From a226e6eab7849f837c3c048bd9b576cf6b64403c 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.
+Set destination airbase for next :Route() command.
- -Aircraft is on a depoly mission.
-Set destination airbase for next :Route() command.
- -Aircraft is on a depoly mission.
-Set destination airbase for next :Route() command.
- -Aircraft is on a depoly mission.
-Set destination airbase for next :Route() command.
- -Aircraft is on a depoly mission.
-meter
+kph
+meter
+kph
+meter
+kph
+meter
+kph
+- Core.Point#POINT_VEC2 + Core.Point#COORDINATE ToPointVec2
(optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
+(optional) @{Core.Point#COORDINATE) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
- Core.Point#POINT_VEC2 + Core.Point#COORDINATE ToPointVec2
(optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
+(optional) @{Core.Point#COORDINATE) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
- Core.Point#POINT_VEC2 + Core.Point#COORDINATE ToPointVec2
(optional) @{Core.Point#POINT_VEC2) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
+(optional) @{Core.Point#COORDINATE) to where the cargo should run after onboarding. If not provided, the cargo will run to 60 meters behind the Carrier location.
- Core.Point#POINT_VEC2 + Core.Point#COORDINATE ToPointVec2
(optional) @{Core.Point#POINT_VEC2) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
+(optional) @{Core.Point#COORDINATE) to where the cargo will be placed after unloading. If not provided, the cargo will be placed 60 meters behind the Carrier location.
- Core.Point#POINT_VEC2 + Core.Point#COORDINATE ToPointVec2
Point#POINT_VEC2
+Point#COORDINATE
- Core.Point#POINT_VEC2 + Core.Point#COORDINATE ToPointVec2
CARGO_GROUP:onafterUnLoad(Event, From, To, ToPointVec2, ...)
Enter UnLoaded State.
+CargoCarrier The carrier group.
Then we register the new group in the database
+Now we spawn the new group based on the template created.
+- Core.Point#POINT_VEC2 + Core.Point#COORDINATE ToPointVec2
- Core.Point#POINT_VEC2 + Core.Point#COORDINATE ToPointVec2
- Core.Point#POINT_VEC2 + Core.Point#COORDINATE ToPointVec2
- Core.Point#POINT_VEC2 + Core.Point#COORDINATE ToPointVec2
- Core.Point#POINT_VEC2 + Core.Point#COORDINATE ToPointVec2
- Core.Point#POINT_VEC2 + Core.Point#COORDINATE ToPointVec2
Point#POINT_VEC2
+Point#COORDINATE
- Core.Point#POINT_VEC2 + Core.Point#COORDINATE ToPointVec2
- Core.Point#POINT_VEC2 + Core.Point#COORDINATE ToPointVec2
The height coordinate (if needed) will be the land height + an optional added height specified.
+DEPRECATED - PLEASE USE COORDINATE!
+A new POINT_VEC2 instance can be created with:
@@ -2005,6 +2007,8 @@ Note that the Set and Add methods return the current POINT_VEC2 object, so these +DEPRECATED - PLEASE USE COORDINATE!
+Important Note: Most of the functions in this section were taken from MIST, and reworked to OO concepts. In order to keep the credibility of the the author, I want to emphasize that the formulas embedded in the MIST framework were created by Grimes or previous authors, @@ -2066,6 +2070,30 @@ Note that the Set and Add methods return the current POINT_VEC3 object, so these
Add to the current land height an altitude.
+Add to the x coordinate of the COORDINATE.
+Add to the y coordinate of the COORDINATE.
+Add to the z coordinate of the COORDINATE.
+Return the 3D distance in meters between the target COORDINATE and the COORDINATE.
+Return the altitude (height) of the land at the COORDINATE.
Return the height of the land at the coordinate.
+Return Return the Lat(itude) coordinate of the COORDINATE (ie: (parent)COORDINATE.x).
+Return the Lon(gitude) coordinate of the COORDINATE (ie: (parent)COORDINATE.z).
COORDINATE:GetRandomCoordinateInRadius(OuterRadius, InnerRadius)
Return a random Coordinate within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
+COORDINATE:GetRandomPointVec2InRadius(OuterRadius, InnerRadius)
Return a random COORDINATE within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
+COORDINATE:GetRandomPointVec3InRadius(OuterRadius, InnerRadius)
Return a random COORDINATE within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
Returns the wind direction (from) and strength.
+Return the x coordinate of the COORDINATE.
+Return the y coordinate of the COORDINATE.
+Return the z coordinate of the COORDINATE.
Scan/find UNITS within a certain radius around the coordinate using the world.searchObjects() DCS API function.
+Set the altitude of the COORDINATE.
Set the heading of the coordinate, if applicable.
+Set the Lat(itude) coordinate of the COORDINATE (ie: COORDINATE.x).
+Set the Lon(gitude) coordinate of the COORDINATE (ie: COORDINATE.z).
Set the velocity of the COORDINATE.
+Set the x coordinate of the COORDINATE.
+Set the y coordinate of the COORDINATE.
+Set the z coordinate of the COORDINATE.
