diff --git a/Documentation/AI.AI_A2G_Dispatcher.html b/Documentation/AI.AI_A2G_Dispatcher.html index 959d4ed2b..2bf247784 100644 --- a/Documentation/AI.AI_A2G_Dispatcher.html +++ b/Documentation/AI.AI_A2G_Dispatcher.html @@ -4659,6 +4659,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
The Defender Default Settings over all Squadrons.
+ + + +The Defender Default Settings over all Squadrons.
+ + + +The Defender Default Settings over all Squadrons.
+ + + +The Defender Default Settings over all Squadrons.
+ + + +No loading happened, so we need to pickup something else.
+ @@ -4701,6 +4704,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ @@ -5313,6 +5319,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ @@ -6817,6 +6826,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +No loading happened, so we need to pickup something else.
+ diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index d5c13b2bd..3d7b026c2 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2628,6 +2628,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Set destination airbase for next :Route() command.
+ @@ -2661,6 +2664,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a depoly mission.
+ @@ -2686,6 +2692,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a pickup mission.
+ @@ -4412,6 +4421,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Set destination airbase for next :Route() command.
+ @@ -4445,6 +4457,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a depoly mission.
+ @@ -4470,6 +4485,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a pickup mission.
+ @@ -5038,6 +5056,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Set destination airbase for next :Route() command.
+ @@ -5071,6 +5092,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a depoly mission.
+ @@ -5096,6 +5120,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a pickup mission.
+ @@ -6556,6 +6583,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Set destination airbase for next :Route() command.
+ @@ -6589,6 +6619,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a depoly mission.
+ @@ -6614,6 +6647,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a pickup mission.
+ diff --git a/Documentation/AI.AI_Patrol.html b/Documentation/AI.AI_Patrol.html index 7e42cf341..8732f72f8 100644 --- a/Documentation/AI.AI_Patrol.html +++ b/Documentation/AI.AI_Patrol.html @@ -3136,9 +3136,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -This table contains the targets detected during patrol.
- @@ -6386,9 +6383,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -This table contains the targets detected during patrol.
- @@ -7133,9 +7127,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -This table contains the targets detected during patrol.
- @@ -8772,9 +8763,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -This table contains the targets detected during patrol.
- diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index 49aa6ed95..0acaf3e53 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -1716,17 +1716,6 @@ Note that ground forces behave in a group, and thus, act in formation, regardlesSet cargo object.
- - - -Set cargo object.
- - - -the y coordinate in meters.
- - - -the y coordinate in meters.
- - - -the y coordinate in meters.
- - - -SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
The AI is on by default when spawning a group.
-Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
- @@ -3418,20 +3448,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -The internal counter of the amount of spawning the has happened since SpawnStart.
-Overwrite unit names by default with group name.
-By default, no InitLimit
+SPAWN.SpawnInitModex + + + +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.
When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
+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.
-By default, no InitLimit
+SPAWN.SpawnInitModex + + + +When the first Spawn executes, all the Groups need to be made visible before start.
Spawns a new static using a given template.
-The #DETECTION_AREAS object for AWACS
-The #DETECTION_AREAS object for AWACS
-Due to a DCS bug, it is not possible to directly monitor when a player enters a plane. So in a mission with client slots, it is vital that a player first enters as spectator or hits ESC twice and after that jumps into the slot of his aircraft! -If that is not done, the script is not started correctly. This can be checked by looking at the radio menus. If the mission was entered correctly, +If that is not done, the script is not started correctly. This can be checked by looking at the radio menues. If the mission was entered correctly, there should be an "On the Range" menu items in the "F10. Other..." menu.
A strafe pit can be added to the range by the RANGE.AddStrafePit(targetnames, boxlength, boxwidth, heading, inverseheading, goodpass, foulline) function.
The range menu contains the following submenus:
+The range menu contains the following submenues:

The 476th - Air Weapons Range Objects mod is (implicitly) used in this example.
+In case you have problems, it is always a good idea to have a look at your DCS log file. You find it in your "Saved Games" folder, so for example in
@@ -1774,6 +1776,158 @@ It consists of two strafe pits each has two targets plus three bombing targets.< The could avoid the lua garbage collection to accidentally/falsely deallocate the RANGE objects. + + +Global StrafeAircraftType |
+ + + | +
Global Straferesult |
+ + + | +
Global clientRollingIn |
+ + + | +
Global clientStrafed |
+ + + | +
Global hypemanStrafeRollIn |
+
+ Default range variables for RangeBoss/Hypeman tie in. + |
+
Default range variables for RangeBoss/Hypeman tie in.
+ +Global invalidStrafe |
+ + + | +
Global unitheadingStrafe |
+ + + | +
RangeBoss
+If true, debug info is sent as messages on the screen.
+If true, debug info is send as messages on the screen.
Returns the foul line distance between strafe pit target and a foul line distance marker object.
+Measures the foule line distance between two unit or static objects.
Set smoke color for marking strafe targets.
+Enable saving of player's target sheets and specify an optional directory path.
Get the coordinate of a Bomb target.
+Get the number of shells a unit currently has.
Reset player statistics.
+Mark strafing targets with smoke.
+Targetsheet saves if player on or off.
Returns a string which consists of the player name.
