From 7e1ed445d3ec782325e336cab4ad11a8d6f7f889 Mon Sep 17 00:00:00 2001
From: MooseBotter The Defender Default Settings over all Squadrons.
The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -No loading happened, so we need to pickup something else.
+ @@ -4827,6 +4830,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ @@ -5439,6 +5445,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ @@ -6939,6 +6948,9 @@ 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_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index 94244e6ab..43dc65147 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2746,20 +2746,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauSet destination airbase for next :Route() command.
- -Set destination airbase for next :Route() command.
- -Set destination airbase for next :Route() command.
- -Set destination airbase for next :Route() command.
- -This table contains the targets detected during patrol.
-This table contains the targets detected during patrol.
-This table contains the targets detected during patrol.
-This table contains the targets detected during patrol.
-self.CargoObject:Destroy()
- -self.CargoObject:Destroy()
- -|
Circle to all. - |
-
- |
| - |
- Name of the class |
|
- Heading in degrees. Needs to be set first. + |
|
|
Returns the coordinate from the latitude and longitude given in decimal degrees. + |
+ |
COORDINATE:NewFromMGRS(UTMZone, MGRSDigraph, Easting, Northing) |
+
+ Provides a COORDINATE from an MGRS Coordinate + |
+
| + |
+ Provides a COORDINATE from an MGRS String |
|
- Velocity in meters per second. Needs to be set first. + |
|
|
- Component of the 3D vector. + |
|
|
- Component of the 3D vector. + |
|
|
- Component of the 3D vector. - |
-
| 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. - |
-
COORDINATE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
-
- Creation of a Birth Event. - |
-
COORDINATE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
-
- Creation of a Crash Event. - |
-
COORDINATE: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. - |
-
COORDINATE: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. - |
-
| - | - - | -
COORDINATE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function call. - |
-
COORDINATE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function logic. - |
-
| - | - - | -
| - |
- The main event handling function... |
|
- The x coordinate in meters. + |
|
|
- the y coordinate in meters. + |
|
| - | -
| Fields and Methods inherited from COORDINATE | -Description | -
|---|---|
| - |
- Arrow to all. - |
-
| - |
- Big smoke and fire at the coordinate. - |
-
| - |
- Huge smoke and fire at the coordinate. - |
-
| - |
- Large smoke and fire at the coordinate. - |
-
| - |
- Medium smoke and fire at the coordinate. - |
-
| - |
- Small smoke and fire at the coordinate. - |
-
| - |
- Huge smoke at the coordinate. - |
-
| - |
- Large smoke at the coordinate. - |
-
| - |
- Medium smoke at the coordinate. - |
-
| - |
- Small smoke at the coordinate. - |
-
| - |
- Circle to all. - |
-
| - |
- Name of the class - |
-
| - |
- Calculate the distance from a reference #COORDINATE. - |
-
| - |
- Creates an explosion at the point of a certain intensity. - |
-
| - |
- Find the closest scenery to the COORDINATE within a certain radius. - |
-
| - |
- Find the closest static to the COORDINATE within a certain radius. - |
-
| - |
- Find the closest unit to the COORDINATE within a certain radius. - |
-
| - |
- Flares the point in a color. - |
-
| - |
- Flare the COORDINATE Green. - |
-
| - |
- Flare the COORDINATE Red. - |
-
| - |
- Flare the COORDINATE White. - |
-
| - |
- Flare the COORDINATE Yellow. - |
-
| - |
- Return the 2D distance in meters between the target COORDINATE and the COORDINATE. - |
-
| - |
- Return the 3D distance in meters between the target COORDINATE and the COORDINATE. - |
-
| - |
- Return the altitude text of the COORDINATE. - |
-
| - |
- Return an angle in degrees from the COORDINATE using a direction vector in Vec3 format. - |
-
| - |
- Return an angle in radians from the COORDINATE using a direction vector in Vec3 format. - |
-
POINT_VEC2:GetBRAText(AngleRadians, Distance, Settings, Language, MagVar) |
-
- Provides a Bearing / Range / Altitude string - |
-
POINT_VEC2:GetBRText(AngleRadians, Distance, Settings, Language, MagVar) |
-
- Provides a Bearing / Range string - |
-
POINT_VEC2:GetBearingText(AngleRadians, Precision, Settings, MagVar) |
-
- Provides a bearing text in degrees. - |
-
| - |
- Return the BULLSEYE as COORDINATE Object - |
-
| - |
- Gets the nearest airbase with respect to the current coordinates. - |
-
| - |
- [kept for downwards compatibility only] Gets the nearest airbase with respect to the current coordinates. - |
-
| - |
- Gets the nearest free parking spot. - |
-
POINT_VEC2:GetClosestOccupiedParkingSpot(airbase, terminaltype) |
-
- Gets the nearest occupied parking spot. - |
-
POINT_VEC2:GetClosestParkingSpot(airbase, terminaltype, free) |
-
- Gets the nearest parking spot. - |
-
| - |
- Gets the nearest coordinate to a road (or railroad). - |
-
| - |
- Return the coordinates itself. - |
-
| - |
- Return a direction vector Vec3 from COORDINATE to the COORDINATE. - |
-
POINT_VEC2:GetDistanceText(Distance, Settings, Language, Precision) |
-
- Provides a distance text expressed in the units of measurement. - |
-
| - |
- Get the heading of the coordinate, if applicable. - |
-
| - |
- Return the heading text of the COORDINATE. - |
-
POINT_VEC2:GetIntermediateCoordinate(ToCoordinate, Fraction) |
-
- Return an intermediate COORDINATE between this an another coordinate. - |
-
| - |
- Get Latitude and Longitude in Degrees Decimal Minutes (DDM). - |
-
| - |
- Return the height of the land at the coordinate. - |
-
| - |
- Returns the magnetic declination at the given coordinate. - |
-
| - |
- Get minutes until the next sun rise at this coordinate. - |
-
| - |
- Get minutes until the next sun set at this coordinate. - |
-
| - |
- Return velocity text of the COORDINATE. - |
-
| - |
- Return the "name" of the COORDINATE. - |
-
| - |
- Get a correction in radians of the real magnetic north of the COORDINATE. - |
-
POINT_VEC2:GetPathOnRoad(ToCoord, IncludeEndpoints, Railroad, MarkPath, SmokePath) |
-
- Returns a table of coordinates to a destination using only roads or railroads. - |
-
| - |
- Returns the pressure in hPa. - |
-
| - |
- Returns a text of the pressure according the measurement system Core.Settings. - |
-
POINT_VEC2:GetRandomCoordinateInRadius(OuterRadius, InnerRadius) |
-
- Return a random Coordinate within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE. - |
-
| - |
- Return a random Vec2 within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE. - |
-
| - |
- Return a random Vec3 within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE. - |
-
| - |
- Get todays sun rise time. - |
-
| - |
- Get sun rise time for a specific date at the coordinate. - |
-
| - |
- Get sun rise time for a specific day of the year at the coordinate. - |
-
| - |
- Get todays sun set time. - |
-
| - |
- Get sun set time for a specific date at the coordinate. - |
-
| - |
- Gets the surface type at the coordinate. - |
-
| - |
- Returns the temperature in Degrees Celsius. - |
-
| - |
- Returns a text of the temperature according the measurement system Core.Settings. - |
-
| - |
- Return the coordinates of the COORDINATE in Vec2 format. - |
-
| - |
- Return the coordinates of the COORDINATE in Vec3 format. - |
-
| - |
- Return the velocity of the COORDINATE. - |
-
| - |
- Return the velocity text of the COORDINATE. - |
-
| - |
- Returns the wind direction (from) and strength. - |
-
| - |
- Returns a text documenting the wind direction (from) and strength according the measurement system Core.Settings. - |
-
| - |
- Returns the 3D wind direction vector. - |
-
| - |
- Returns the wind direction (from) and strength. - |
-
| - |
- Heading in degrees. Needs to be set first. - |
-
| - |
- Returns the heading from this to another coordinate. - |
-
| - |
- Creates an illumination bomb at the point. - |
-
| - |
- Returns if the 2 coordinates are at the same 2D position. - |
-
| - |
- Check if it is day, i.e. - |
-
| - |
- Function to check if a coordinate is in a flat (<8% elevation) area of the map - |
-
| - |
- Returns if a Coordinate is in a certain Radius of this Coordinate in 2D plane using the X and Z axis. - |
-
| - |
- Returns if a Coordinate is in a certain radius of this Coordinate in 3D space using the X, Y and Z axis. - |
-
| - |
- Function to check if a coordinate is in a steep (>8% elevation) area of the map - |
-
| - |
- Returns if a Coordinate has Line of Sight (LOS) with the ToCoordinate. - |
-
| - |
- Check if it is night, i.e. - |
-
| - |
- Checks if the surface type is on land. - |
-
| - |
- Checks if the surface type is road. - |
-
| - |
- Checks if the surface type is runway. - |
-
| - |
- Checks if the surface type is shallow water. - |
-
| - |
- Checks if the surface type is water. - |
-
POINT_VEC2:LineToAll(Endpoint, Coalition, Color, Alpha, LineType, ReadOnly, Text) |
-
- Line to all. - |
-
| - |
- Mark to All - |
-
POINT_VEC2:MarkToCoalition(MarkText, Coalition, ReadOnly, Text) |
-
- Mark to Coalition - |
-
| - |
- Mark to Blue Coalition - |
-
| - |
- Mark to Red Coalition - |
-
| - |
- Mark to Group - |
-
| - |
- Creates a free form shape on the F10 map. - |
-
| - |
- COORDINATE constructor. - |
-
| - |
- COORDINATE constructor. - |
-
| - |
- Returns the coordinate from the latitude and longitude given in decimal degrees. - |
-
| - |
- Create a new COORDINATE object from Vec2 coordinates. - |
-
| - |
- Create a new COORDINATE object from Vec3 coordinates. - |
-
| - |
- Create a new COORDINATE object from a waypoint. - |
-
| - |
- Creates a shape defined by 4 points on the F10 map. - |
-
| - |
- Rectangle to all. - |
-
| - |
- Remove a mark - |
-
| - |
- Rotate coordinate in 2D (x,z) space. - |
-
POINT_VEC2:ScanObjects(radius, scanunits, scanstatics, scanscenery) |
-
- Scan/find objects (units, statics, scenery) within a certain radius around the coordinate using the world.searchObjects() DCS API function. - |
-
| - |