| Fields and Methods inherited from POINT_VEC2 | Description | +
|---|---|
| + |
+ POINT_VEC2 constructor. + |
+
| + |
+ The x coordinate in meters. + |
+
| + |
+ the y coordinate in meters. + |
+
| Fields and Methods inherited from COORDINATE | +Description | +|
|---|---|---|
| @@ -3845,121 +3985,1707 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau | ||
|
- Add to the x coordinate of the POINT_VEC2. +Add to the x coordinate of the COORDINATE. |
||
|
- Add to the y coordinate of the POINT_VEC2. +Add to the y coordinate of the COORDINATE. + |
+ ||
| + |
+ Add to the z coordinate of the COORDINATE. + |
+ |
| + |
+ 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 (height) of the land at the POINT_VEC2. +Return the altitude (height) of the land at 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, Precision) |
+
+ 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. |
|
|
- Return Return the Lat(itude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.x). +Return Return the Lat(itude) coordinate of the COORDINATE (ie: (parent)COORDINATE.x). |
||
|
- Return the Lon(gitude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.z). +Return the Lon(gitude) coordinate of the COORDINATE (ie: (parent)COORDINATE.z). + |
+ ||
| + |
+ 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. |
|
POINT_VEC2:GetRandomPointVec2InRadius(OuterRadius, InnerRadius) |
- Return a random POINT_VEC2 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC2. +Return a random COORDINATE within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE. + |
+ |
POINT_VEC2:GetRandomPointVec3InRadius(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. |
|
|
- Return the x coordinate of the POINT_VEC2. +Return the x coordinate of the COORDINATE. |
||
|
- Return the y coordinate of the POINT_VEC2. +Return the y coordinate of the COORDINATE. |
||
| + |
- POINT_VEC2 constructor. +Return the z coordinate of the COORDINATE. + |
+ |
| + |
+ 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. + |
+ |
POINT_VEC2:NewFromMGRS(UTMZone, MGRSDigraph, Easting, Northing) |
+
+ Provides a COORDINATE from an MGRS Coordinate + |
+ |
| + |
+ Provides a COORDINATE from an MGRS String |
|
|
- Create a new POINT_VEC2 object from Vec2 coordinates. +Create a new COORDINATE object from Vec2 coordinates. |
||
|
- Create a new POINT_VEC2 object from Vec3 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 the altitude of the POINT_VEC2. +Set the altitude of the COORDINATE. + |
+ ||
| + |
+ Set altitude. + |
+ |
| + |
+ Set altitude to be at land height (i.e. + |
+ |
| + |
+ Set the heading of the coordinate, if applicable. |
|
|
- Set the Lat(itude) coordinate of the POINT_VEC2 (ie: POINT_VEC3.x). +Set the Lat(itude) coordinate of the COORDINATE (ie: COORDINATE.x). |
||
|
- Set the Lon(gitude) coordinate of the POINT_VEC2 (ie: POINT_VEC3.z). +Set the Lon(gitude) coordinate of the COORDINATE (ie: COORDINATE.z). + |
+ ||
| + |
+ Set the velocity of the COORDINATE. |
|
|
- Set the x coordinate of the POINT_VEC2. +Set the x coordinate of the COORDINATE. |
||
|
- Set the y coordinate of the POINT_VEC2. +Set the y coordinate of the COORDINATE. + |
+ ||
| + |
+ Set the z coordinate 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. + |
+ |
| + |
+ Stops smoking the point in a color. + |
+ |
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. + |
+ |
POINT_VEC2:ToStringBR(FromCoordinate, Settings, MagVar, Precision) |
+
+ 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. + |
+ |
| + |
+ Get Latitude & Longitude text. + |
+ |
| + |
+ 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 S_EVENT_DYNAMIC_CARGO_LOADED event. + |
+
| + |
+ Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. + |
+
| + |
+ Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. + |
+
| + |
+ Creation of a S_EVENT_NEW_DYNAMIC_CARGO 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 all of the properties of an object in a table. + |
+
| + |
+ Get one property of an object by the key. + |
+
| + |
+ 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 player loads a dynamic cargo object with the F8 ground crew menu into a helo. + |
+
| + |
+ Occurs when a dynamic cargo crate is removed. + |
+
| + |
+ Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. + |
+
| + |
+ 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. + |
+
| + |
+ Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. + |
+
| + |
+ 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. + |
+
POINT_VEC2:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + |
+ The scheduler object. + |
+
| + |
+ Set the Class Core.Event processing Priority. + |
+
| + |
+ Set one property of an object. + |
+
| + |
+ 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. + |
+
| + | + + | +
POINT_VEC2:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
| + |
+ (Internal) Serialize arguments + |
+
POINT_VEC2:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + |
+ The main event handling function... |
Add to the x coordinate of the POINT_VEC3.
-Add to the y coordinate of the POINT_VEC3.
-Add to the z coordinate of the POINT_VEC3.
-POINT_VEC3:GetRandomPointVec3InRadius(OuterRadius, InnerRadius)
Return a random POINT_VEC3 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
-Return the x coordinate of the POINT_VEC3.
-Return the y coordinate of the POINT_VEC3.
-Return the z coordinate of the POINT_VEC3.
Create a new POINT_VEC3 object.
-Create a new POINT_VEC3 object from Vec2 coordinates.
-Create a new POINT_VEC3 object from Vec3 coordinates.
Set the x coordinate of the POINT_VEC3.
-Set the y coordinate of the POINT_VEC3.
-Set the z coordinate of the POINT_VEC3.
Add to the current land height an altitude.
+ +COORDINATE
++ #number + Altitude +
+The Altitude to add. If nothing (nil) is given, then the current land altitude is set.
+ +Add to the x coordinate of the COORDINATE.
+ +COORDINATE
++ #number + x +
+The x coordinate value to add to the current x coordinate.
+ +Add to the y coordinate of the COORDINATE.
+ +COORDINATE
++ #number + y +
+The y coordinate value to add to the current y coordinate.
+ +Add to the z coordinate of the COORDINATE.
+ +COORDINATE
++ #number + z +
+The z coordinate value to add to the current z coordinate.
+ +Return the altitude (height) of the land at the COORDINATE.
+ +COORDINATE
+#number:
+The land altitude.
+ +Return Return the Lat(itude) coordinate of the COORDINATE (ie: (parent)COORDINATE.x).
+ +COORDINATE
+#number:
+The x coordinate.
+ +Return the Lon(gitude) coordinate of the COORDINATE (ie: (parent)COORDINATE.z).
+ +COORDINATE
+#number:
+The y coordinate.
+ +Return a random COORDINATE within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
+ +COORDINATE
++ DCS#Distance + OuterRadius +
++ DCS#Distance + InnerRadius +
+Return a random COORDINATE within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
+ +COORDINATE
++ DCS#Distance + OuterRadius +
++ DCS#Distance + InnerRadius +
+Return the x coordinate of the COORDINATE.
+ +COORDINATE
+#number:
+The x coordinate.
+ +Return the y coordinate of the COORDINATE.
+ +COORDINATE
+#number:
+The y coordinate.
+ +Return the z coordinate of the COORDINATE.
+ +COORDINATE
+#number:
+The z coordinate.
+ +Set the altitude of the COORDINATE.
+ +COORDINATE
++ #number + Altitude +
+The land altitude. If nothing (nil) is given, then the current land altitude is set.
+ +Set the Lat(itude) coordinate of the COORDINATE (ie: COORDINATE.x).
+ +COORDINATE
++ #number + x +
+The x coordinate.
+ +Set the Lon(gitude) coordinate of the COORDINATE (ie: COORDINATE.z).
+ +COORDINATE
++ #number + y +
+The y coordinate.
+ ++ z +
+Set the x coordinate of the COORDINATE.
