESSAGE.Type - MessageType -
-The message type that determines the duration.
- -- DCS#coalition - MessageCoalition -
-The Coalition receiving the message.
- -- #string - Name -
-(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
- -Send a message of a message type to a Wrapper.Group.
- - -The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
- -- #string - Message -
-The message text
- -- Core.Message#MESSAGE.Type - MessageType -
-The message type that determines the duration.
- -- Wrapper.Group#GROUP - MessageGroup -
-The GROUP object receiving the message.
- -- #string - Name -
-(Optional) The Name of the sender. If not provided, the Name is the type of the POSITIONABLE.
- -Create a new POSITIONABLE from a DCSPositionable
- -- #string - PositionableName -
-The POSITIONABLE name
- -self
- -Remove cargo.
- -- Core.Cargo#CARGO - Cargo -
-Set Cargo Bay Weight Limit in kg.
- -- #number - WeightLimit -
-(Optional) Weight limit in kg. If not given, the value is taken from the descriptors or hard coded.
- -Smoke the POSITIONABLE.
- -- Utilities.Utils#SMOKECOLOR - SmokeColor -
-The smoke color.
- -- #number - Range -
-The range in meters to randomize the smoking around the POSITIONABLE.
- -- #number - AddHeight -
-The height in meters to add to the altitude of the POSITIONABLE.
- -Smoke the POSITIONABLE Blue.
- -Smoke the POSITIONABLE Green.
- -Smoke the POSITIONABLE Orange.
- -Smoke the POSITIONABLE Red.
- -Smoke the POSITIONABLE White.
- -Airbase ID.
- -Name of the airbase.
- -Circular zone around the airbase with a radius of 2500 meters. For ships this is a ZONE_UNIT object.
- -Names of airbase categories.
- -Enumeration to identify the airbases in the Caucasus region.
- - - -Airbases of the Caucasus map:
- -Name of the class, i.e. "AIRBASE".
- -Airbases of the Mariana Islands map:
- -Airbases of the Nevada map:
- -Airbases of the Normandy map:
- -Airbases of the Persion Gulf Map:
- -Airbases of the Sinai map:
- -Airbases of the Syria map:
- -Airbases of The Channel Map:
- -Airbase category.
- -DCS descriptors.
- -Airbase is an airdrome.
- -Airbase is a helipad.
- -Airbase is a ship.
- -Parking spot data.
- -List of parking spot terminal IDs not considered for spawning.
- -Parking spot data table with ID as key.
- -List of parking spot terminal IDs considered for spawning.
- -Runways of airdromes.
- -Gets the CallSign of the IDENTIFIABLE, which is a blank by default.
- -#string:
-The CallSign of the IDENTIFIABLE.
- -Returns object category of the DCS Identifiable.
- - -One of
- -The category ID, i.e. a number.
- -Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.
- -#string:
-The DCS Identifiable Category Name
- -Returns coalition of the Identifiable.
- -The side of the coalition or #nil The DCS Identifiable is not existing or alive.
Returns the name of the coalition of the Identifiable.
- -#string:
-The name of the coalition.
- -#nil:
-The DCS Identifiable is not existing or alive.
- -Returns country of the Identifiable.
- -The country identifier or #nil The DCS Identifiable is not existing or alive.
Returns country name of the Identifiable.
- -#string:
-Name of the country.
- -Returns Identifiable descriptor.
- - -Descriptor type depends on Identifiable category.
- -The Identifiable descriptor or #nil The DCS Identifiable is not existing or alive.
Returns DCS Identifiable object name.
- - -The function provides access to non-activated objects too.
- -#string:
-The name of the DCS Identifiable or #nil.
Gets the threat level.
- -#number:
-Threat level.
- -#string:
-Type.
- -Returns the type name of the DCS Identifiable.
- -#string:
-The type name of the DCS Identifiable.
- -Check if the Object has the attribute.
- -- #string - AttributeName -
-The attribute name.
- -#boolean:
-true if the attribute exists 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.
#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
- -- #string - IdentifiableName -
-The DCS Identifiable name
- -self
- -Airbase ID.
- -Name of the airbase.
- -Circular zone around the airbase with a radius of 2500 meters. For ships this is a ZONE_UNIT object.
- -Names of airbase categories.
- -Enumeration to identify the airbases in the Caucasus region.
- - - -Airbases of the Caucasus map:
- -Name of the class, i.e. "AIRBASE".
- -Airbases of the Mariana Islands map:
- -Airbases of the Nevada map:
- -Airbases of the Normandy map:
- -Airbases of the Persion Gulf Map:
- -Airbases of the Sinai map:
- -Airbases of the Syria map:
- -Airbases of The Channel Map:
- -Airbase category.
- -DCS descriptors.
- -Airbase is an airdrome.
- -Airbase is a helipad.
- -Airbase is a ship.
- -Parking spot data.
- -List of parking spot terminal IDs not considered for spawning.
- -Parking spot data table with ID as key.
- -List of parking spot terminal IDs considered for spawning.
- -Runways of airdromes.
- -Destroys the OBJECT.
- -#boolean:
-true if the object is destroyed.
- -#nil:
-The DCS Unit is not existing or alive.
- -Returns the unit's unique identifier.
- -ObjectID or #nil if the DCS Object is not existing or alive. Note that the ID is passed as a string and not a number.