- Scan/find SCENERY objects within a certain radius around the coordinate using the world.searchObjects() DCS API function. - |
-
| - |
- Scan/find STATICS within a certain radius around the coordinate using the world.searchObjects() DCS API function. - |
-
| - |
- Scan/find UNITS within a certain radius around the coordinate using the world.searchObjects() DCS API function. - |
-
| - |
- Set altitude. - |
-
| - |
- Set altitude to be at land height (i.e. - |
-
| - |
- Set the heading of the coordinate, if applicable. - |
-
| - |
- Set the velocity of the COORDINATE. - |
-
| - |
- Smokes the point in a color. - |
-
| - |
- Smoke the COORDINATE Blue. - |
-
| - |
- Smoke the COORDINATE Green. - |
-
| - |
- Smoke the COORDINATE Orange. - |
-
| - |
- Smoke the COORDINATE Red. - |
-
| - |
- Smoke the COORDINATE White. - |
-
| - |
- Stop big smoke and fire at the coordinate. - |
-
POINT_VEC2:TextToAll(Text, Coalition, Color, Alpha, FillColor, FillAlpha, FontSize, ReadOnly) |
-
- Text to all. - |
-
| - |
- Provides a coordinate string of the point, based on a coordinate format system: - * Uses default settings in COORDINATE. - |
-
| - |
- Provides a coordinate string of the point, based on the A2A coordinate format system. - |
-
| - |
- Provides a coordinate string of the point, based on the A2G coordinate format system. - |
-
| - |
- Return an aspect string from a COORDINATE to the Angle of the object. - |
-
| - |
- Return a BR string from a COORDINATE to the COORDINATE. - |
-
| - |
- Return a BRA string from a COORDINATE to the COORDINATE. - |
-
POINT_VEC2:ToStringBRAANATO(FromCoordinate, Bogey, Spades, SSML, Angels, Zeros) |
-
- Create a BRAA NATO call string to this COORDINATE from the FromCOORDINATE. - |
-
| - |
- Return a BULLS string out of the BULLS of the coalition to the COORDINATE. - |
-
POINT_VEC2:ToStringFromRP(ReferenceCoord, ReferenceName, Controllable, Settings, MagVar) |
-
- Provides a coordinate string of the point, based on a coordinate format system: - * Uses default settings in COORDINATE. - |
-
POINT_VEC2:ToStringFromRPShort(ReferenceCoord, ReferenceName, Controllable, Settings, MagVar) |
-
- Provides a coordinate string of the point, based on a coordinate format system: - * Uses default settings in COORDINATE. - |
-
| - |
- Provides a Lat Lon string in Degree Decimal Minute format. - |
-
| - |
- Provides a Lat Lon string in Degree Minute Second format. - |
-
| - |
- Provides a MGRS string - |
-
| - |
- Provides a pressure string of the point, based on a measurement system: - * Uses default settings in COORDINATE. - |
-
POINT_VEC2:ToStringTemperature(Controllable, Core, Settings) |
-
- Provides a temperature string of the point, based on a measurement system: - * Uses default settings in COORDINATE. - |
-
| - |
- Provides a wind string of the point, based on a measurement system: - * Uses default settings in COORDINATE. - |
-
| - |
- Add a Distance in meters from the COORDINATE orthonormal plane, with the given angle, and calculate the new COORDINATE. - |
-
| - |
- Update x,y,z coordinates from another given COORDINATE. - |
-
| - |
- Update x and z coordinates from a given 2D vector. - |
-
| - |
- Update x,y,z coordinates from a given 3D vector. - |
-
| - |
- Velocity in meters per second. Needs to be set first. - |
-
| - | - - | -
| - |
- Build an air type route point. - |
-
| - |
- Build a Waypoint Air "Fly Over Point". - |
-
POINT_VEC2:WaypointAirLanding(Speed, airbase, DCSTasks, description) |
-
- Build a Waypoint Air "Landing". - |
-
POINT_VEC2:WaypointAirLandingReFu(Speed, airbase, timeReFuAr, DCSTasks, description) |
-
- Build a Waypoint Air "LandingReFuAr". - |
-
| - |
- Build a Waypoint Air "Take Off Parking". - |
-
| - |
- Build a Waypoint Air "Take Off Parking Hot". - |
-
| - |
- Build a Waypoint Air "Take Off Runway". - |
-
POINT_VEC2:WaypointAirTurningPoint(AltType, Speed, DCSTasks, description) |
-
- Build a Waypoint Air "Turning Point". - |
-
| - | - - | -
| - |
- Build an ground type route point. - |
-
| - |
- Build route waypoint point for Naval units. - |
-
| - | - - | -
| - | - - | -
| - |
- Component of the 3D vector. - |
-
| - |
- Component of the 3D vector. - |
-
| - |
- Component of the 3D vector. - |
-
| 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. - |
-
POINT_VEC2:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
-
- Creation of a Birth Event. - |
-
POINT_VEC2:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
-
- Creation of a Crash Event. - |
-
POINT_VEC2: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. - |
-
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- BDA. - |
-
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- Occurs when a ground unit captures either an airbase or a farp. - |
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- Occurs when any object is spawned into the mission. - |
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- Occurs when any aircraft crashes into the ground and is completely destroyed. - |
-
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- Occurs when an object is dead. - |
-
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- Unknown precisely what creates this event, likely tied into newer damage model. - |
-
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- Discard chair after ejection. - |
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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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- Occurs when any aircraft shuts down its engines. - |
-
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- Occurs when any aircraft starts its engines. - |
-
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- Occurs whenever an object is hit by a weapon. - |
-
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- Occurs when any system fails on a human controlled aircraft. - |
-
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- Occurs on the death of a unit. - |
-
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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. - |
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- Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. - |
-
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- Landing quality mark. - |
-
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- Occurs when a new mark was added. - |
-
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- Occurs when a mark text was changed. - |
-
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- Occurs when a mark was removed. - |
-
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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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- Occurs when a mission starts -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
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- Weapon add. - |
-
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- Occurs when the pilot of an aircraft is killed. - |
-
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- Occurs when a player enters a slot and takes control of an aircraft. - |
-
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- Occurs when any player assumes direct control of a unit. - |
-
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- Occurs when any player relieves control of a unit to the AI. - |
-
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- Occurs when an aircraft connects with a tanker and begins taking on fuel. - |
-
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- Occurs when an aircraft is finished taking fuel. - |
-
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- Occurs when any modification to the "Score" as seen on the debrief menu would occur. - |
-
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- Occurs when any unit stops firing its weapon. - |
-
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- Occurs when any unit begins firing a weapon that has a high rate of fire. - |
-
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- Occurs whenever any unit in a mission fires a weapon. - |
-
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- Occurs when an aircraft takes off from an airbase, farp, or ship. - |
-
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- Trigger zone. - |
-
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- Occurs when the game thinks an object is destroyed. - |
-
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- Schedule a new time event. - |
-
POINT_VEC2:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
-
- Schedule a new time event. - |
-
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- Stops the Schedule. - |
-
| - | - - | -
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- Set the Class Core.Event processing Priority. - |
-
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- Set a state or property of the Object given a Key and a Value. - |
-
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- Trace a function logic level 1. - |
-
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- Trace a function logic level 2. - |
-
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- Trace a function logic level 3. - |
-
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- Trace all methods in MOOSE - |
-
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- Set tracing for a class - |
-
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- Set tracing for a specific method of class - |
-
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- Set trace level - |
-
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- Set trace off. - |
-
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- Set trace on. - |
-
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- 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. - |
-
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- UnSubscribe to a DCS event. - |
-
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POINT_VEC2:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function call. - |
-
POINT_VEC2:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function logic. - |
-
| - | - - | -
| - |
- The main event handling function... |
Name of the class
- -Heading in degrees. Needs to be set first.