+ +COORDINATE
++ #number + x +
+The x coordinate.
+ +Set the y coordinate of the COORDINATE.
+ +COORDINATE
++ #number + y +
+The y coordinate.
+ +Set the z coordinate of the COORDINATE.
+ +COORDINATE
++ #number + z +
+The z coordinate.
+ +Add to the current land height an altitude.
- -POINT_VEC2
-- #number - Altitude -
-The Altitude to add. If nothing (nil) is given, then the current land altitude is set.
- -Add to the x coordinate of the POINT_VEC2.
- -POINT_VEC2
-- #number - x -
-The x coordinate.
- -Add to the y coordinate of the POINT_VEC2.
- -POINT_VEC2
-- #number - y -
-The y coordinate.
- -TODO: Check this to replace -- Calculate the distance from a reference #POINT_VEC2. - @param #POINT_VEC2 self - @param #POINT_VEC2 PointVec2Reference The reference #POINT_VEC2. - @return DCS#Distance The distance from the reference #POINT_VEC2 in meters.
- -POINT_VEC2
-- PointVec2Reference -
-Return the altitude (height) of the land at the POINT_VEC2.
- -POINT_VEC2
-#number:
-The land altitude.
- -Return Return the Lat(itude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.x).
- -POINT_VEC2
-#number:
-The x coordinate.
- -Return the Lon(gitude) coordinate of the POINT_VEC2 (ie: (parent)POINT_VEC3.z).
- -POINT_VEC2
-#number:
-The y coordinate.
- -Return a random POINT_VEC2 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC2.
- -POINT_VEC2
-- DCS#Distance - OuterRadius -
-- DCS#Distance - InnerRadius -
-Return the x coordinate of the POINT_VEC2.
- -POINT_VEC2
-#number:
-The x coordinate.
- -Return the y coordinate of the POINT_VEC2.
- -POINT_VEC2
-#number:
-The y coordinate.
- -Add to the current land height an altitude.
+ ++ #number + Altitude +
+The Altitude to add. If nothing (nil) is given, then the current land altitude is set.
+ +Add to the x coordinate of the COORDINATE.
+ ++ #number + x +
+The x coordinate value to add to the current x coordinate.
+ +Add to the y coordinate of the COORDINATE.
+ ++ #number + y +
+The y coordinate value to add to the current y coordinate.
+ +Add to the z coordinate of the COORDINATE.
+ ++ #number + z +
+The z coordinate value to add to the current z coordinate.
+ +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 (height) of the land at the COORDINATE.
+ +#number:
+The land altitude.
+ +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
+ ++ #number + Precision +
+Rounding precision, defaults to 0
+ +#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.
+ +Return Return the Lat(itude) coordinate of the COORDINATE (ie: (parent)COORDINATE.x).
+ +#number:
+The x coordinate.
+ +Return the Lon(gitude) coordinate of the COORDINATE (ie: (parent)COORDINATE.z).
+ +#number:
+The y coordinate.
+ +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 COORDINATE within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
+ ++ DCS#Distance + OuterRadius +
++ DCS#Distance + InnerRadius +
+Return a random COORDINATE within an Outer Radius and optionally NOT within an Inner Radius of the COORDINATE.
+ ++ DCS#Distance + OuterRadius +
++ DCS#Distance + InnerRadius +
+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.
+ +Return the x coordinate of the COORDINATE.
+ +#number:
+The x coordinate.
+ +Return the y coordinate of the COORDINATE.
+ +#number:
+The y coordinate.
+ +Return the z coordinate of the COORDINATE.
+ +#number:
+The z coordinate.
+ +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)
+ +#boolean:
+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)
+ +#boolean:
+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.
+ +Provides a COORDINATE from an MGRS Coordinate
+ ++ #string + UTMZone +
+UTM Zone, e.g. "37T"
+ ++ #string + MGRSDigraph +
+Digraph, e.g. "DK"
+ ++ #string + Easting +
+Meters easting - string in order to allow for leading zeros, e.g. "01234". Should be 5 digits.
+ ++ #string + Northing +
+Meters northing - string in order to allow for leading zeros, e.g. "12340". Should be 5 digits.
+ +self
+ +Provides a COORDINATE from an MGRS String
+ ++ #string + MGRSString +
+MGRS String, e.g. "MGRS 37T DK 12345 12345"
+ +self
+ +Create a new POINT_VEC2 object from Vec2 coordinates.
+Create a new COORDINATE object from Vec2 coordinates.
POINT_VEC2
++ 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.
+Create a new POINT_VEC2 object from Vec3 coordinates.
+Create a new COORDINATE object from Vec3 coordinates.
POINT_VEC2
+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 >>>
+ TargetCoord: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 the altitude of the POINT_VEC2.
+Set the altitude of the COORDINATE.
POINT_VEC2
+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 Lat(itude) coordinate of the POINT_VEC2 (ie: POINT_VEC3.x).
+Set the Lat(itude) coordinate of the COORDINATE (ie: COORDINATE.x).
POINT_VEC2
+Set the Lon(gitude) coordinate of the POINT_VEC2 (ie: POINT_VEC3.z).
+Set the Lon(gitude) coordinate of the COORDINATE (ie: COORDINATE.z).
POINT_VEC2
+Set the velocity of the COORDINATE.
+ ++ #string + Velocity +
+Velocity in meters per second.
+ +Set the x coordinate of the POINT_VEC2.
+Set the x coordinate of the COORDINATE.
POINT_VEC2
+Set the y coordinate of the POINT_VEC2.
+Set the y coordinate of the COORDINATE.
POINT_VEC2
+Set the z coordinate of the COORDINATE.
+ ++ #number + z +
+The z coordinate.
+ +Smokes the point in a color.
+ ++ Utilities.Utils#SMOKECOLOR + SmokeColor +
++ #string + name +
+(Optional) Name if you want to stop the smoke early (normal duration: 5mins)
+ +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.
+ +Stops smoking the point in a color.
+ ++ #string + name +
+(Optional) Name if you want to stop the smoke early (normal duration: 5mins)
+ +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.
+ +#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
+ ++ #number + Precision +
+Rounding precision, currently full km as default (=0)
+ +#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.
+ +Get Latitude & Longitude text.
+ ++ 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:
+LLText
+ +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_DYNAMIC_CARGO_LOADED event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
+ ++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +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 all of the properties of an object in a table.