+Returns a string which consits of this callsign and the player name.
Maximum altitude in meters AGL at which illumination bombs are fired. Default is 1000 m.
+Maximum altitude AGL in meters at which illumination bombs are fired. Default is 1000 m.
Minimum altitude in meters AGL at which illumination bombs are fired. Default is 500 m.
+Minimum altitude AGL in meters at which illumination bombs are fired. Default is 500 m.
Frequency on which the range control transmits.
+Frequency on which the range control transmitts.
Function called before load event.
+Function called before save event.
Frequency on which the range control transmits.
+Frequency on which the range control transmitts.
Maximum altitude in meters AGL for registering for a strafe run. Default is 914 m = 3000 ft.
+Maximum altitude above ground for registering for a strafe run. Default is 914 m = 3000 ft.
+Path where to save the target sheets.
+File prefix for target sheet files.
+If true, players can save their target sheets. Rangeboss will not work if targetsheets do not save.
Distance in meters.
+Radial in degrees.
+Color of smoke.
+RANGE class
+If true, debug info is sent as messages on the screen.
+If true, debug info is send as messages on the screen.
Maximum altitude in meters AGL at which illumination bombs are fired. Default is 1000 m.
+Maximum altitude AGL in meters at which illumination bombs are fired. Default is 1000 m.
Minimum altitude in meters AGL at which illumination bombs are fired. Default is 500 m.
+Minimum altitude AGL in meters at which illumination bombs are fired. Default is 500 m.
Frequency on which the range control transmits.
+Frequency on which the range control transmitts.
@@ -4528,7 +4762,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #number RANGE.rangecontrolfreq -Frequency on which the range control transmits.
+Frequency on which the range control transmitts.
@@ -4638,7 +4872,40 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #number RANGE.strafemaxalt -Maximum altitude in meters AGL for registering for a strafe run. Default is 914 m = 3000 ft.
+Maximum altitude above ground for registering for a strafe run. Default is 914 m = 3000 ft.
+ + + + +Path where to save the target sheets.
+ +File prefix for target sheet files.
+ +If true, players can save their target sheets. Rangeboss will not work if targetsheets do not save.
SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)
+SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)
Add a coordinate of a bombing target.
+ +This
+(Optional) Name of target. Default is "Bomb Target".
+Name of target.
(Optional) Max hit distance from target unit in meters which is considered as a good hit. Default is 25 m.
+Max distance from unit which is considered as a good hit.
- -- Setup a Range
- RangeOne = RANGE:New( "Range One" )
- -- Find the STATIC target object as setup in the ME.
- RangeOneBombTarget = STATIC:FindByName( "RangeOneBombTarget" )
- -- Add the coordinate of the STATIC target object as a bomb target (thus keeping the bomb function active, even if the STATIC target is destroyed).
- RangeOne:AddBombingTargetCoordinate( RangeOneBombTarget:GetCoordinate(), "RangeOneBombTarget", 50)
- -- Or, add the coordinate of the STATIC target object as a bomb target using default values (name will be "Bomb Target", goodhitrange will be 25 m).
- RangeOne:AddBombingTargetCoordinate( RangeOneBombTarget:GetCoordinate() )
- -- Start Range.
- RangeOne:Start()
-
-
@@ -4836,7 +5092,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
(Optional) Max hit distance from target unit in meters which is considered as a good hit. Default is 25 m.
+Max distance from unit which is considered as a good hit.
(Optional) If true, unit will move randomly within the range. Default is false.
+If true, unit will move randomly within the range. Default is false.
(Optional) Max hit distance from target unit in meters which is considered as a good hit. Default is 25 m.
+Max distance from unit which is considered as a good hit.
(Optional) If true, unit will move randomly within the range. Default is false.
+If true, unit will move randomly within the range. Default is false.
Single or multiple (Table) names of unit or static objects serving as bomb targets.
+Table containing names of unit or static objects serving as bomb targets.
(Optional) Max hit distance from target unit in meters which is considered as a good hit. Default is 25 m.
+(Optional) Max distance from target unit (in meters) which is considered as a good hit. Default is 25 m.
(Optional) If true, unit will move randomly within the range. Default is false.
+If true, unit will move randomly within the range. Default is false.
For a strafe pit, hits from guns are counted. One pit can consist of several units. -A strafe run approach is only valid if the player enters via a zone in front of the pit, which is defined by boxlength, boxwidth, and heading. +Note, an approach is only valid, if the player enters via a zone in front of the pit, which defined by boxlength and boxheading. Furthermore, the player must not be too high and fly in the direction of the pit to make a valid target apporoach.
Single or multiple (Table) unit or static names defining the strafe targets. The first target in the list determines the approach box origin (heading and box).
+Table of unit or static names defining the strafe targets. The first target in the list determines the approach zone (heading and box).
(Optional) Approach box heading in degrees (originating FROM the target). Default is the heading set in the ME for the first target unit
+(Optional) Approach heading in Degrees. Default is heading of the unit as defined in the mission editor.
(Optional) Use inverse heading (heading --> heading - 180 Degrees). Default is false.
+(Optional) Take inverse heading (heading --> heading - 180 Degrees). Default is false.