+Velocity in meters per second. Needs to be set first.
+Component of the 3D vector.
+Component of the 3D vector.
+Provides a COORDINATE from an MGRS Coordinate
+ +COORDINATE
++ #string + UTMZone +
+UTM Zone, e.g. "37T"
+ ++ #string + MGRSDigraph +
+Digraph, e.g. "DK"
+ ++ #number + Easting +
+Meters easting
+ ++ #number + Northing +
+Meters northing
+ +self
+ +Provides a COORDINATE from an MGRS String
+ +COORDINATE
++ #string + MGRSString +
+MGRS String, e.g. "MGRS 37T DK 12345 12345"
+ +self
+ +Name of the class
- -Heading in degrees. Needs to be set first.
- -Velocity in meters per second. Needs to be set first.
- -Component of the 3D vector.
- -Component of the 3D vector.
- -Component of the 3D vector.
- -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.
- -Arrow to all.
- - -Creates an arrow from the COORDINATE to the endpoint COORDINATE on the F10 map. There is no control over other dimensions of the arrow.
- -- #COORDINATE - Endpoint -
-COORDINATE where the tip of the arrow is pointing at.
- -- #number - Coalition -
-Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
- -- #table - Color -
-RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
- -- #number - Alpha -
-Transparency [0,1]. Default 1.
- -- #table - FillColor -
-RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as Color value.
- #number - FillAlpha -
-Transparency [0,1]. Default 0.15.
- -- #number - LineType -
-Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
- -- #boolean - ReadOnly -
-(Optional) Mark is readonly and cannot be removed by users. Default false.
- -- #string - Text -
-(Optional) Text displayed when mark is added. Default none.
- -#number:
-The resulting Mark ID, which is a number. Can be used to remove the object again.
- -Big smoke and fire at the coordinate.
- -- Utilities.Utils#BIGSMOKEPRESET - preset -
-Smoke preset (1=small smoke and fire, 2=medium smoke and fire, 3=large smoke and fire, 4=huge smoke and fire, 5=small smoke, 6=medium smoke, 7=large smoke, 8=huge smoke).
- -- #number - density -
-(Optional) Smoke density. Number in [0,...,1]. Default 0.5.
- -- #string - name -
-(Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
- -Huge smoke and fire at the coordinate.
- -- #number - density -
-(Optional) Smoke density. Number between 0 and 1. Default 0.5.
- -- #string - name -
-(Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
- -Large smoke and fire at the coordinate.
- -- #number - density -
-(Optional) Smoke density. Number between 0 and 1. Default 0.5.
- -- #string - name -
-(Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
- -Medium smoke and fire at the coordinate.
- -- #number - density -
-(Optional) Smoke density. Number between 0 and 1. Default 0.5.
- -- #string - name -
-(Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
- -Small smoke and fire at the coordinate.
- -- #number - density -
-(Optional) Smoke density. Number between 0 and 1. Default 0.5.
- -- #string - name -
-(Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
- -Huge smoke at the coordinate.
- -- #number - density -
-(Optional) Smoke density. Number between 0 and 1. Default 0.5.
- -- #string - name -
-(Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
- -Large smoke at the coordinate.
- -- #number - density -
-(Optional) Smoke density. Number between 0 and 1. Default 0.5.
- -- #string - name -
-(Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
- -Medium smoke at the coordinate.
- -- number -
-density (Optional) Smoke density. Number between 0 and 1. Default 0.5.
- -- #string - name -
-(Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
- -- density -
-Small smoke at the coordinate.
- -- #number - density -
-(Optional) Smoke density. Number between 0 and 1. Default 0.5.
- -- #string - name -
-(Optional) Name of the fire to stop it later again if not using the same COORDINATE object. Defaults to "Fire-" plus a random 5-digit-number.
- -Circle to all.
- - -Creates a circle on the map with a given radius, color, fill color, and outline.
- -- #number - Radius -
-Radius in meters. Default 1000 m.
- -- #number - Coalition -
-Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
- -- #table - Color -
-RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
- -- #number - Alpha -
-Transparency [0,1]. Default 1.
- -- #table - FillColor -
-RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as Color value.
- #number - FillAlpha -
-Transparency [0,1]. Default 0.15.
- -- #number - LineType -
-Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
- -- #boolean - ReadOnly -
-(Optional) Mark is readonly and cannot be removed by users. Default false.
- -- #string - Text -
-(Optional) Text displayed when mark is added. Default none.
- -#number:
-The resulting Mark ID, which is a number. Can be used to remove the object again.
- -Calculate the distance from a reference #COORDINATE.
- -- #COORDINATE - PointVec2Reference -
-The reference #COORDINATE.
- -The distance from the reference #COORDINATE in meters.
- -Creates an explosion at the point of a certain intensity.
- -- #number - ExplosionIntensity -
-Intensity of the explosion in kg TNT. Default 100 kg.
- -- #number - Delay -
-(Optional) Delay before explosion is triggered in seconds.
- -self
- -Find the closest scenery to the COORDINATE within a certain radius.
- -- #number - radius -
-Scan radius in meters. Default 100 m.
- -The closest scenery or #nil if no object is inside the given radius.
- -Find the closest static to the COORDINATE within a certain radius.
- -- #number - radius -
-Scan radius in meters. Default 100 m.
- -The closest static or #nil if no unit is inside the given radius.
- -Find the closest unit to the COORDINATE within a certain radius.
- -- #number - radius -
-Scan radius in meters. Default 100 m.
- -The closest unit or #nil if no unit is inside the given radius.
- -Flares the point in a color.
- -- Utilities.Utils#FLARECOLOR - FlareColor -
-- DCS#Azimuth - Azimuth -
-(optional) The azimuth of the flare direction. The default azimuth is 0.
- -Flare the COORDINATE Green.
- -- DCS#Azimuth - Azimuth -
-(optional) The azimuth of the flare direction. The default azimuth is 0.
- -Flare the COORDINATE Red.
- -Flare the COORDINATE White.
- -- DCS#Azimuth - Azimuth -
-(optional) The azimuth of the flare direction. The default azimuth is 0.
- -Flare the COORDINATE Yellow.
- -- DCS#Azimuth - Azimuth -
-(optional) The azimuth of the flare direction. The default azimuth is 0.
- -Return the 2D distance in meters between the target COORDINATE and the COORDINATE.
- -- #COORDINATE - TargetCoordinate -
-The target COORDINATE. Can also be a DCS#Vec3.