+ +#table:
+of values, indexed by keys.
+ +Get one property of an object 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 that is stored. Note that the value can be a #string, but it can also be any other type! Nil if not found.
+ +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 player loads a dynamic cargo object with the F8 ground crew menu into a helo.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a dynamic cargo crate is removed.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ 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.
+ +Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ ++ 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 one property of an object.
+ ++ 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 that is stored. Note that the value can be a #string, but it can also be any other type!
+ +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 +
+(Internal) Serialize arguments
+ ++ #table + Arguments +
+#string:
+Text
+ +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.
+ +Add to the x coordinate of the POINT_VEC3.
- -POINT_VEC3
-- #number - x -
-The x coordinate value to add to the current x coordinate.
- -Add to the y coordinate of the POINT_VEC3.
- -POINT_VEC3
-- #number - y -
-The y coordinate value to add to the current y coordinate.
- -Add to the z coordinate of the POINT_VEC3.
- -POINT_VEC3
-- #number - z -
-The z coordinate value to add to the current z coordinate.
- -Return a random POINT_VEC3 within an Outer Radius and optionally NOT within an Inner Radius of the POINT_VEC3.
- -POINT_VEC3
-- DCS#Distance - OuterRadius -
-- DCS#Distance - InnerRadius -
-Return the x coordinate of the POINT_VEC3.
- -POINT_VEC3
-#number:
-The x coordinate.
- -Return the y coordinate of the POINT_VEC3.
- -POINT_VEC3
-#number:
-The y coordinate.
- -Return the z coordinate of the POINT_VEC3.
- -POINT_VEC3
-#number:
-The z coordinate.
- -Create a new POINT_VEC3 object from Vec2 coordinates.
- -POINT_VEC3
-- DCS#Vec2 - Vec2 -
-The Vec2 point.
- -- DCS#Distance - LandHeightAdd -
-(optional) Add a landheight.
- -self
- -Create a new POINT_VEC3 object from Vec3 coordinates.
- -POINT_VEC3
-- DCS#Vec3 - Vec3 -
-The Vec3 point.
- -self
- -Set the x coordinate of the POINT_VEC3.
- -POINT_VEC3
-- #number - x -
-The x coordinate.
- -Set the y coordinate of the POINT_VEC3.
- -POINT_VEC3
-- #number - y -
-The y coordinate.
- -Set the z coordinate of the POINT_VEC3.
- -POINT_VEC3
-- #number - z -
-The z coordinate.
- -Iterate the SET_AIRBASE while identifying the nearest Wrapper.Airbase#AIRBASE from a Core.Point#POINT_VEC2.
+Iterate the SET_AIRBASE while identifying the nearest Wrapper.Airbase#AIRBASE from a Core.Point#COORDINATE.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
(R2.1) Iterate the SET_CARGO while identifying the nearest Cargo.Cargo#CARGO from a Core.Point#POINT_VEC2.
+(R2.1) Iterate the SET_CARGO while identifying the nearest Cargo.Cargo#CARGO from a Core.Point#COORDINATE.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
Iterate the SET_GROUP while identifying the nearest object from a Core.Point#POINT_VEC2.
+Iterate the SET_GROUP while identifying the nearest object from a Core.Point#COORDINATE.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
Iterate the SET_AIRBASE while identifying the nearest Wrapper.Airbase#AIRBASE from a Core.Point#POINT_VEC2.
+Iterate the SET_AIRBASE while identifying the nearest Wrapper.Airbase#AIRBASE from a Core.Point#COORDINATE.
- Core.Point#POINT_VEC2 - PointVec2 + Core.Point#COORDINATE + Coordinate
A Core.Point#POINT_VEC2 object from where to evaluate the closest Wrapper.Airbase#AIRBASE.
+A Core.Point#COORDINATE object from where to evaluate the closest Wrapper.Airbase#AIRBASE.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
- Core.Point#POINT_VEC2 - PointVec2 + Core.Point#COORDINATE + Coordinate
A Core.Point#COORDINATE or Core.Point#POINT_VEC2 object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
+A Core.Point#COORDINATE object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
- Core.Point#POINT_VEC2 - PointVec2 + Core.Point#COORDINATE + Coordinate
A Core.Point#COORDINATE or Core.Point#POINT_VEC2 object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
+A Core.Point#COORDINATE object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
(R2.1) Iterate the SET_CARGO while identifying the nearest Cargo.Cargo#CARGO from a Core.Point#POINT_VEC2.
+(R2.1) Iterate the SET_CARGO while identifying the nearest Cargo.Cargo#CARGO from a Core.Point#COORDINATE.
- Core.Point#POINT_VEC2 - PointVec2 + Core.Point#COORDINATE + Coordinate
A Core.Point#POINT_VEC2 object from where to evaluate the closest Cargo.Cargo#CARGO.
+A Core.Point#COORDINATE object from where to evaluate the closest Cargo.Cargo#CARGO.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
- Core.Point#POINT_VEC2 - PointVec2 + Core.Point#COORDINATE + Coordinate
A Core.Point#COORDINATE or Core.Point#POINT_VEC2 object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
+A Core.Point#COORDINATE object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
- Core.Point#POINT_VEC2 - PointVec2 + Core.Point#COORDINATE + Coordinate
A Core.Point#COORDINATE or Core.Point#POINT_VEC2 object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
+A Core.Point#COORDINATE object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
- Core.Point#POINT_VEC2 - PointVec2 + Core.Point#COORDINATE + Coordinate
A Core.Point#COORDINATE or Core.Point#POINT_VEC2 object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
+A Core.Point#COORDINATE object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
Iterate the SET_GROUP while identifying the nearest object from a Core.Point#POINT_VEC2.
+Iterate the SET_GROUP while identifying the nearest object from a Core.Point#COORDINATE.
- Core.Point#POINT_VEC2 - PointVec2 + Core.Point#COORDINATE + Coordinate
A Core.Point#POINT_VEC2 object from where to evaluate the closest object in the set.