- -Create a new OBJECT from a DCSObject
- -- DCS#Object - ObjectName -
-The Object name
- -- Test -
-self
- -Airbase ID.
- -Name of the airbase.
- -Circular zone around the airbase with a radius of 2500 meters. For ships this is a ZONE_UNIT object.
- -Names of airbase categories.
- -Enumeration to identify the airbases in the Caucasus region.
- - - -Airbases of the Caucasus map:
- -Name of the class, i.e. "AIRBASE".
- -Airbases of the Mariana Islands map:
- -Airbases of the Nevada map:
- -Airbases of the Normandy map:
- -Airbases of the Persion Gulf Map:
- -Airbases of the Sinai map:
- -Airbases of the Syria map:
- -Airbases of The Channel Map:
- -Airbase category.
- -DCS descriptors.
- -Airbase is an airdrome.
- -Airbase is a helipad.
- -Airbase is a ship.
- -Parking spot data.
- -List of parking spot terminal IDs not considered for spawning.
- -Parking spot data table with ID as key.
- -List of parking spot terminal IDs considered for spawning.
- -Runways of airdromes.
- -Clear the state of an object.
- -- Object -
-The object that holds the Value set by the Key.
- -- StateName -
-The key that is should be cleared.
- -Creation of a Birth Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -- #string - IniUnitName -
-The initiating unit name.
- -- place -
-- subplace -
-Creation of a Crash Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -- IniObjectCategory -
-Creation of a Dead Event.
- -- 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.
- Wrapper.Unit#UNIT - PlayerUnit -
-The aircraft unit the player entered.
- -Creation of a Remove Unit Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Takeoff Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Crash Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Log an exception which will be traced always.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Returns the event dispatcher
- -Remove all subscribed events
- -Trace a function call.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 2.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 3.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Get the ClassID of the class instance.
- -#string:
-The ClassID of the class instance.
- -Get the ClassName of the class instance.
- -#string:
-The ClassName of the class instance.
- -Get the ClassName + ClassID of the class instance.
- - -The ClassName + ClassID is formatted as '%s#%09d'.
- -#string:
-The ClassName + ClassID of the class instance.
- -Get the Class Core.Event processing Priority.
- - -The Event processing Priority is a number from 1 to 10, -reflecting the order of the classes subscribed to the Event to be processed.
- -This is the worker method to retrieve the Parent class.
- - -Note that the Parent class must be passed to call the parent class method.
- -self:GetParent(self):ParentMethod()
-
-
-
-
-
-Get a Value given a Key from the Object.
- - -Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
- -- Object -
-The object that holds the Value set by the Key.
- -- Key -
-The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
- -The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
- -Subscribe to a DCS Event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -- #function - EventFunction -
-(optional) The function to be called when the event occurs for the unit.
- -Log an information which will be traced always.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -This is the worker method to inherit from a parent class.
- -- Child -
-is the Child class that inherits.
- -- #BASE - Parent -
-is the Parent class that the Child inherits from.
- -Child
- -This is the worker method to check if an object is an (sub)instance of a class.
- - - -ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
- ClassName -
-is the name of the class or the class itself to run the check against
- -#boolean:
-Enquires if tracing is on (for the class).
- -BASE constructor.
- - - -This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
- -function EVENT:New()
- local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
- return self
-end
-
-
-
-Occurs when an 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.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -BDA.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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.
- -- 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
- -- 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
- -- 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.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Unknown precisely what creates this event, likely tied into newer damage model.
- - -Will update this page when new information become available.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Discard chair after ejection.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- 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.
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Trigger zone.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Schedule a new time event.
- - -Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
- -- #number - Start -
-Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
- -- #function - SchedulerFunction -
-The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
- -- #table - ... -
-Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
- -#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.
- -- #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, ... }.
- -#string:
-The Schedule ID of the planned schedule.
- -Stops the Schedule.
- -- #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.
- -- #number - EventPriority -
-The Core.Event processing Priority.
- -self
- -Set a state or property of the Object given a Key and a Value.
- - -Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
- -- Object -
-The object that will hold the Value set by the Key.
- -- Key -
-The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
- -- Value -
-The value to is stored in the object.
- -The Value set.
- -Trace a function logic level 1.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 2.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 3.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace all methods in MOOSE
- -- #boolean - TraceAll -
-true = trace all methods in MOOSE.
- -Set tracing for a class
- -Set tracing for a specific method of class
- -- #string - Class -
-Class name.
- -- #string - Method -
-Method.
- -Set trace level
- -Set trace off.
- -Set trace on.
- -Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default.
- - -So tracing must be switched on manually in your mission if you are using Moose statically. -When moose is loading dynamically (for moose class development), tracing is switched on by default.
- -- #boolean - TraceOnOff -
-Switch the tracing on or off.
- -
- -- Switch the tracing On
- BASE:TraceOnOff( true )
-
- -- Switch the tracing Off
- BASE:TraceOnOff( false )
-
-
-UnSubscribe to a DCS event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -Trace a function call.
- - -This function is private.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-Trace a function logic.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-The main event handling function...
- - -This function captures all events generated for the class.
- -Coordinate of the mark.
+Text displayed in the mark panel.
-Coordinate of the mark.
+Text displayed in the mark panel.
-Coordinate of the mark.
+ + + +Text displayed in the mark panel.
- - - -