- -Distance The distance in meters.
- -Return the 3D distance in meters between the target COORDINATE and the COORDINATE.
- -- #COORDINATE - TargetCoordinate -
-The target COORDINATE. Can also be a DCS#Vec3.
- -Distance The distance in meters.
- -Return the altitude text of the COORDINATE.
- -- Settings -
-- Language -
-#string:
-Altitude text.
- -Return an angle in degrees from the COORDINATE using a direction vector in Vec3 format.
- -- DCS#Vec3 - DirectionVec3 -
-The direction vector in Vec3 format.
- -#number:
-DirectionRadians The angle in degrees.
- - local directionAngle = currentCoordinate:GetAngleDegrees(currentCoordinate:GetDirectionVec3(sourceCoordinate:GetVec3()))
-
-Return an angle in radians from the COORDINATE using a direction vector in Vec3 format.
- -- DCS#Vec3 - DirectionVec3 -
-The direction vector in Vec3 format.
- -#number:
-DirectionRadians The angle in radians.
- -Provides a Bearing / Range / Altitude string
- -- #number - AngleRadians -
-The angle in randians
- -- #number - Distance -
-The distance
- -- Core.Settings#SETTINGS - Settings -
-- #string - Language -
-(Optional) Language "en" or "ru"
- -- #boolean - MagVar -
-If true, also state angle in magnetic
- -#string:
-The BRA Text
- -Provides a Bearing / Range string
- -- #number - AngleRadians -
-The angle in randians
- -- #number - Distance -
-The distance
- -- Core.Settings#SETTINGS - Settings -
-- #string - Language -
-(Optional) Language "en" or "ru"
- -- #boolean - MagVar -
-If true, also state angle in magnetic
- -#string:
-The BR Text
- -Provides a bearing text in degrees.
- -- #number - AngleRadians -
-The angle in randians.
- -- #number - Precision -
-The precision.
- -- Core.Settings#SETTINGS - Settings -
-- #boolean - MagVar -
-If true, include magentic degrees
- -#string:
-The bearing text in degrees.
- -Return the BULLSEYE as COORDINATE Object
- -- #number - Coalition -
-Coalition of the bulls eye to return, e.g. coalition.side.BLUE
- -self
- - -- note the dot (.) here,not using the colon (:)
- local redbulls = COORDINATE.GetBullseyeCoordinate(coalition.side.RED)
-
-Gets the nearest airbase with respect to the current coordinates.
- -- #number - Category -
-(Optional) Category of the airbase. Enumerator of Wrapper.Airbase#AIRBASE.Category.
- -- #number - Coalition -
-(Optional) Coalition of the airbase.
- -Closest Airbase to the given coordinate.
- -#number:
-Distance to the closest airbase in meters.
- -[kept for downwards compatibility only] Gets the nearest airbase with respect to the current coordinates.
- -- #number - Category -
-(Optional) Category of the airbase. Enumerator of Wrapper.Airbase#AIRBASE.Category.
- -- #number - Coalition -
-(Optional) Coalition of the airbase.
- -Closest Airbase to the given coordinate.
- -#number:
-Distance to the closest airbase in meters.
- -Gets the nearest free parking spot.
- -- Wrapper.Airbase#AIRBASE - airbase -
-(Optional) Search only parking spots at that airbase.
- -- Wrapper.Airbase#Terminaltype - terminaltype -
-(Optional) Type of the terminal.
- -Coordinate of the nearest free parking spot.
- -#number:
-Terminal ID.
- -#number:
-Distance to closest free parking spot in meters.
- -Gets the nearest occupied parking spot.
- -- Wrapper.Airbase#AIRBASE - airbase -
-(Optional) Search only parking spots at that airbase.
- -- Wrapper.Airbase#Terminaltype - terminaltype -
-(Optional) Type of the terminal.
- -Coordinate of the nearest occupied parking spot.
- -#number:
-Terminal ID.
- -#number:
-Distance to closest occupied parking spot in meters.
- -Gets the nearest parking spot.
- -- Wrapper.Airbase#AIRBASE - airbase -
-(Optional) Search only parking spots at this airbase.
- -- Wrapper.Airbase#Terminaltype - terminaltype -
-(Optional) Type of the terminal. Default any execpt valid spawn points on runway.
- -- #boolean - free -
-(Optional) If true, returns the closest free spot. If false, returns the closest occupied spot. If nil, returns the closest spot regardless of free or occupied.
- -Coordinate of the nearest parking spot.
- -#number:
-Terminal ID.
- -#number:
-Distance to closest parking spot in meters.
- -ParkingSpot Parking spot table.
- -Gets the nearest coordinate to a road (or railroad).
- -- #boolean - Railroad -
-(Optional) If true, closest point to railroad is returned rather than closest point to conventional road. Default false.
- -Coordinate of the nearest road.
- -Return the coordinates itself.
- - -Sounds stupid but can be useful for compatibility.
- -Return a direction vector Vec3 from COORDINATE to the COORDINATE.
- -- #COORDINATE - TargetCoordinate -
-The target COORDINATE.
- -DirectionVec3 The direction vector in Vec3 format.
- -Provides a distance text expressed in the units of measurement.
- -- #number - Distance -
-The distance in meters.
- -- Core.Settings#SETTINGS - Settings -
-- #string - Language -
-(optional) "EN" or "RU"
- -- #number - Precision -
-(optional) round to this many decimal places
- -#string:
-The distance text expressed in the units of measurement.
- -Get the heading of the coordinate, if applicable.
- -Return the heading text of the COORDINATE.
- -- Settings -
-#string:
-Heading text.
- -Return an intermediate COORDINATE between this an another coordinate.
- -- #COORDINATE - ToCoordinate -
-The other coordinate.
- -- #number - Fraction -
-The fraction (0,1) where the new coordinate is created. Default 0.5, i.e. in the middle.
- -Coordinate between this and the other coordinate.
- -Get Latitude and Longitude in Degrees Decimal Minutes (DDM).
- -#number:
-Latitude in DDM.
- -#number:
-Lontitude in DDM.
- -Return the height of the land at the coordinate.
- -#number:
-Land height (ASL) in meters.
- -Returns the magnetic declination at the given coordinate.
- - -NOTE that this needs require to be available so you need to desanitize the MissionScripting.lua file in your DCS/Scrips folder.
-If require is not available, a constant value for the whole map.
- #number - Month -
-(Optional) The month at which the declination is calculated. Default is the mission month.
- -- #number - Year -
-(Optional) The year at which the declination is calculated. Default is the mission year.
- -#number:
-Magnetic declination in degrees.
- -Get minutes until the next sun rise at this coordinate.
- -- OnlyToday -
-If true, only calculate the sun rise of today. If sun has already risen, the time in negative minutes since sunrise is reported.
- -#number:
-Minutes to the next sunrise.
- -Get minutes until the next sun set at this coordinate.
- -- OnlyToday -
-If true, only calculate the sun set of today. If sun has already set, the time in negative minutes since sunset is reported.
- -#number:
-Minutes to the next sunrise.
- -Return velocity text of the COORDINATE.
- -- Settings -
-#string:
-Return the "name" of the COORDINATE.
- - -Obviously, a coordinate does not have a name like a unit, static or group. So here we take the MGRS coordinates of the position.
- -#string:
-MGRS coordinates.
- -Get a correction in radians of the real magnetic north of the COORDINATE.
- -#number:
-CorrectionRadians The correction in radians.
- -Returns a table of coordinates to a destination using only roads or railroads.
- - -The first point is the closest point on road of the given coordinate. -By default, the last point is the closest point on road of the ToCoord. Hence, the coordinate itself and the final ToCoord are not necessarily included in the path.
- -- #COORDINATE - ToCoord -
-Coordinate of destination.
- -- #boolean - IncludeEndpoints -
-(Optional) Include the coordinate itself and the ToCoordinate in the path.
- -- #boolean - Railroad -
-(Optional) If true, path on railroad is returned. Default false.
- -- #boolean - MarkPath -
-(Optional) If true, place markers on F10 map along the path.
- -- #boolean - SmokePath -
-(Optional) If true, put (green) smoke along the
- -#table:
-Table of coordinates on road. If no path on road can be found, nil is returned or just the endpoints.