+A Core.Point#COORDINATE object from where to evaluate the closest object in the set.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
- Core.Point#POINT_VEC2 - PointVec2 + Core.Point#COORDINATE + Coordinate
A Core.Point#COORDINATE or Core.Point#POINT_VEC2 object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
+A Core.Point#COORDINATE object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
- Core.Point#POINT_VEC2 - PointVec2 + Core.Point#COORDINATE + Coordinate
A Core.Point#COORDINATE or Core.Point#POINT_VEC2 object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
+A Core.Point#COORDINATE object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
- Core.Point#POINT_VEC2 - PointVec2 + Core.Point#COORDINATE + Coordinate
A Core.Point#COORDINATE or Core.Point#POINT_VEC2 object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
+A Core.Point#COORDINATE object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
- Core.Point#POINT_VEC2 - PointVec2 + Core.Point#COORDINATE + Coordinate
A Core.Point#COORDINATE or Core.Point#POINT_VEC2 object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
+A Core.Point#COORDINATE object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
- Core.Point#POINT_VEC2 - PointVec2 + Core.Point#COORDINATE + Coordinate
A Core.Point#COORDINATE or Core.Point#POINT_VEC2 object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
+A Core.Point#COORDINATE object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
- Core.Point#POINT_VEC2 - PointVec2 + Core.Point#COORDINATE + Coordinate
A Core.Point#COORDINATE or Core.Point#POINT_VEC2 object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
+A Core.Point#COORDINATE object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
- Core.Point#POINT_VEC2 - PointVec2 + Core.Point#COORDINATE + Coordinate
A Core.Point#COORDINATE or Core.Point#POINT_VEC2 object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
+A Core.Point#COORDINATE object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
- Core.Point#POINT_VEC2 - PointVec2 + Core.Point#COORDINATE + Coordinate
A Core.Point#COORDINATE or Core.Point#POINT_VEC2 object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
+A Core.Point#COORDINATE object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#COORDINATE.
- Core.Point#POINT_VEC2 - PointVec2 + Core.Point#COORDINATE + Coordinate
A Core.Point#COORDINATE or Core.Point#POINT_VEC2 object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
+A Core.Point#COORDINATE object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
SPAWN:SpawnFromPointVec2(PointVec2, MinHeight, MaxHeight, SpawnIndex)
Will spawn a group from a POINT_VEC2 in 3D space.
+Will spawn a group from a COORDINATE in 3D space.
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.
-Overwrite unit names by default with group name.
+Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
+When the first Spawn executes, all the Groups need to be made visible before start.
Will spawn a group from a POINT_VEC2 in 3D space.
+Will spawn a group from a COORDINATE in 3D space.
This method is mostly advisable to be used if you want to simulate spawning groups on the ground from air units, like vehicles. @@ -8553,13 +8630,13 @@ You can use the returned group to further define the route to be followed.
- Core.Point#POINT_VEC2 + Core.Point#COORDINATE PointVec2
The PointVec2 coordinates where to spawn the group.
+The coordinates where to spawn the group.
- Core.Point#POINT_VEC3 + Core.Point#COORDINATE PointVec3
The PointVec3 coordinates where to spawn the group.
+The COORDINATE coordinates where to spawn the group.
The AI is on by default when spawning a group.
-The internal counter of the amount of spawning the has happened since SpawnStart.
-When the first Spawn executes, all the Groups need to be made visible before start.
Creates a new Wrapper.Static from a POINT_VEC2.
+Creates a new Wrapper.Static from a COORDINATE.
Spawns a new static using a given template.
+Creates a new Wrapper.Static from a POINT_VEC2.
+Creates a new Wrapper.Static from a COORDINATE.
- Core.Point#POINT_VEC2 + Core.Point#COORDINATE PointVec2
Returns a Core.Point#POINT_VEC2 object reflecting a random 2D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 2D location within the zone.
Returns a Core.Point#POINT_VEC2 of the zone.
+Returns a Core.Point#COORDINATE of the zone.
Returns a Core.Point#POINT_VEC3 of the zone.
+Returns a Core.Point#COORDINATE of the zone.
Define a random Core.Point#POINT_VEC2 within the zone.
+Define a random Core.Point#COORDINATE within the zone.
Define a random Core.Point#POINT_VEC3 within the zone.
+Define a random Core.Point#COORDINATE within the zone.
Returns a Core.Point#POINT_VEC2 object reflecting a random 2D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 2D location within the zone.
Define a random Core.Point#POINT_VEC2 within the zone.
+Define a random Core.Point#COORDINATE within the zone.
Define a random Core.Point#POINT_VEC2 within the zone.
+Define a random Core.Point#COORDINATE within the zone.
Returns a Core.Point#POINT_VEC2 of the zone.
+Returns a Core.Point#COORDINATE of the zone.
Returns a Core.Point#POINT_VEC3 of the zone.
+Returns a Core.Point#COORDINATE of the zone.
Define a random Core.Point#POINT_VEC2 within the zone.
+Define a random Core.Point#COORDINATE within the zone.
Define a random Core.Point#POINT_VEC3 within the zone.
+Define a random Core.Point#COORDINATE within the zone.
Return a Core.Point#POINT_VEC2 object representing a random 2D point at landheight within the zone.
+Return a Core.Point#COORDINATE object representing a random 2D point at landheight within the zone.
Return a Core.Point#POINT_VEC3 object representing a random 3D point at landheight within the zone.
+Return a Core.Point#COORDINATE object representing a random 3D point at landheight within the zone.
Returns a Core.Point#POINT_VEC2 object reflecting a random 2D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 2D location within the zone.
Returns a Core.Point#POINT_VEC3 object reflecting a random 3D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
Returns a Core.Point#POINT_VEC2 object reflecting a random 2D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 2D location within the zone.
Returns a Core.Point#POINT_VEC3 object reflecting a random 3D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
Returns a Core.Point#POINT_VEC2 of the zone.
+Returns a Core.Point#COORDINATE of the zone.
Returns a Core.Point#POINT_VEC3 of the zone.
+Returns a Core.Point#COORDINATE of the zone.
Define a random Core.Point#POINT_VEC2 within the zone.
+Define a random Core.Point#COORDINATE within the zone.
Define a random Core.Point#POINT_VEC3 within the zone.
+Define a random Core.Point#COORDINATE within the zone.
Returns a Core.Point#POINT_VEC2 object reflecting a random 2D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 2D location within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec2 table.
@@ -7713,11 +7713,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauThe Core.Point#POINT_VEC2 object reflecting the random 3D location within the zone.
+The Core.Point#COORDINATE object reflecting the random 3D location within the zone.
Returns a Core.Point#POINT_VEC2 of the zone.
+Returns a Core.Point#COORDINATE of the zone.
The PointVec2 of the zone.
+The COORDINATE of the zone.
Returns a Core.Point#POINT_VEC3 of the zone.