(Optional) Foul line distance. Hits from closer than this distance are not counted. Default is 610 m = 2000 ft. Set to 0 for no foul line.
+(Optional) Foul line distance. Hits from closer than this distance are not counted. Default 610 m = 2000 ft. Set to 0 for no foul line.
(Optional) Use inverse heading (heading --> heading - 180 Degrees). Default is false.
+(Optional) Take inverse heading (heading --> heading - 180 Degrees). Default is false.
Returns the foul line distance between strafe pit target and a foul line distance marker object.
+Measures the foule line distance between two unit or static objects.
Name of the foul line distance marker object.
+Name of the fould line distance marker object.
- -- Setup a Range
- RangeOne = RANGE:New( "Range One" )
- -- Get distance between strafe target objext and foul line distance marker object.
- RangeOneFoulDistance = RangeOne:GetFoullineDistance( "RangeOneStrafeTarget" , "RangeOneFoulLineObject" )
- -- Add a strafe pit using the measured foul line distance. Where nil is used, strafe pit default values will be used - adjust as required.
- RangeOne:AddStrafePit( "RangeOneStrafeTarget", nil, nil, nil, nil, nil, RangeOneFoulDistance )
- -- Start Range.
- RangeOne:Start()
-
-
@@ -6107,7 +6351,7 @@ Furthermore, the player must not be too high and fly in the direction of the pit
(Optional) If true, impact points of bombs will be smoked. Default is true.
+If true nor nil default is to smoke impact points of bombs.
Maximum altitude in meters AGL. Default is 914 m = 3000 ft.
+Maximum altitude AGL in meters. Default is 914 m= 3000 ft.
Path for sound files. Default "Range Soundfiles/". Mind the slash "/" at the end!
+Path for sound files. Default "ATIS Soundfiles/". Mind the slash "/" at the end!
Enable saving of player's target sheets and specify an optional directory path.
+ +RANGE
++ #string + path +
+(Optional) Path where to save the target sheets.
+ ++ #string + prefix +
+(Optional) Prefix for target sheet files. File name will be saved as *prefix_aircrafttype-0001.csv*, *prefix_aircrafttype-0002.csv*, etc.
+ +self
+ +Returns true if a static with this name exists. Returns false if a unit with this name exists. Returns nil if neither unit or static exist.
+Returns true if a static with this name exists. Retruns false if a unit with this name exists. Returns nil if neither unit or static exist.
Get the coordinate of a Bomb target.
+Get the number of shells a unit currently has.
RANGE
++ _playername +
++ result +
+Targetsheet saves if player on or off.
+ +RANGE
++ #string + _unitname +
+Name of the player unit.
+ +Returns a string which consists of the player name.
+Returns a string which consits of this callsign and the player name.
Function called before load event.
+Function called before save event.
Checks that io and lfs are desanitized.
@@ -9297,7 +9671,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat #boolean RANGE.Debug -If true, debug info is sent as messages on the screen.
+If true, debug info is send as messages on the screen.
Maximum altitude in meters AGL at which illumination bombs are fired. Default is 1000 m.
+Maximum altitude AGL in meters at which illumination bombs are fired. Default is 1000 m.
@@ -9550,7 +9924,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat #number RANGE.illuminationminalt -Minimum altitude in meters AGL at which illumination bombs are fired. Default is 500 m.
+Minimum altitude AGL in meters at which illumination bombs are fired. Default is 500 m.
@@ -9572,7 +9946,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat #number RANGE.instructorfreq -Frequency on which the range control transmits.
+Frequency on which the range control transmitts.
@@ -9671,7 +10045,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat #number RANGE.rangecontrolfreq -Frequency on which the range control transmits.
+Frequency on which the range control transmitts.
@@ -9781,7 +10155,40 @@ If a zone is not explicitly specified, the range zone is determined by its locat #number RANGE.strafemaxalt -Maximum altitude in meters AGL for registering for a strafe run. Default is 914 m = 3000 ft.
+Maximum altitude above ground for registering for a strafe run. Default is 914 m = 3000 ft.
+ + + + +Path where to save the target sheets.
+ +File prefix for target sheet files.
+ +If true, players can save their target sheets. Rangeboss will not work if targetsheets do not save.
SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)
+SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)
If true, debug info is sent as messages on the screen.
+If true, debug info is send as messages on the screen.
@@ -11585,7 +11992,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat #number RANGE.illuminationmaxalt -Maximum altitude in meters AGL at which illumination bombs are fired. Default is 1000 m.
+Maximum altitude AGL in meters at which illumination bombs are fired. Default is 1000 m.
@@ -11596,7 +12003,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat #number RANGE.illuminationminalt -Minimum altitude in meters AGL at which illumination bombs are fired. Default is 500 m.
+Minimum altitude AGL in meters at which illumination bombs are fired. Default is 500 m.
@@ -11618,7 +12025,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat #number RANGE.instructorfreq -Frequency on which the range control transmits.
+Frequency on which the range control transmitts.
@@ -11717,7 +12124,7 @@ If a zone is not explicitly specified, the range zone is determined by its locat #number RANGE.rangecontrolfreq -Frequency on which the range control transmits.
+Frequency on which the range control transmitts.