- -#number:
-Tonal length of path.
- -#boolean:
-If true a valid path on road/rail was found. If false, only the direct way is possible.
- -Returns the pressure in hPa.
- -- height -
-(Optional) parameter specifying the height ASL. E.g. set height=0 for QNH.
- -Pressure in hPa.
- -Returns a text of the pressure according the measurement system Core.Settings.
- - -The text will contain always the pressure in hPa and:
- -A text containing a pressure will look like this:
- -QFE: x hPa (y mmHg)QFE: x hPa (y inHg)- height -
-(Optional) parameter specifying the height ASL. E.g. set height=0 for QNH.
- -- Settings -
-#string:
-Pressure in hPa and mmHg or inHg depending on the measurement system Core.Settings.
- -Return a random Coordinate within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
- -- DCS#Distance - OuterRadius -
-Outer radius in meters.
- -- DCS#Distance - InnerRadius -
-Inner radius in meters.
- -self
- -Return a random Vec2 within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
- -- DCS#Distance - OuterRadius -
-- DCS#Distance - InnerRadius -
-Vec2
- -Return a random Vec3 within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
- -- DCS#Distance - OuterRadius -
-- DCS#Distance - InnerRadius -
-Vec3
- -Get todays sun rise time.
- -- #boolean - InSeconds -
-If true, return the sun rise time in seconds.
- -#string:
-Sunrise time, e.g. "05:41".
- -Get sun rise time for a specific date at the coordinate.
- -- #number - Day -
-The day.
- -- #number - Month -
-The month.
- -- #number - Year -
-The year.
- -- #boolean - InSeconds -
-If true, return the sun rise time in seconds.
- -#string:
-Sunrise time, e.g. "05:41".
- -Get sun rise time for a specific day of the year at the coordinate.
- -- #number - DayOfYear -
-The day of the year.
- -- #boolean - InSeconds -
-If true, return the sun rise time in seconds.
- -#string:
-Sunrise time, e.g. "05:41".
- -Get todays sun set time.
- -- #boolean - InSeconds -
-If true, return the sun set time in seconds.
- -#string:
-Sunrise time, e.g. "20:41".
- -Get sun set time for a specific date at the coordinate.
- -- #number - Day -
-The day.
- -- #number - Month -
-The month.
- -- #number - Year -
-The year.
- -- #boolean - InSeconds -
-If true, return the sun rise time in seconds.
- -#string:
-Sunset time, e.g. "20:41".
- -Gets the surface type at the coordinate.
- -Surface type.
- -Returns the temperature in Degrees Celsius.
- -- height -
-(Optional) parameter specifying the height ASL.
- -Temperature in Degrees Celsius.
- -Returns a text of the temperature according the measurement system Core.Settings.
- - -The text will reflect the temperature like this:
- -A text containing a pressure will look like this:
- -Temperature: %n.d °CTemperature: %n.d °F- height -
-(Optional) parameter specifying the height ASL.
- -- Settings -
-#string:
-Temperature according the measurement system Core.Settings.
- -Return the coordinates of the COORDINATE in Vec2 format.
- -The Vec2 format coordinate.
- -Return the coordinates of the COORDINATE in Vec3 format.
- -The Vec3 format coordinate.
- -Return the velocity of the COORDINATE.
- -#number:
-Velocity in meters per second.
- -Return the velocity text of the COORDINATE.
- -- Settings -
-#string:
-Velocity text.
- -Returns the wind direction (from) and strength.
- -- #number - height -
-(Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground.
- -- #boolean - turbulence -
-If true, include turbulence. If false or nil, wind without turbulence.
#number:
-Direction the wind is blowing from in degrees.
- -#number:
-Wind strength in m/s.
- -Returns a text documenting the wind direction (from) and strength according the measurement system Core.Settings.
- - -The text will reflect the wind like this:
- -A text containing a pressure will look like this:
- -Wind: %n ° at n.d mpsWind: %n ° at n.d kps- height -
-(Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground.
- -- Settings -
-#string:
-Wind direction and strength according the measurement system Core.Settings.
- -Returns the 3D wind direction vector.
- - -Note that vector points into the direction the wind in blowing to.
- -- #number - height -
-(Optional) parameter specifying the height ASL in meters. The minimum height will be always be the land height since the wind is zero below the ground.
- -- #boolean - turbulence -
-(Optional) If true, include turbulence.
Wind 3D vector. Components in m/s.
- -Returns the wind direction (from) and strength.
- -- height -
-(Optional) parameter specifying the height ASL. The minimum height will be always be the land height since the wind is zero below the ground.
- -Direction the wind is blowing from in degrees.
- -Returns the heading from this to another coordinate.
- -- #COORDINATE - ToCoordinate -
-#number:
-Heading in degrees.
- -Creates an illumination bomb at the point.
- -- #number - Power -
-Power of illumination bomb in Candela. Default 1000 cd.
- -- #number - Delay -
-(Optional) Delay before bomb is ignited in seconds.
- -self
- -Returns if the 2 coordinates are at the same 2D position.
- -- #COORDINATE - Coordinate -
-- #number - Precision -
-#boolean:
-true if at the same position.
- -Check if it is day, i.e.
- - -if the sun has risen about the horizon at this coordinate.
- -- #string - Clock -
-(Optional) Time in format "HH:MM:SS+D", e.g. "05:40:00+3" to check if is day at 5:40 at third day after mission start. Default is to check right now.
- -#boolean:
-If true, it is day. If false, it is night time.
- -Function to check if a coordinate is in a flat (<8% elevation) area of the map
- -- #number - Radius -
-(Optional) Radius to check around the coordinate, defaults to 50m (100m diameter)
- -- #number - Minelevation -
-(Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters)
- -IsFlat If true, area is flat
- -#number:
-MaxElevation Elevation in meters measured over 100m
- -Returns if a Coordinate is in a certain Radius of this Coordinate in 2D plane using the X and Z axis.
- -- #COORDINATE - Coordinate -
-The coordinate that will be tested if it is in the radius of this coordinate.
- -- #number - Radius -
-The radius of the circle on the 2D plane around this coordinate.
- -#boolean:
-true if in the Radius.
- -Returns if a Coordinate is in a certain radius of this Coordinate in 3D space using the X, Y and Z axis.
- - -So Radius defines the radius of the a Sphere in 3D space around this coordinate.
- -- #COORDINATE - ToCoordinate -
-The coordinate that will be tested if it is in the radius of this coordinate.
- -- #number - Radius -
-The radius of the sphere in the 3D space around this coordinate.
- -- Coordinate -
-#boolean:
-true if in the Sphere.
- -Function to check if a coordinate is in a steep (>8% elevation) area of the map
- -- #number - Radius -
-(Optional) Radius to check around the coordinate, defaults to 50m (100m diameter)
- -- #number - Minelevation -
-(Optional) Elevation from which on a area is defined as steep, defaults to 8% (8m height gain across 100 meters)
- -IsSteep If true, area is steep
- -#number:
-MaxElevation Elevation in meters measured over 100m
- -Returns if a Coordinate has Line of Sight (LOS) with the ToCoordinate.
- -- #COORDINATE - ToCoordinate -
-- #number - Offset -
-Height offset in meters. Default 2 m.
- -#boolean:
-true If the ToCoordinate has LOS with the Coordinate, otherwise false.
- -Check if it is night, i.e.
- - -if the sun has set below the horizon at this coordinate.
- -- #string - Clock -
-(Optional) Time in format "HH:MM:SS+D", e.g. "05:40:00+3" to check if is night at 5:40 at third day after mission start. Default is to check right now.
- -#boolean:
-If true, it is night. If false, it is day time.
- -Checks if the surface type is on land.
- -#boolean:
-If true, the surface type at the coordinate is land.
- -Checks if the surface type is road.
- -#boolean:
-If true, the surface type at the coordinate is a road.
- -Checks if the surface type is runway.
- -#boolean:
-If true, the surface type at the coordinate is a runway or taxi way.
- -Checks if the surface type is shallow water.
- -#boolean:
-If true, the surface type at the coordinate is a shallow water.
- -Checks if the surface type is water.
- -#boolean:
-If true, the surface type at the coordinate is a deep water.