+Returns a Core.Point#COORDINATE of the zone.
Define a random Core.Point#POINT_VEC2 within the zone.
+Define a random Core.Point#COORDINATE within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec2 table.
@@ -8581,11 +8581,11 @@ local PropertyValue = PropertiesZone:GetProperty(Property)The PointVec2 coordinates.
+The COORDINATE coordinates.
Define a random Core.Point#POINT_VEC3 within the zone.
+Define a random Core.Point#COORDINATE within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec3 table.
@@ -8614,11 +8614,11 @@ local PropertyValue = PropertiesZone:GetProperty(Property)The PointVec3 coordinates.
+The COORDINATE coordinates.
- Core.Point#POINT_VEC3 + Core.Point#COORDINATE PointVec3
Returns a Core.Point#POINT_VEC2 object reflecting a random 2D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 2D location within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec2 table.
@@ -16270,11 +16270,11 @@ When moose is loading dynamically (for moose class development), tracing is switThe Core.Point#POINT_VEC2 object reflecting the random 3D location within the zone.
+The Core.Point#COORDINATE object reflecting the random 3D location within the zone.
Define a random Core.Point#POINT_VEC2 within the zone.
+Define a random Core.Point#COORDINATE within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec2 table.
@@ -16767,11 +16767,11 @@ When moose is loading dynamically (for moose class development), tracing is switThe PointVec2 coordinates.
+The COORDINATE coordinates.
Define a random Core.Point#POINT_VEC2 within the zone.
+Define a random Core.Point#COORDINATE within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec3 table.
@@ -16800,11 +16800,11 @@ When moose is loading dynamically (for moose class development), tracing is switThe PointVec2 coordinates.
+The COORDINATE coordinates.
Returns a Core.Point#POINT_VEC2 of the zone.
+Returns a Core.Point#COORDINATE of the zone.
The PointVec2 of the zone.
+The COORDINATE of the zone.
Returns a Core.Point#POINT_VEC3 of the zone.
+Returns a Core.Point#COORDINATE of the zone.
Define a random Core.Point#POINT_VEC2 within the zone.
+Define a random Core.Point#COORDINATE within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec2 table.
@@ -17811,11 +17811,11 @@ local PropertyValue = PropertiesZone:GetProperty(Property)The PointVec2 coordinates.
+The COORDINATE coordinates.
Define a random Core.Point#POINT_VEC3 within the zone.
+Define a random Core.Point#COORDINATE within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec3 table.
@@ -17844,11 +17844,11 @@ local PropertyValue = PropertiesZone:GetProperty(Property)The PointVec3 coordinates.
+The COORDINATE coordinates.
- Core.Point#POINT_VEC3 + Core.Point#COORDINATE PointVec3
Return a Core.Point#POINT_VEC2 object representing a random 2D point at landheight within the zone.
+Return a Core.Point#COORDINATE object representing a random 2D point at landheight within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec2 table.
@@ -26162,7 +26162,7 @@ Note that only after a zone has been scanned, the zone can be eReturn a Core.Point#POINT_VEC3 object representing a random 3D point at landheight within the zone.
+Return a Core.Point#COORDINATE object representing a random 3D point at landheight within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec3 table.
@@ -26194,7 +26194,7 @@ Note that only after a zone has been scanned, the zone can be e @@ -27806,7 +27806,7 @@ Note that only after a zone has been scanned, the zone can be eReturns a Core.Point#POINT_VEC2 object reflecting a random 2D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 2D location within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec2 table.
@@ -27847,11 +27847,11 @@ Note that only after a zone has been scanned, the zone can be eThe Core.Point#POINT_VEC2 object reflecting the random 3D location within the zone.
+The Core.Point#COORDINATE object reflecting the random 3D location within the zone.
Returns a Core.Point#POINT_VEC3 object reflecting a random 3D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec3 table.
@@ -27907,11 +27907,11 @@ Note that only after a zone has been scanned, the zone can be eThe Core.Point#POINT_VEC3 object reflecting the random 3D location within the zone.
+The Core.Point#COORDINATE object reflecting the random 3D location within the zone.
Returns a Core.Point#POINT_VEC2 object reflecting a random 2D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 2D location within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec2 table.
@@ -30123,11 +30123,11 @@ Note that once a zone has been scanned, multiple evaluations can be done on theThe Core.Point#POINT_VEC2 object reflecting the random 3D location within the zone.
+The Core.Point#COORDINATE object reflecting the random 3D location within the zone.
Returns a Core.Point#POINT_VEC3 object reflecting a random 3D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec3 table.
@@ -30183,11 +30183,11 @@ Note that once a zone has been scanned, multiple evaluations can be done on theThe Core.Point#POINT_VEC3 object reflecting the random 3D location within the zone.
+The Core.Point#COORDINATE object reflecting the random 3D location within the zone.
Returns a Core.Point#POINT_VEC2 of the zone.
+Returns a Core.Point#COORDINATE of the zone.
The PointVec2 of the zone.
+The COORDINATE of the zone.
Returns a Core.Point#POINT_VEC3 of the zone.
+Returns a Core.Point#COORDINATE of the zone.
Define a random Core.Point#POINT_VEC2 within the zone.
+Define a random Core.Point#COORDINATE within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec2 table.
@@ -32509,11 +32509,11 @@ local PropertyValue = PropertiesZone:GetProperty(Property)The PointVec2 coordinates.
+The COORDINATE coordinates.
Define a random Core.Point#POINT_VEC3 within the zone.
+Define a random Core.Point#COORDINATE within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec3 table.
@@ -32542,11 +32542,11 @@ local PropertyValue = PropertiesZone:GetProperty(Property)The PointVec3 coordinates.
+The COORDINATE coordinates.
- Core.Point#POINT_VEC3 + Core.Point#COORDINATE PointVec3
Kickspeed
+Kickspeed
+The #DETECTION_AREAS object for AWACS
- - - -The #DETECTION_AREAS object for AWACS
-Contains the counter how many units are currently alive.
+ +Contains the counter how many units are currently alive.
+ +Type of terminal to be used when spawning at an airbase.
-RAT:SpawnFromPointVec2(PointVec2, MinHeight, MaxHeight, SpawnIndex)
Will spawn a group from a POINT_VEC2 in 3D space.
+Will spawn a group from a COORDINATE in 3D space.
RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Type of terminal to be used when spawning at an airbase.