@@ -11827,7 +12234,40 @@ If a zone is not explicitly specified, the range zone is determined by its locat #number RANGE.strafemaxalt -Maximum altitude in meters AGL for registering for a strafe run. Default is 914 m = 3000 ft.
+Maximum altitude above ground for registering for a strafe run. Default is 914 m = 3000 ft.
+ + + + +Path where to save the target sheets.
+ +File prefix for target sheet files.
+ +If true, players can save their target sheets. Rangeboss will not work if targetsheets do not save.
SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)
+SCHEDULER:New(nil, self._CheckInZone, {self, EventData.IniUnitName}, 1, 1)
RANGEBOSS
+ +Radial in degrees.
+RANGEBOSS
+ +RANGEBOSS
+ +RANGEBOSS
+ +Type of terminal to be used when spawning at an airbase.
-RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Type of terminal to be used when spawning at an airbase.
- - - -Type of terminal to be used when spawning at an airbase.
- - - -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 to that of lead.
+ @@ -38740,20 +38809,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -Also decrease flag for section members of flight.
- -Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
-Set section lead of player flight.
- @@ -38934,9 +38975,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -Set Stable Hover
- @@ -38970,9 +39008,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -Set new time stamp.
- diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index 25a18a7d9..6d4ac52ea 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -2276,12 +2276,6 @@ Create a late-activated single infantry unit as template in the mission editor atable of CSAR unit names
+Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
-counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +table of CSAR unit names
+Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
-counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +table of CSAR unit names
+Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
-counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +You need to load an .ogg soundfile for the pilot's beacons into the mission, e.g. "beacon.ogg", use a once trigger, "sound to country" for that. -Create the late-activated troops, vehicles (no statics at this point!) that will make up your deployable forces.
+Create the late-activated troops, vehicles, that will make up your deployable forces.Add zones for loading troops and crates and dropping, building crates
+Add (normal, round!) zones for loading troops and crates and dropping, building crates
- -- Add a zone of type LOAD to our setup. Players can load troops and crates.
+ -- Add a zone of type LOAD to our setup. Players can load any troops and crates here as defined in 1.2 above.
-- "Loadzone" is the name of the zone from the ME. Players can load, if they are inside the zone.
-- Smoke and Flare color for this zone is blue, it is active (can be used) and has a radio beacon.
my_ctld:AddCTLDZone("Loadzone",CTLD.CargoZoneType.LOAD,SMOKECOLOR.Blue,true,true)
@@ -1645,7 +1647,7 @@ Create the late-activated troops, vehicles (no statics at this point!) that will
-- "Tarawa" is the unitname (callsign) of the ship from the ME. Players can load, if they are inside the zone.
-- The ship is 240 meters long and 20 meters wide.
-- Note that you need to adjust the max hover height to deck height plus 5 meters or so for loading to work.
- -- When the ship is moving, forcing hoverload might not be a good idea.
+ -- When the ship is moving, avoid forcing hoverload.
my_ctld:AddCTLDZone("Tarawa",CTLD.CargoZoneType.SHIP,SMOKECOLOR.Blue,true,true,240,20)
@@ -1683,22 +1685,21 @@ Create the late-activated troops, vehicles (no statics at this point!) that will
Use this function to adjust what a heli type can or cannot do:
-- E.g. update unit capabilities for testing. Please stay realistic in your mission design.
- -- Make a Gazelle into a heavy truck, this type can load both crates and troops and eight of each type:
- my_ctld:UnitCapabilities("SA342L", true, true, 8, 8, 12)
+ -- Make a Gazelle into a heavy truck, this type can load both crates and troops and eight of each type, up to 4000 kgs:
+ my_ctld:UnitCapabilities("SA342L", true, true, 8, 8, 12, 4000)
- -- Default unit type capabilities are:
-
- ["SA342Mistral"] = {type="SA342Mistral", crates=false, troops=true, cratelimit = 0, trooplimit = 4, length = 12},
- ["SA342L"] = {type="SA342L", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 12},
- ["SA342M"] = {type="SA342M", crates=false, troops=true, cratelimit = 0, trooplimit = 4, length = 12},
- ["SA342Minigun"] = {type="SA342Minigun", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 12},
- ["UH-1H"] = {type="UH-1H", crates=true, troops=true, cratelimit = 1, trooplimit = 8, length = 15},
- ["Mi-8MT"] = {type="Mi-8MTV2", crates=true, troops=true, cratelimit = 2, trooplimit = 12, length = 15},
- ["Ka-50"] = {type="Ka-50", crates=false, troops=false, cratelimit = 0, trooplimit = 0, length = 15},
- ["Mi-24P"] = {type="Mi-24P", crates=true, troops=true, cratelimit = 2, trooplimit = 8, length = 18},