- -Line to all.
- - -Creates a line on the F10 map from one point to another.
- -- #COORDINATE - Endpoint -
-COORDINATE to where the line is drawn.
- -- #number - Coalition -
-Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
- -- #table - Color -
-RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
- -- #number - Alpha -
-Transparency [0,1]. Default 1.
- -- #number - LineType -
-Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
- -- #boolean - ReadOnly -
-(Optional) Mark is readonly and cannot be removed by users. Default false.
- -- #string - Text -
-(Optional) Text displayed when mark is added. Default none.
- -#number:
-The resulting Mark ID, which is a number. Can be used to remove the object again.
- -Mark to All
- -- #string - MarkText -
-Free format text that shows the marking clarification.
- -- #boolean - ReadOnly -
-(Optional) Mark is readonly and cannot be removed by users. Default false.
- -- #string - Text -
-(Optional) Text displayed when mark is added. Default none.
- -#number:
-The resulting Mark ID which is a number.
- - local TargetCoord = TargetGroup:GetCoordinate()
- local MarkID = TargetCoord:MarkToAll( "This is a target for all players" )
-
-Mark to Coalition
- -- #string - MarkText -
-Free format text that shows the marking clarification.
- -- Coalition -
-- #boolean - ReadOnly -
-(Optional) Mark is readonly and cannot be removed by users. Default false.
- -- #string - Text -
-(Optional) Text displayed when mark is added. Default none.
- -#number:
-The resulting Mark ID which is a number.
- - local TargetCoord = TargetGroup:GetCoordinate()
- local MarkID = TargetCoord:MarkToCoalition( "This is a target for the red coalition", coalition.side.RED )
-
-Mark to Blue Coalition
- -- #string - MarkText -
-Free format text that shows the marking clarification.
- -- #boolean - ReadOnly -
-(Optional) Mark is readonly and cannot be removed by users. Default false.
- -- #string - Text -
-(Optional) Text displayed when mark is added. Default none.
- -#number:
-The resulting Mark ID which is a number.
- - local TargetCoord = TargetGroup:GetCoordinate()
- local MarkID = TargetCoord:MarkToCoalitionBlue( "This is a target for the blue coalition" )
-
-Mark to Red Coalition
- -- #string - MarkText -
-Free format text that shows the marking clarification.
- -- #boolean - ReadOnly -
-(Optional) Mark is readonly and cannot be removed by users. Default false.
- -- #string - Text -
-(Optional) Text displayed when mark is added. Default none.
- -#number:
-The resulting Mark ID which is a number.
- - local TargetCoord = TargetGroup:GetCoordinate()
- local MarkID = TargetCoord:MarkToCoalitionRed( "This is a target for the red coalition" )
-
-Mark to Group
- -- #string - MarkText -
-Free format text that shows the marking clarification.
- -- Wrapper.Group#GROUP - MarkGroup -
-The Wrapper.Group that receives the mark.
- -- #boolean - ReadOnly -
-(Optional) Mark is readonly and cannot be removed by users. Default false.
- -- #string - Text -
-(Optional) Text displayed when mark is added. Default none.
- -#number:
-The resulting Mark ID which is a number.
- - local TargetCoord = TargetGroup:GetCoordinate()
- local MarkGroup = GROUP:FindByName( "AttackGroup" )
- local MarkID = TargetCoord:MarkToGroup( "This is a target for the attack group", AttackGroup )
-
-Creates a free form shape on the F10 map.
- - -The first point is the current COORDINATE. The remaining points need to be specified.
- -- #table - Coordinates -
-Table of coordinates of the remaining points of the shape.
- -- #number - Coalition -
-Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
- -- #table - Color -
-RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
- -- #number - Alpha -
-Transparency [0,1]. Default 1.
- -- #table - FillColor -
-RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as Color value.
- #number - FillAlpha -
-Transparency [0,1]. Default 0.15.
- -- #number - LineType -
-Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
- -- #boolean - ReadOnly -
-(Optional) Mark is readonly and cannot be removed by users. Default false.
- -- #string - Text -
-(Optional) Text displayed when mark is added. Default none.
- -#number:
-The resulting Mark ID, which is a number. Can be used to remove the object again.
- -COORDINATE constructor.
- -- DCS#Distance - x -
-The x coordinate of the Vec3 point, pointing to the North.
- -- DCS#Distance - y -
-The y coordinate of the Vec3 point, pointing to up.
- -- DCS#Distance - z -
-The z coordinate of the Vec3 point, pointing to the right.
- -self
- -COORDINATE constructor.
- -- #COORDINATE - Coordinate -
-self
- -Returns the coordinate from the latitude and longitude given in decimal degrees.
- -- #number - latitude -
-Latitude in decimal degrees.
- -- #number - longitude -
-Longitude in decimal degrees.
- -- #number - altitude -
-(Optional) Altitude in meters. Default is the land height at the coordinate.
- -Create a new COORDINATE object from Vec2 coordinates.
- -- DCS#Vec2 - Vec2 -
-The Vec2 point.
- -- DCS#Distance - LandHeightAdd -
-(Optional) The default height if required to be evaluated will be the land height of the x, y coordinate. You can specify an extra height to be added to the land height.
- -self
- -Create a new COORDINATE object from Vec3 coordinates.
- -- DCS#Vec3 - Vec3 -
-The Vec3 point.
- -self
- -Create a new COORDINATE object from a waypoint.
- - -This uses the components
- -waypoint.xwaypoint.altwaypoint.y
- - DCS#Waypoint - Waypoint -
-The waypoint.
- -self
- -Creates a shape defined by 4 points on the F10 map.
- - -The first point is the current COORDINATE. The remaining three points need to be specified.
- -- #COORDINATE - Coord2 -
-Second COORDINATE of the quad shape.
- -- #COORDINATE - Coord3 -
-Third COORDINATE of the quad shape.
- -- #COORDINATE - Coord4 -
-Fourth COORDINATE of the quad shape.
- -- #number - Coalition -
-Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
- -- #table - Color -
-RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
- -- #number - Alpha -
-Transparency [0,1]. Default 1.
- -- #table - FillColor -
-RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as Color value.
- #number - FillAlpha -
-Transparency [0,1]. Default 0.15.
- -- #number - LineType -
-Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
- -- #boolean - ReadOnly -
-(Optional) Mark is readonly and cannot be removed by users. Default false.
- -- #string - Text -
-(Optional) Text displayed when mark is added. Default none.
- -#number:
-The resulting Mark ID, which is a number. Can be used to remove the object again.
- -Rectangle to all.
- - -Creates a rectangle on the map from the COORDINATE in one corner to the end COORDINATE in the opposite corner. -Creates a line on the F10 map from one point to another.
- -- #COORDINATE - Endpoint -
-COORDINATE in the opposite corner.
- -- #number - Coalition -
-Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
- -- #table - Color -
-RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
- -- #number - Alpha -
-Transparency [0,1]. Default 1.
- -- #table - FillColor -
-RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as Color value.
- #number - FillAlpha -
-Transparency [0,1]. Default 0.15.
- -- #number - LineType -
-Line type: 0=No line, 1=Solid, 2=Dashed, 3=Dotted, 4=Dot dash, 5=Long dash, 6=Two dash. Default 1=Solid.
- -- #boolean - ReadOnly -
-(Optional) Mark is readonly and cannot be removed by users. Default false.
- -- #string - Text -
-(Optional) Text displayed when mark is added. Default none.
- -#number:
-The resulting Mark ID, which is a number. Can be used to remove the object again.
- -Remove a mark
- -- #number - MarkID -
-The ID of the mark to be removed.
- - local TargetCoord = TargetGroup:GetCoordinate()
- local MarkGroup = GROUP:FindByName( "AttackGroup" )
- local MarkID = TargetCoord:MarkToGroup( "This is a target for the attack group", AttackGroup )
- <<< logic >>>
- RemoveMark( MarkID ) -- The mark is now removed
-
-Rotate coordinate in 2D (x,z) space.
- -- DCS#Angle - Angle -
-Angle of rotation in degrees.
- -The rotated coordinate.
- -Scan/find objects (units, statics, scenery) within a certain radius around the coordinate using the world.searchObjects() DCS API function.