- - - -Type of terminal to be used when spawning at an airbase.
- - - -Will spawn a group from a POINT_VEC2 in 3D space.
+Will spawn a group from a COORDINATE in 3D space.
This method is mostly advisable to be used if you want to simulate spawning groups on the ground from air units, like vehicles. @@ -19166,13 +19174,13 @@ You can use the returned group to further define the route to be followed.
- Core.Point#POINT_VEC2 + Core.Point#COORDINATE PointVec2
The PointVec2 coordinates where to spawn the group.
+The coordinates where to spawn the group.
- Core.Point#POINT_VEC3 + Core.Point#COORDINATE PointVec3
The PointVec3 coordinates where to spawn the group.
+The COORDINATE coordinates where to spawn the group.
Returns a Core.Point#POINT_VEC2 object reflecting a random 2D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 2D location within the zone.
Returns a Core.Point#POINT_VEC3 object reflecting a random 3D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
Returns a Core.Point#POINT_VEC2 object reflecting a random 2D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 2D location within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec2 table.
@@ -6007,11 +6007,11 @@ endThe Core.Point#POINT_VEC2 object reflecting the random 3D location within the zone.
+The Core.Point#COORDINATE object reflecting the random 3D location within the zone.
Returns a Core.Point#POINT_VEC3 object reflecting a random 3D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec3 table.
@@ -6067,11 +6067,11 @@ endThe Core.Point#POINT_VEC3 object reflecting the random 3D location within the zone.
+The Core.Point#COORDINATE object reflecting the random 3D location within the zone.
Returns a Core.Point#POINT_VEC2 object reflecting a random 2D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 2D location within the zone.
Returns a Core.Point#POINT_VEC3 object reflecting a random 3D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
Returns a Core.Point#POINT_VEC2 object reflecting a random 2D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 2D location within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec2 table.
@@ -3332,11 +3332,11 @@ Derived classes implement the ways how the achievements can be realized.The Core.Point#POINT_VEC2 object reflecting the random 3D location within the zone.
+The Core.Point#COORDINATE object reflecting the random 3D location within the zone.
Returns a Core.Point#POINT_VEC3 object reflecting a random 3D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec3 table.
@@ -3392,11 +3392,11 @@ Derived classes implement the ways how the achievements can be realized.The Core.Point#POINT_VEC3 object reflecting the random 3D location within the zone.
+The Core.Point#COORDINATE object reflecting the random 3D location within the zone.
Returns a Core.Point#POINT_VEC2 object reflecting a random 2D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 2D location within the zone.
Returns a Core.Point#POINT_VEC3 object reflecting a random 3D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
Returns a Core.Point#POINT_VEC2 object reflecting a random 2D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 2D location within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec2 table.
@@ -4672,11 +4672,11 @@ Therefore, this class is considered to be deprecatedThe Core.Point#POINT_VEC2 object reflecting the random 3D location within the zone.
+The Core.Point#COORDINATE object reflecting the random 3D location within the zone.
Returns a Core.Point#POINT_VEC3 object reflecting a random 3D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec3 table.
@@ -4732,11 +4732,11 @@ Therefore, this class is considered to be deprecatedThe Core.Point#POINT_VEC3 object reflecting the random 3D location within the zone.
+The Core.Point#COORDINATE object reflecting the random 3D location within the zone.
Returns a Core.Point#POINT_VEC2 object reflecting a random 2D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 2D location within the zone.
Returns a Core.Point#POINT_VEC3 object reflecting a random 3D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
Returns a Core.Point#POINT_VEC2 object reflecting a random 2D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 2D location within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec2 table.
@@ -3815,11 +3815,11 @@ Derived classes implement the ways how the achievements can be realized.The Core.Point#POINT_VEC2 object reflecting the random 3D location within the zone.
+The Core.Point#COORDINATE object reflecting the random 3D location within the zone.
Returns a Core.Point#POINT_VEC3 object reflecting a random 3D location within the zone.
+Returns a Core.Point#COORDINATE object reflecting a random 3D location within the zone.
Note that this is actually a Core.Point#COORDINATE type object, and not a simple Vec3 table.
@@ -3875,11 +3875,11 @@ Derived classes implement the ways how the achievements can be realized.The Core.Point#POINT_VEC3 object reflecting the random 3D location within the zone.
+The Core.Point#COORDINATE object reflecting the random 3D location within the zone.
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
- @@ -41351,7 +41414,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -Set stack flag.
+Also decrease flag for section members of flight.
@@ -41514,7 +41577,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -Make player section lead if he was not before.
+Set section lead of player flight.
@@ -41574,6 +41637,9 @@ When moose is loading dynamically (for moose class development), tracing is swit + +Set new time stamp.
+ @@ -41732,6 +41798,17 @@ When moose is loading dynamically (for moose class development), tracing is switBand modulation.
+ + + +table of CSAR unit names
-table of CSAR unit names
-table of CSAR unit names
-You can optionally also allow to CTLD with CA trucks and other vehicles:
+ + -- Create a SET_CLIENT to capture CA vehicles steered by players
+ local truckers = SET_CLIENT:New():HandleCASlots():FilterCoalitions("blue"):FilterPrefixes("Truck"):FilterStart()
+ -- Allow CA transport
+ my_ctld:AllowCATransport(true,truckers)
+ -- Set truck capability by typename
+ my_ctld:SetUnitCapabilities("M 818", true, true, 2, 12, 9, 4500)
+ -- Alternatively set truck capability with a UNIT object
+ local GazTruck = UNIT:FindByName("GazTruck-1-1")
+ my_ctld:SetUnitCapabilities(GazTruck, true, true, 2, 12, 9, 4500)
+
+
@@ -2463,12 +2478,24 @@ If you use units build by multiple templates, they will effectively double on lo
User function - Add a #CTLD.CargoZoneType zone for this CTLD instance.
+(User) Function to allow transport via Combined Arms Trucks.
(Internal) Autoload if we can do crates, have capacity free and are in a load zone.
+use as counter
+ +tables
-Folderpath.
-#1570
-noob catch
+time to repairor build a unit/group
sub categories
+(User) Function to allow transport via Combined Arms Trucks.
+ +CTLD
++ #boolean + OnOff +
+Switch on (true) or off (false).
+ ++ Core.Set#SET_CLIENT + ClientSet +
+The CA handling client set for ground transport.