- ["Mi-24V"] = {type="Mi-24V", crates=true, troops=true, cratelimit = 2, trooplimit = 8, length = 18},
- ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25},
- ["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16},
+ -- Default unit type capabilities are:
+ ["SA342Mistral"] = {type="SA342Mistral", crates=false, troops=true, cratelimit = 0, trooplimit = 4, length = 12, cargoweightlimit = 400},
+ ["SA342L"] = {type="SA342L", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 12, cargoweightlimit = 400},
+ ["SA342M"] = {type="SA342M", crates=false, troops=true, cratelimit = 0, trooplimit = 4, length = 12, cargoweightlimit = 400},
+ ["SA342Minigun"] = {type="SA342Minigun", crates=false, troops=true, cratelimit = 0, trooplimit = 2, length = 12, cargoweightlimit = 400},
+ ["UH-1H"] = {type="UH-1H", crates=true, troops=true, cratelimit = 1, trooplimit = 8, length = 15, cargoweightlimit = 700},
+ ["Mi-8MT"] = {type="Mi-8MT", crates=true, troops=true, cratelimit = 2, trooplimit = 12, length = 15, cargoweightlimit = 3000},
+ ["Ka-50"] = {type="Ka-50", crates=false, troops=false, cratelimit = 0, trooplimit = 0, length = 15, cargoweightlimit = 0},
+ ["Mi-24P"] = {type="Mi-24P", crates=true, troops=true, cratelimit = 2, trooplimit = 8, length = 18, cargoweightlimit = 700},
+ ["Mi-24V"] = {type="Mi-24V", crates=true, troops=true, cratelimit = 2, trooplimit = 8, length = 18, cargoweightlimit = 700},
+ ["Hercules"] = {type="Hercules", crates=true, troops=true, cratelimit = 7, trooplimit = 64, length = 25, cargoweightlimit = 19000},
+ ["UH-60L"] = {type="UH-60L", crates=true, troops=true, cratelimit = 2, trooplimit = 20, length = 16, cargoweightlimit = 3500},
2.1.2 Activate and deactivate zones
@@ -1927,6 +1928,27 @@ If you use units build by multiple templates, they will effectively double on lo
+Global CTLD_HERCULES |
+ + + | +
CTLD:UnitCapabilities(Unittype, Cancrates, Cantroops, Cratelimit, Trooplimit, Length)
User - Function to add/adjust unittype capabilities.
(Internal) Check on engineering teams
+[Internal] Function to check if a template exists in the mission.
Max loadable kgs of cargo.
| Fields and Methods inherited from CTLD_HERCULES | +Description | +
|---|---|
| + | + + | +
CTLD_HERCULES:Calculate_Cargo_Drop_initiator_Heading(Cargo_Drop_initiator) |
+
+ [Internal] Function to calc initiator heading + |
+
CTLD_HERCULES:Calculate_Cargo_Drop_initiator_NorthCorrection(point) |
+
+ [Internal] Function to calc north correction + |
+
| + |
+ [Internal] Function to calculate object height + |
+
| + | + + | +
| + |
+ [Internal] Function to initialize dropped cargo + |
+
| + |
+ [Internal] Function to spawn a group + |
+
| + |
+ [Internal] Spawn cargo objects + |
+
| + |
+ [Internal] Function to spawn static cargo + |
+
| + |
+ [Internal] Function to track cargo objects + |
+
| + |
+ [Internal] Function to check availability of templates + |
+
| + |
+ [Internal] Function to check surface type + |
+
| + | + + | +
| + | + + | +
| + |
+ [User] Instantiate a new object + |
+
| + | + + | +
| + | + + | +
| + |
+ [Internal] Function to change cargotype per group (Wrench) + |
+
| + |
+ [Internal] Function to spawn a soldier group of 10 units + |
+
| + | + + | +
| + | + + | +
| + |
+ [Internal] Function to capture BIRTH event + |
+
| + |
+ [Internal] Function to capture SHOT event + |
+
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| 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. + |
+
CTLD_HERCULES:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
| + |
+ Creation of a Crash Event. + |
+
| + |
+ Creation of a Dead Event. + |
+
| + |
+ Creation of a |
+
| + |
+ Creation of a Remove Unit Event. + |
+
| + |
+ Creation of a Takeoff Event. + |
+
| + |
+ Log an exception which will be traced always. + |
+
| + |
+ Returns the event dispatcher + |
+
| + |
+ Remove all subscribed events + |
+
| + |
+ Trace a function call. + |
+
| + |
+ Trace a function call level 2. + |
+
| + |
+ Trace a function call level 3. + |
+
| + |
+ Get the ClassID of the class instance. + |
+
| + |
+ Get the ClassName of the class instance. + |
+
| + |
+ Get the ClassName + ClassID of the class instance. + |
+
| + |
+ Get the Class Event processing Priority. + |
+
| + |
+ This is the worker method to retrieve the Parent class. + |
+
| + |
+ Get a Value given a Key from the Object. + |
+
| + |
+ Subscribe to a DCS Event. + |
+
| + |
+ Log an information which will be traced always. + |
+
| + |
+ This is the worker method to inherit from a parent class. + |
+
| + |
+ This is the worker method to check if an object is an (sub)instance of a class. + |
+
| + |
+ Enquires if tracing is on (for the class). + |
+
| + |
+ BASE constructor. + |
+
| + |
+ Occurs when an object is completely destroyed. + |
+
| + |
+ BDA. + |
+
| + |
+ Occurs when a ground unit captures either an airbase or a farp. + |
+
| + |
+ Occurs when any object is spawned into the mission. + |
+
| + |
+ Occurs when any aircraft crashes into the ground and is completely destroyed. + |
+
| + |
+ Occurs when an object is dead. + |
+