- -- #number - radius -
-(Optional) Scan radius in meters. Default 100 m.
- -- #boolean - scanunits -
-(Optional) If true scan for units. Default true.
- -- #boolean - scanstatics -
-(Optional) If true scan for static objects. Default true.
- -- #boolean - scanscenery -
-(Optional) If true scan for scenery objects. Default false.
- -#boolean:
-True if units were found.
- -#boolean:
-True if statics were found.
- -#boolean:
-True if scenery objects were found.
- -#table:
-Table of MOOSE Wrapper.Unit#UNIT objects found.
- -#table:
-Table of DCS static objects found.
- -#table:
-Table of DCS scenery objects found.
- -Scan/find SCENERY objects within a certain radius around the coordinate using the world.searchObjects() DCS API function.
- -- #number - radius -
-(Optional) Scan radius in meters. Default 100 m.
- -table Table of SCENERY objects.
- -Scan/find STATICS within a certain radius around the coordinate using the world.searchObjects() DCS API function.
- -- #number - radius -
-(Optional) Scan radius in meters. Default 100 m.
- -Set of units.
- -Scan/find UNITS within a certain radius around the coordinate using the world.searchObjects() DCS API function.
- -- #number - radius -
-(Optional) Scan radius in meters. Default 100 m.
- -Set of units.
- -Set altitude.
- -- #number - altitude -
-New altitude in meters.
- -- #boolean - asl -
-Altitude above sea level. Default is above ground level.
- -The COORDINATE with adjusted altitude.
- -Set altitude to be at land height (i.e.
- - -on the ground!)
- -Set the heading of the coordinate, if applicable.
- -Set the velocity of the COORDINATE.
- -- #string - Velocity -
-Velocity in meters per second.
- -Smokes the point in a color.
- -Smoke the COORDINATE Blue.
- -Smoke the COORDINATE Green.
- -Smoke the COORDINATE Orange.
- -Smoke the COORDINATE Red.
- -Smoke the COORDINATE White.
- -Stop big smoke and fire at the coordinate.
- -- #string - name -
-(Optional) Name of the fire to stop it, if not using the same COORDINATE object.
- -Text to all.
- - -Creates a text imposed on the map at the COORDINATE. Text scales with the map.
- -- #string - Text -
-Text displayed on the F10 map.
- -- #number - Coalition -
-Coalition: All=-1, Neutral=0, Red=1, Blue=2. Default -1=All.
- -- #table - Color -
-RGB color table {r, g, b}, e.g. {1,0,0} for red (default).
- -- #number - Alpha -
-Transparency [0,1]. Default 1.
- -- #table - FillColor -
-RGB color table {r, g, b}, e.g. {1,0,0} for red. Default is same as Color value.
- #number - FillAlpha -
-Transparency [0,1]. Default 0.3.
- -- #number - FontSize -
-Font size. Default 14.
- -- #boolean - ReadOnly -
-(Optional) Mark is readonly and cannot be removed by users. Default false.
- -#number:
-The resulting Mark ID, which is a number. Can be used to remove the object again.
- -Provides a coordinate string of the point, based on a coordinate format system: - * Uses default settings in COORDINATE.
- - -- Wrapper.Controllable#CONTROLLABLE - Controllable -
-The controllable to retrieve the settings from, otherwise the default settings will be chosen.
- -- Core.Settings#SETTINGS - Settings -
-(optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
- -- Tasking.Task#TASK - Task -
-The task for which coordinates need to be calculated.
- -#string:
-The coordinate Text in the configured coordinate system.
- -Provides a coordinate string of the point, based on the A2A coordinate format system.
- -- Wrapper.Controllable#CONTROLLABLE - Controllable -
-- Core.Settings#SETTINGS - Settings -
-(optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
- -- #boolean - MagVar -
-If true, also get angle in MagVar for BR/BRA
- -#string:
-The coordinate Text in the configured coordinate system.
- -Provides a coordinate string of the point, based on the A2G coordinate format system.
- -- Wrapper.Controllable#CONTROLLABLE - Controllable -
-- Core.Settings#SETTINGS - Settings -
-(optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
- -- #boolean - MagVar -
-If true, also get angle in MagVar for BR/BRA
- -#string:
-The coordinate Text in the configured coordinate system.
- -Return an aspect string from a COORDINATE to the Angle of the object.
- -- #COORDINATE - TargetCoordinate -
-The target COORDINATE.
- -#string:
-The Aspect string, which is Hot, Cold or Flanking.
- -Return a BR string from a COORDINATE to the COORDINATE.
- -- #COORDINATE - FromCoordinate -
-The coordinate to measure the distance and the bearing from.
- -- Core.Settings#SETTINGS - Settings -
-(optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
- -- #boolean - MagVar -
-If true, also get angle in MagVar for BR/BRA
- -#string:
-The BR text.
- -Return a BRA string from a COORDINATE to the COORDINATE.
- -- #COORDINATE - FromCoordinate -
-The coordinate to measure the distance and the bearing from.
- -- Core.Settings#SETTINGS - Settings -
-(optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
- -- #boolean - MagVar -
-If true, also get angle in MagVar for BR/BRA
- -#string:
-The BR text.
- -Create a BRAA NATO call string to this COORDINATE from the FromCOORDINATE.
- - -Note - BRA delivered if no aspect can be obtained and "Merged" if range < 3nm
- -- #COORDINATE - FromCoordinate -
-The coordinate to measure the distance and the bearing from.
- -- #boolean - Bogey -
-Add "Bogey" at the end if true (not yet declared hostile or friendly)
- -- #boolean - Spades -
-Add "Spades" at the end if true (no IFF/VID ID yet known)
- -- #boolean - SSML -
-Add SSML tags speaking aspect as 0 1 2 and "brah" instead of BRAA
- -- #boolean - Angels -
-If true, altitude is e.g. "Angels 25" (i.e., a friendly plane), else "25 thousand"
- -- #boolean - Zeros -
-If using SSML, be aware that Google TTS will say "oh" and not "zero" for "0"; if Zeros is set to true, "0" will be replaced with "zero"
- -#string:
-The BRAA text.
- -Return a BULLS string out of the BULLS of the coalition to the COORDINATE.
- -- DCS#coalition.side - Coalition -
-The coalition.
- -- Core.Settings#SETTINGS - Settings -
-(optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
- -- #boolean - MagVar -
-If true, als get angle in magnetic
- -#string:
-The BR text.
- -Provides a coordinate string of the point, based on a coordinate format system: - * Uses default settings in COORDINATE.
- - -- #COORDINATE - ReferenceCoord -
-The reference coordinate.
- -- #string - ReferenceName -
-The reference name.
- -- Wrapper.Controllable#CONTROLLABLE - Controllable -
-- Core.Settings#SETTINGS - Settings -
-(optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
- -- #boolean - MagVar -
-If true also show angle in magnetic
- -#string:
-The coordinate Text in the configured coordinate system.
- -Provides a coordinate string of the point, based on a coordinate format system: - * Uses default settings in COORDINATE.
- - -- #COORDINATE - ReferenceCoord -
-The reference coordinate.
- -- #string - ReferenceName -
-The reference name.
- -- Wrapper.Controllable#CONTROLLABLE - Controllable -
-- Core.Settings#SETTINGS - Settings -
-(optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
- -- #boolean - MagVar -
-If true also get the angle as magnetic
- -#string:
-The coordinate Text in the configured coordinate system.
- -Provides a Lat Lon string in Degree Decimal Minute format.
- -- Core.Settings#SETTINGS - Settings -
-(optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
- -#string:
-The LL DDM Text
- -Provides a Lat Lon string in Degree Minute Second format.
- -- Core.Settings#SETTINGS - Settings -
-(optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
- -#string:
-The LL DMS Text
- -Provides a MGRS string
- -- Core.Settings#SETTINGS - Settings -
-(optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
- -#string:
-The MGRS Text
- -Provides a pressure string of the point, based on a measurement system: - * Uses default settings in COORDINATE.
- - -- Wrapper.Controllable#CONTROLLABLE - Controllable -
-- Core.Settings#SETTINGS - Settings -
-(optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
- -#string:
-The pressure text in the configured measurement system.