+ +self
+ +use as counter
+ +tables
-Folderpath.
-#1570
-noob catch
+time to repairor build a unit/group
sub categories
+use as counter
+ +tables
-Folderpath.
-#1570
-noob catch
+time to repairor build a unit/group
sub categories
+Can transport crate.
-- Core.Point#POINT_VEC3 + Core.Point#COORDINATE Cargo_Drop_Position
- Core.Point#POINT_VEC3 + Core.Point#COORDINATE Cargo_Drop_Position
- Core.Point#POINT_VEC3 + Core.Point#COORDINATE Cargo_Drop_Position
- Core.Point#POINT_VEC3 + Core.Point#COORDINATE Cargo_Drop_Position
set to false to suppress flash messages
+set to false to suppress flash messages
+set to false to suppress flash messages
+set to false to suppress flash messages
+Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
The 2D point vector of the POSITIONABLE.
+The 3D point vector of the POSITIONABLE.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
Set unlimited fuel.
+[AIR] Set smoke off.
+[AIR] Set smoke on.
+[AIR] Set smoke on or off.
Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
[AIR] Set smoke off.
+ + + + ++ #number + Delay +
+(Optional) Delay the command by this many seconds.
+ +self
+ +[AIR] Set smoke on.
+ + + + ++ #number + Delay +
+(Optional) Delay the command by this many seconds.
+ +self
+ +[AIR] Set smoke on or off.
+ + + + ++ #boolean + OnOff +
+Set to true for on and false for off. Defaults to true.
+ ++ #number + Delay +
+(Optional) Delay the command by this many seconds.
+ +self
+ +Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
The 2D point vector of the POSITIONABLE.
+The 3D point vector of the POSITIONABLE.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
Set unlimited fuel.
+[AIR] Set smoke off.
+[AIR] Set smoke on.
+[AIR] Set smoke on or off.
Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
The DCS controllable class.
- - - -[AIR] Set smoke off.
+ + + + +CONTROLLABLE
++ #number + Delay +
+(Optional) Delay the command by this many seconds.
+ +self
+ +[AIR] Set smoke on.
+ + + + +CONTROLLABLE
++ #number + Delay +
+(Optional) Delay the command by this many seconds.
+ +self
+ +[AIR] Set smoke on or off.
+ + + + +CONTROLLABLE
++ #boolean + OnOff +
+Set to true for on and false for off. Defaults to true.
+ ++ #number + Delay +
+(Optional) Delay the command by this many seconds.
+ +self
+ +The DCS controllable class.
- - - -Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
The 2D point vector of the POSITIONABLE.
+The 3D point vector of the POSITIONABLE.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
The DCS controllable class.
-The DCS controllable class.
-The DCS controllable class.
- - - -Demo missions can be found on github.
+Demo missions can be found on github.
[Internal] _Get Possible Player Helo Nearby
+[Internal] _Get helo hovering intel
Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
[Internal] _Get helo hovering intel
+ +DYNAMICCARGO
++ Wrapper.Unit#UNIT + Unit +
+The Unit to test
+ ++ #number + ropelength +
+Ropelength to test
+ +#boolean:
+Outcome
+ +Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
The 2D point vector of the POSITIONABLE.
+The 3D point vector of the POSITIONABLE.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
Returns a POINT_VEC2 object indicating the point in 2D of the first UNIT of the GROUP within the mission.
+Returns a COORDINATE object indicating the point in 2D of the first UNIT of the GROUP within the mission.
Set unlimited fuel.
+[AIR] Set smoke off.
+[AIR] Set smoke on.
+[AIR] Set smoke on or off.
Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
Returns a POINT_VEC2 object indicating the point in 2D of the first UNIT of the GROUP within the mission.
+Returns a COORDINATE object indicating the point in 2D of the first UNIT of the GROUP within the mission.
The 2D point vector of the first DCS Unit of the GROUP.
+The 3D point vector of the first DCS Unit of the GROUP.
[AIR] Set smoke off.
+ + + + ++ #number + Delay +
+(Optional) Delay the command by this many seconds.
+ +self
+ +[AIR] Set smoke on.
+ + + + ++ #number + Delay +
+(Optional) Delay the command by this many seconds.
+ +self
+ +[AIR] Set smoke on or off.
+ + + + ++ #boolean + OnOff +
+Set to true for on and false for off. Defaults to true.
+ ++ #number + Delay +
+(Optional) Delay the command by this many seconds.
+ +self
+ +Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
The 2D point vector of the POSITIONABLE.
+The 3D point vector of the POSITIONABLE.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
Point Vec3 object.
@@ -5529,7 +5529,7 @@ preferred as it will return a fresh new COORDINATE and thus avoid potentially unReturns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
The 2D point vector of the POSITIONABLE.
+The 3D point vector of the POSITIONABLE.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
Point Vec3 object.
@@ -8652,7 +8652,7 @@ If the Identifiable is alive, true is returned.Point Vec3 object.
@@ -8850,7 +8850,7 @@ If the Identifiable is alive, true is returned.Point Vec3 object.
diff --git a/Documentation/Wrapper.Scenery.html b/Documentation/Wrapper.Scenery.html index 8d1b4aeec..47e9fc8fe 100644 --- a/Documentation/Wrapper.Scenery.html +++ b/Documentation/Wrapper.Scenery.html @@ -2138,13 +2138,13 @@Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
The 2D point vector of the POSITIONABLE.
+The 3D point vector of the POSITIONABLE.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
The 2D point vector of the POSITIONABLE.
+The 3D point vector of the POSITIONABLE.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
Set unlimited fuel.
+[AIR] Set smoke off.
+[AIR] Set smoke on.
+[AIR] Set smoke on or off.
Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
[AIR] Set smoke off.
+ + + + ++ #number + Delay +
+(Optional) Delay the command by this many seconds.
+ +self
+ +[AIR] Set smoke on.
+ + + + ++ #number + Delay +
+(Optional) Delay the command by this many seconds.
+ +self
+ +[AIR] Set smoke on or off.
+ + + + ++ #boolean + OnOff +
+Set to true for on and false for off. Defaults to true.
+ ++ #number + Delay +
+(Optional) Delay the command by this many seconds.
+ +self
+ +Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
The 2D point vector of the POSITIONABLE.
+The 3D point vector of the POSITIONABLE.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 2D of the POSITIONABLE within the mission.
The 2D point vector of the POSITIONABLE.
+The 3D point vector of the POSITIONABLE.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.