| + |
+ Unknown precisely what creates this event, likely tied into newer damage model. + |
+
| + |
+ Discard chair after ejection. + |
+
| + |
+ Occurs when a pilot ejects from an aircraft +initiator : The unit that has ejected + |
+
| + |
+ Occurs when any aircraft shuts down its engines. + |
+
| + |
+ Occurs when any aircraft starts its engines. + |
+
| + |
+ Occurs whenever an object is hit by a weapon. + |
+
| + |
+ Occurs when any system fails on a human controlled aircraft. + |
+
| + |
+ Occurs on the death of a unit. + |
+
| + |
+ Occurs when an aircraft lands at an airbase, farp or ship +initiator : The unit that has landed. + |
+
| + |
+ Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. + |
+
| + |
+ Landing quality mark. + |
+
| + |
+ Occurs when a new mark was added. + |
+
| + |
+ Occurs when a mark text was changed. + |
+
| + |
+ Occurs when a mark was removed. + |
+
| + |
+ Occurs when a mission ends. + |
+
| + |
+ Occurs when a mission starts. + |
+
| + |
+ Weapon add. + |
+
| + |
+ Occurs when the pilot of an aircraft is killed. + |
+
| + |
+ Occurs when a player enters a slot and takes control of an aircraft. + |
+
| + |
+ Occurs when any player assumes direct control of a unit. + |
+
| + |
+ Occurs when any player relieves control of a unit to the AI. + |
+
| + |
+ Occurs when an aircraft connects with a tanker and begins taking on fuel. + |
+
| + |
+ Occurs when an aircraft is finished taking fuel. + |
+
| + |
+ Occurs when any modification to the "Score" as seen on the debrief menu would occur. + |
+
| + |
+ Occurs when any unit stops firing its weapon. + |
+
| + |
+ Occurs when any unit begins firing a weapon that has a high rate of fire. + |
+
| + |
+ Occurs whenever any unit in a mission fires a weapon. + |
+
| + |
+ Occurs when an aircraft takes off from an airbase, farp, or ship. + |
+
| + |
+ Trigger zone. + |
+
| + |
+ Occurs when the game thinks an object is destroyed. + |
+
| + |
+ Schedule a new time event. + |
+
CTLD_HERCULES:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + | + + | +
| + |
+ Set the Class Event processing Priority. + |
+
| + |
+ Set a state or property of the Object given a Key and a Value. + |
+
| + |
+ Trace a function logic level 1. + |
+
| + |
+ Trace a function logic level 2. + |
+
| + |
+ Trace a function logic level 3. + |
+
| + |
+ Trace all methods in MOOSE + |
+
| + |
+ Set tracing for a class + |
+
| + |
+ Set tracing for a specific method of class + |
+
| + |
+ Set trace level + |
+
| + |
+ Set trace off. + |
+
| + |
+ Set trace on. + |
+
| + |
+ Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default. + |
+
| + |
+ UnSubscribe to a DCS event. + |
+
| + | + + | +
CTLD_HERCULES:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
CTLD_HERCULES:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + | + + | +
| Fields and Methods inherited from CTLD_HERCULES.CargoObject | +Description | +
|---|---|
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
CTLD_HERCULES.CargoObject.destroy_cargo_dropped_without_parachute |
+ + + | +
| + | + + | +
| + | + + | +
| Fields and Methods inherited from CTLD_HERCULES.Types | +Description | +
|---|---|
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
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| + | + + | +
| + | + + | +
| + |
+ Name of cargo type, container (boolean) in container or not. |
use as counter
- -holds #CTLD_ENGINEERING objects
-tables
-#1570
-time to repair a unit/group
+noob catch
Template of VEHICLE or FOB cargo that this can repair.
+Template of VEHICLE or FOB cargo that this can repair. MUST be the same as given in AddCratesCargo(..)!
User - Function to add/adjust unittype capabilities.
@@ -9542,6 +10721,19 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauUnit lenght (in mteres) for the load radius. Default 20.
++ #number + Maxcargoweight +
+Maxmimum weight in kgs this helo can carry. Default 0.
+[Internal] Function to check if a template exists in the mission.
+ +CTLD
++ #table + temptable +
+Table of string names
+ +outcome
+ +use as counter
- -holds #CTLD_ENGINEERING objects
-tables
-#1570
-time to repair a unit/group
+noob catch
use as counter
- -holds #CTLD_ENGINEERING objects
-tables
-#1570
-time to repair a unit/group
+noob catch
Max loadable kgs of cargo.
+Can transport crate.
+ + + +template for a group of 10 paratroopers
+ +[Internal] Function to calc initiator heading
+ +CTLD_HERCULES
++ Wrapper.Group#GROUP + Cargo_Drop_initiator +
+#number:
+north corrected heading
+ +[Internal] Function to calc north correction
+ +CTLD_HERCULES
++ Core.Point#POINT_Vec3 + point +
+Position Vec3
+ +#number:
+north correction
+ +[Internal] Function to calculate object height
+ +CTLD_HERCULES
++ Wrapper.Group#GROUP + group +
+The group for which to calculate the height
+ +#number:
+height over ground
+ +[Internal] Function to initialize dropped cargo
+ +CTLD_HERCULES
++ Wrapper.Group#GROUP + Initiator +
++ #table + Cargo_Contents +
+Table 'weapon' from event data
+ ++ #string + Cargo_Type_name +
+Name of this cargo
+ ++ #boolean + Container_Enclosed +
+Is container?