- -Provides a temperature string of the point, based on a measurement system: - * Uses default settings in COORDINATE.
- - -- Wrapper.Controllable#CONTROLLABLE - Controllable -
-- Core -
-Settings#SETTINGS
- -- Settings -
-#string:
-The temperature text in the configured measurement system.
- -Provides a wind string of the point, based on a measurement system: - * Uses default settings in COORDINATE.
- - -- Wrapper.Controllable#CONTROLLABLE - Controllable -
-- Core.Settings#SETTINGS - Settings -
-(optional) The settings. Can be nil, and in this case the default settings are used. If you want to specify your own settings, use the _SETTINGS object.
- -#string:
-The wind text in the configured measurement system.
- -Add a Distance in meters from the COORDINATE orthonormal plane, with the given angle, and calculate the new COORDINATE.
- -- DCS#Distance - Distance -
-The Distance to be added in meters.
- -- DCS#Angle - Angle -
-The Angle in degrees. Defaults to 0 if not specified (nil).
- -- #boolean - Keepalt -
-If true, keep altitude of original coordinate. Default is that the new coordinate is created at the translated land height.
- -- #boolean - Overwrite -
-If true, overwrite the original COORDINATE with the translated one. Otherwise, create a new COORDINATE.
- -The new calculated COORDINATE.
- -Update x,y,z coordinates from another given COORDINATE.
- -- #COORDINATE - Coordinate -
-The coordinate with the new x,y,z positions.
- -The modified COORDINATE itself.
- -Update x and z coordinates from a given 2D vector.
- -- DCS#Vec2 - Vec2 -
-The 2D vector with x,y components. x is overwriting COORDINATE.x while y is overwriting COORDINATE.z.
- -The modified COORDINATE itself.
- -Update x,y,z coordinates from a given 3D vector.
- -- DCS#Vec3 - Vec3 -
-The 3D vector with x,y,z components.
- -The modified COORDINATE itself.
- -Build an air type route point.
- -- #COORDINATE.WaypointAltType - AltType -
-The altitude type.
- -- #COORDINATE.WaypointType - Type -
-The route point type.
- -- #COORDINATE.WaypointAction - Action -
-The route point action.
- -- DCS#Speed - Speed -
-Airspeed in km/h. Default is 500 km/h.
- -- #boolean - SpeedLocked -
-true means the speed is locked.
- -- Wrapper.Airbase#AIRBASE - airbase -
-The airbase for takeoff and landing points.
- -- #table - DCSTasks -
-A table of DCS#Task items which are executed at the waypoint.
- -- #string - description -
-A text description of the waypoint, which will be shown on the F10 map.
- -- #number - timeReFuAr -
-Time in minutes the aircraft stays at the airport for ReFueling and ReArming.
- -#table:
-The route point.
- -Build a Waypoint Air "Fly Over Point".
- -- #COORDINATE.WaypointAltType - AltType -
-The altitude type.
- -- DCS#Speed - Speed -
-Airspeed in km/h.
- -#table:
-The route point.
- -Build a Waypoint Air "Landing".
- -- DCS#Speed - Speed -
-Airspeed in km/h.
- -- Wrapper.Airbase#AIRBASE - airbase -
-The airbase for takeoff and landing points.
- -- #table - DCSTasks -
-A table of DCS#Task items which are executed at the waypoint.
- -- #string - description -
-A text description of the waypoint, which will be shown on the F10 map.
- -#table:
-The route point.
- -
- LandingZone = ZONE:New( "LandingZone" )
- LandingCoord = LandingZone:GetCoordinate()
- LandingWaypoint = LandingCoord:WaypointAirLanding( 60 )
- HeliGroup:Route( { LandWaypoint }, 1 ) -- Start landing the helicopter in one second.
-
-
-Build a Waypoint Air "LandingReFuAr".
- - -Mimics the aircraft ReFueling and ReArming.
- -- DCS#Speed - Speed -
-Airspeed in km/h.
- -- Wrapper.Airbase#AIRBASE - airbase -
-The airbase for takeoff and landing points.
- -- #number - timeReFuAr -
-Time in minutes, the aircraft stays at the airbase. Default 10 min.
- -- #table - DCSTasks -
-A table of DCS#Task items which are executed at the waypoint.
- -- #string - description -
-A text description of the waypoint, which will be shown on the F10 map.
- -#table:
-The route point.
- -Build a Waypoint Air "Take Off Parking".
- -- #COORDINATE.WaypointAltType - AltType -
-The altitude type.
- -- DCS#Speed - Speed -
-Airspeed in km/h.
- -#table:
-The route point.
- -Build a Waypoint Air "Take Off Parking Hot".
- -- #COORDINATE.WaypointAltType - AltType -
-The altitude type.
- -- DCS#Speed - Speed -
-Airspeed in km/h.
- -#table:
-The route point.
- -Build a Waypoint Air "Take Off Runway".
- -- #COORDINATE.WaypointAltType - AltType -
-The altitude type.
- -- DCS#Speed - Speed -
-Airspeed in km/h.
- -#table:
-The route point.
- -Build a Waypoint Air "Turning Point".
- -- #COORDINATE.WaypointAltType - AltType -
-The altitude type.
- -- DCS#Speed - Speed -
-Airspeed in km/h.
- -- #table - DCSTasks -
-(Optional) A table of DCS#Task items which are executed at the waypoint.
- -- #string - description -
-(Optional) A text description of the waypoint, which will be shown on the F10 map.
- -#table:
-The route point.
- -Build an ground type route point.
- -- #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".
- -- #table - DCSTasks -
-(Optional) A table of DCS tasks that are executed at the waypoints. Mind the curly brackets {}!
- -#table:
-The route point.
- -Build route waypoint point for Naval units.
- - -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.
- -SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
The AI is on by default when spawning a group.
-The internal counter of the amount of spawning the has happened since SpawnStart.
-By default, no InitLimit
-The AI is on by default when spawning a group.
-The internal counter of the amount of spawning the has happened since SpawnStart.
-Spawns a new static using a given template.
+The #DETECTION_AREAS object for AWACS
-The ME name of the HQ object
- - - -switch alarm state RED
+ @@ -4646,9 +4616,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -self.SAMCheckRanges = {}
- @@ -8611,17 +8578,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`The #DETECTION_AREAS object for AWACS
- - - -The ME name of the HQ object
- - - -switch alarm state RED
+ @@ -9302,9 +9239,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` - -self.SAMCheckRanges = {}
- diff --git a/Documentation/Functional.RAT.html b/Documentation/Functional.RAT.html index 32f0e964a..0838a1314 100644 --- a/Documentation/Functional.RAT.html +++ b/Documentation/Functional.RAT.html @@ -4570,6 +4570,36 @@ and any spaces before and after the resulting name are removed.RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Create the CSV file.
+Create the CSV file.
+Radio queue of LSO.
-Radio queue of marshal.
-Radio queue of LSO.
- - - -Radio queue of marshal.
- - - -Radio queue of LSO.
- - - -Radio queue of marshal.
- - - -Set case of f
+ @@ -40630,7 +40567,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -Also decrease flag for section members of flight.
+Decrease stack/flag. Human player needs to take care himself.
@@ -40657,17 +40594,6 @@ When moose is loading dynamically (for moose class development), tracing is switData table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
- - - -Set section lead of player flight.
+ @@ -40825,9 +40754,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -Set Stable Hover
- @@ -40862,7 +40788,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -Set new time stamp.
+Set time stamp.
diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index fdc33a390..4315471e3 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -2605,12 +2605,6 @@ Dropped troop noMessage and forcedesc parameters aren't saved.Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
- - - -Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
- - - -Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
- - - -Name of the class.
- - - -holds #CTLD_ENGINEERING objects
-time to repairor build a unit/group
+noob catch
Name of the class.
-holds #CTLD_ENGINEERING objects
-time to repairor build a unit/group
+noob catch
Name of the class.
-holds #CTLD_ENGINEERING objects
-time to repairor build a unit/group
+noob catch
Flag for direct loading.
-Flag for direct loading.
-Full path google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json".
-Full path google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json".
- - - -Full path google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json".
- - - -Coordinate of the mark.
-Coordinate of the mark.
-Coordinate of the mark.
-