+ ++ #boolean + SoldierGroup +
+Is soldier group?
+ ++ #boolean + ParatrooperGroupSpawnInit +
+Is paratroopers?
+ +self
+ +[Internal] Function to spawn a group
+ +CTLD_HERCULES
++ Wrapper.Group#GROUP + Cargo_Drop_initiator +
++ Core.Point#POINT_VEC3 + Cargo_Drop_Position +
++ #string + Cargo_Type_name +
++ #number + CargoHeading +
++ #number + Cargo_Country +
+self
+ +[Internal] Spawn cargo objects
+ +CTLD_HERCULES
++ Wrapper.Group#GROUP + Cargo_Drop_initiator +
++ #number + Cargo_Drop_Direction +
++ Core.Point#COORDINATE + Cargo_Content_position +
++ #string + Cargo_Type_name +
++ #boolean + Cargo_over_water +
++ #boolean + Container_Enclosed +
++ #boolean + ParatrooperGroupSpawn +
++ #boolean + offload_cargo +
++ #boolean + all_cargo_survive_to_the_ground +
++ #boolean + all_cargo_gets_destroyed +
++ #boolean + destroy_cargo_dropped_without_parachute +
++ #number + Cargo_Country +
+self
+ +[Internal] Function to spawn static cargo
+ +CTLD_HERCULES
++ Wrapper.Group#GROUP + Cargo_Drop_initiator +
++ Core.Point#POINT_VEC3 + Cargo_Drop_Position +
++ #string + Cargo_Type_name +
++ #number + CargoHeading +
++ #boolean + dead +
++ #number + Cargo_Country +
+self
+ +[Internal] Function to track cargo objects
+ +CTLD_HERCULES
++ #CTLD_HERCULES.CargoObject + cargo +
++ Wrapper.Group#GROUP + initiator +
+#number:
+height over ground
+ +[Internal] Function to check availability of templates
+ +[Internal] Function to check surface type
+ +CTLD_HERCULES
++ Wrapper.Group#GROUP + group +
+The group for which to calculate the height
+ ++ object +
+#number:
+height over ground
+ +[User] Instantiate a new object
+ +CTLD_HERCULES
++ #string + Coalition +
+Coalition side, "red", "blue" or "neutral"
+ ++ #string + Alias +
+Name of this instance
+ ++ Ops.CTLD#CTLD + CtldObject +
+CTLD instance to link into
+ +self
+ +Integrate to your CTLD instance like so, where `my_ctld` is a previously created CTLD instance:
+
+ local herccargo = CTLD_HERCULES:New("blue", "Hercules Test", my_ctld)
+
+You also need:
+* A template called "Infantry" for 10 Paratroopers (as set via herccargo.infantrytemplate).
+* Depending on what you are loading with the help of the ground crew, there are 42 more templates for the various vehicles that are loadable.
+There's a **quick check output in the `dcs.log`** which tells you what's there and what not.
+E.g.:
+ ...Checking template for APC BTR-82A Air [24998lb] (BTR-82A) ... MISSING)
+ ...Checking template for ART 2S9 NONA Skid [19030lb] (SAU 2-C9) ... MISSING)
+ ...Checking template for EWR SBORKA Air [21624lb] (Dog Ear radar) ... MISSING)
+ ...Checking template for Transport Tigr Air [15900lb] (Tigr_233036) ... OK)
+
+Expected template names are the ones in the rounded brackets.
+
+[Internal] Function to change cargotype per group (Wrench)
+ +CTLD_HERCULES
++ #number + key +
+Carrier key id
+ ++ #string + cargoType +
+Type of cargo
+ ++ #number + cargoNum +
+Number of cargo objects
+ +self
+ +[Internal] Function to spawn a soldier group of 10 units
+ +CTLD_HERCULES
++ Wrapper.Group#GROUP + Cargo_Drop_initiator +
++ Core.Point#POINT_VEC3 + Cargo_Drop_Position +
++ #string + Cargo_Type_name +
++ #number + CargoHeading +
++ #number + Cargo_Country +
++ #number + GroupSpacing +
+self
+ +[Internal] Function to capture BIRTH event
+ +CTLD_HERCULES
++ Core.Event#EVENTDATA + event +
+The event data
+ +self
+ +[Internal] Function to capture SHOT event
+ +CTLD_HERCULES
++ Core.Event#EVENTDATA + Cargo_Drop_Event +
+The event data
+ +self
+ +template for a group of 10 paratroopers
+ +Clear the state of an object.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ StateName +
+The key that is should be cleared.
+ +Creation of a Birth Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ #string + IniUnitName +
+The initiating unit name.
+ ++ place +
++ subplace +
+Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Dead Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
+ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +Creation of a Remove Unit Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Takeoff Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Log an exception which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Returns the event dispatcher
+ +Remove all subscribed events
+ +Trace a function call.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 2.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 3.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Get the ClassID of the class instance.
+ +#string:
+The ClassID of the class instance.
+ +Get the ClassName of the class instance.
+ +#string:
+The ClassName of the class instance.
+ +Get the ClassName + ClassID of the class instance.
+ + +The ClassName + ClassID is formatted as '%s#%09d'.
+ +#string:
+The ClassName + ClassID of the class instance.
+ +Get the Class Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ +This is the worker method to retrieve the Parent class.
+ + +Note that the Parent class must be passed to call the parent class method.
+ +self:GetParent(self):ParentMethod()
+
+
+
+
+
+Get a Value given a Key from the Object.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ Key +
+The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
+ +The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
+ +Subscribe to a DCS Event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ ++ #function + EventFunction +
+(optional) The function to be called when the event occurs for the unit.
+ +Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ ++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
+ ClassName +
+is the name of the class or the class itself to run the check against
+ +#boolean:
+Enquires if tracing is on (for the class).
+ +BASE constructor.
+ + + +This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
+ +function EVENT:New()
+ local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+ return self
+end
+
+
+
+Occurs when an object is completely destroyed.
+ + +initiator : The unit that is was destroyed.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +BDA.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a ground unit captures either an airbase or a farp.
+ + +initiator : The unit that captured the base. +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any object is spawned into the mission.
+ + +initiator : The unit that was spawned.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft crashes into the ground and is completely destroyed.
+ + +initiator : The unit that has crashed.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an object is dead.
+ + +initiator : The unit that is dead.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Unknown precisely what creates this event, likely tied into newer damage model.
+ + +Will update this page when new information become available.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Discard chair after ejection.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a pilot ejects from an aircraft +initiator : The unit that has ejected
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft shuts down its engines.
+ + +initiator : The unit that is stopping its engines..
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft starts its engines.
+ + +initiator : The unit that is starting its engines..
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever an object is hit by a weapon.
+ + +initiator : The unit object the fired the weapon. +weapon: Weapon object that hit the target. +target: The Object that was hit.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any system fails on a human controlled aircraft.
+ + +initiator : The unit that had the failure.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs on the death of a unit.
+ + +Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft lands at an airbase, farp or ship +initiator : The unit that has landed.
+ + +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
+ + +Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Landing quality mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a new mark was added.
+ + +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark text was changed.
+ + +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark was removed.
+ + +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission ends.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission starts.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Weapon add.
+ + +Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the pilot of an aircraft is killed.
+ + +Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +initiator : The unit that the pilot has died in.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player enters a slot and takes control of an aircraft.
+ + +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player assumes direct control of a unit.
+ + +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player relieves control of a unit to the AI.
+ + +initiator : The unit that the player left.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft connects with a tanker and begins taking on fuel.
+ + +initiator : The unit that is receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft is finished taking fuel.
+ + +initiator : The unit that was receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any modification to the "Score" as seen on the debrief menu would occur.
+ + +There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit stops firing its weapon.
+ + +Event will always correspond with a shooting start event. +initiator : The unit that was doing the shooting.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit begins firing a weapon that has a high rate of fire.
+ + +Most common with aircraft cannons (GAU-8), auto cannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever any unit in a mission fires a weapon.
+ + +But not any machine gun or auto cannon based weapon, those are handled by EVENT.ShootingStart.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft takes off from an airbase, farp, or ship.
+ + +initiator : The unit that took off. +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Trigger zone.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the game thinks an object is destroyed.
+ + + ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#number:
+The ScheduleID of the planned schedule.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #number + Repeat +
+Specifies the interval in seconds when the scheduler will call the event function.
+ ++ #number + RandomizeFactor +
+Specifies a randomization factor between 0 and 1 to randomize the Repeat.
+ ++ #number + Stop +
+Specifies the amount of seconds when the scheduler will be stopped.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#number:
+The ScheduleID of the planned schedule.
+ +Stops the Schedule.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ +Set the Class Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ ++ #number + EventPriority +
+The Event processing Priority.
+ +self
+ +Set a state or property of the Object given a Key and a Value.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that will hold the Value set by the Key.
+ ++ Key +
+The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
+ ++ Value +
+The value to is stored in the object.
+ +The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ ++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ ++ #string + Class +
++ #string + Method +
+Set trace level
+ +Set trace off.
+ +Set trace on.
+ +Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.
+ + +So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.
+ ++ #boolean + TraceOnOff +
+Switch the tracing on or off.
+ +
+ -- Switch the tracing On
+ BASE:TraceOnOff( true )
+
+ -- Switch the tracing Off
+ BASE:TraceOnOff( false )
+
+
+UnSubscribe to a DCS event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ +Trace a function call.
+ + +This function is private.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+Trace a function logic.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+TODO: Complete DCS#Event structure. +- The main event handling function... This function captures all events generated for the class. + @param #BASE self + @param DCS#Event event
+ +Cargo Object
+ +pallets gets destroyed in water
+ +Define cargo types.
+ +nothing generic in Moose CTLD
+ +Name of cargo type, container (boolean) in container or not.
+ +Coordinate of the mark.
-Text displayed in the mark panel.
+Coordinate of the mark.
-Text displayed in the mark panel.
+Coordinate of the mark.
- - - -Text displayed in the mark panel.
+ + + +