diff --git a/Documentation/AI.AI_A2G_Dispatcher.html b/Documentation/AI.AI_A2G_Dispatcher.html index d585636ef..14f311756 100644 --- a/Documentation/AI.AI_A2G_Dispatcher.html +++ b/Documentation/AI.AI_A2G_Dispatcher.html @@ -4880,14 +4880,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
flash messages to players
-flash messages to players
-flash messages to players
-flash messages to players
-Aircraft is on a depoly mission.
-Aircraft is on a depoly mission.
-Aircraft is on a depoly mission.
-Aircraft is on a depoly mission.
-This table contains the targets detected during patrol.
+ @@ -6501,6 +6504,9 @@ Note that this method is required, as triggers the next route when patrolling fo + +This table contains the targets detected during patrol.
+ @@ -7245,6 +7251,9 @@ Note that this method is required, as triggers the next route when patrolling fo + +This table contains the targets detected during patrol.
+ @@ -8877,6 +8886,9 @@ 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.CargoCrate.html b/Documentation/Cargo.CargoCrate.html index 54581ef5a..5bf1c8eee 100644 --- a/Documentation/Cargo.CargoCrate.html +++ b/Documentation/Cargo.CargoCrate.html @@ -1859,17 +1859,6 @@Then we register the new group in the database
+Then we register the new group in the database
+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.
+By default, no InitLimit
The AI is on by default when spawning a group.
+By default, no InitLimit
Spawns a new static using a given template.
+Kickspeed
-Kickspeed
-The #DETECTION_AREAS object for AWACS
+ + + +Prefix for logging
- - - -switch alarm state RED
+ @@ -8409,6 +8379,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`The #DETECTION_AREAS object for AWACS
+ + + +Prefix for logging
- - - -switch alarm state RED
+ diff --git a/Documentation/Functional.RAT.html b/Documentation/Functional.RAT.html index 003034759..126dfd8eb 100644 --- a/Documentation/Functional.RAT.html +++ b/Documentation/Functional.RAT.html @@ -3468,12 +3468,6 @@ manager:Stop(7200)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.
- - - -true.
+true.
true.
+true.
0° (East).
++2° (East).
+true.
+ +true.
+ +0° (East).
++2° (East).
+ + + +Set case of f
- @@ -39712,20 +39709,6 @@ When moose is loading dynamically (for moose class development), tracing is switDecrease stack/flag. Human player needs to take care himself.
- -Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
-Set section lead of player flight.
+Make player section lead if he was not before.
@@ -39951,9 +39923,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -Set time stamp.
- diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index 53beb7462..d683758dd 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -3958,7 +3958,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defautable of CSAR unit names
-table of CSAR unit names
-table of CSAR unit names
-Name of the class.
-holds #CTLD_ENGINEERING objects
+#1570
+Name of the class.
-holds #CTLD_ENGINEERING objects
+#1570
+Name of the class.
-holds #CTLD_ENGINEERING objects
+#1570
+Can transport crate.
+template for a group of 10 paratroopers
- - - -template for a group of 10 paratroopers
- - - -| Fields and Methods inherited from POSITIONABLE | +Description | +
|---|---|
| + |
+ Add cargo. + |
+
| + |
+ Get cargo item count. + |
+
| + |
+ Clear all cargo. + |
+
| + |
+ Destroys the POSITIONABLE. + |
+
| + |
+ Triggers an explosion at the coordinates of the positionable. + |
+
| + |
+ Signal a flare at the position of the POSITIONABLE. + |
+
| + |
+ Signal a green flare at the position of the POSITIONABLE. + |
+
| + |
+ Signal a red flare at the position of the POSITIONABLE. + |
+
| + |
+ Signal a white flare at the position of the POSITIONABLE. + |
+
| + |
+ Signal a yellow flare at the position of the POSITIONABLE. + |
+
| + |
+ Returns the indicated airspeed (IAS). + |
+
| + |
+ Returns the true airspeed (TAS). + |
+
| + |
+ Returns the altitude above sea level of the POSITIONABLE. + |
+
| + |
+ Returns the Angle of Attack of a POSITIONABLE. + |
+
| + |
+ Create a Core.Beacon#BEACON, to allow this POSITIONABLE to broadcast beacon signals. + |
+
| + |
+ Get the bounding box of the underlying POSITIONABLE DCS Object. + |
+
| + |
+ Get the bounding radius of the underlying POSITIONABLE DCS Object. + |
+
| + |
+ Get all contained cargo. + |
+
| + |
+ Get Cargo Bay Free Weight in kg. + |
+
| + |
+ Get Cargo Bay Weight Limit in kg. + |
+
| + |
+ Returns the climb or descent angle of the POSITIONABLE. + |
+
| + |
+ Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission. + |
+
| + |
+ Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission. + |
+
| + |
+ Returns the DCS object. + |
+
| + |
+ Returns the horizonal speed relative to eath's surface. + |
+
| + |
+ Returns the POSITIONABLE heading in degrees. + |
+
| + |
+ Returns the POSITIONABLE height above sea level in meters. + |
+
| + |
+ Get the last assigned laser code + |
+
| + |
+ Returns a message with the callsign embedded (if there is one). + |
+
| + |
+ Returns the message text with the callsign embedded (if there is one). + |
+
| + |
+ Returns a message of a specified type with the callsign embedded (if there is one). + |
+
| + |
+ Get the object size. + |
+
| + |
+ Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE. + |
+
| + |
+ Returns a {@DCS#Vec3} table of the objects current orientation in 3D space. + |
+
| + |
+ Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e. + |
+
| + |
+ Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e. + |
+
| + |
+ Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e. + |
+
| + |
+ Returns the pitch angle of a POSITIONABLE. + |
+
| + |
+ Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission. + |
+
| + |
+ Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission. + |
+
| + |
+ Returns a pos3 table of the objects current position and orientation in 3D space. + |
+
| + |
+ Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission. + |
+
| + |
+ Create a Sound.Radio#RADIO, to allow radio transmission for this POSITIONABLE. + |
+
| + |
+ Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission. + |
+
| + |
+ Returns a COORDINATE object, which is transformed to be relative to the POSITIONABLE. + |
+
| + |
+ Get relative velocity with respect to another POSITIONABLE. + |
+
| + |
+ Returns the roll angle of a unit. + |
+
| + | + | +
| + |
+ Get the Spot + |
+
| + |
+ Get the number of infantry soldiers that can be embarked into an aircraft (airplane or helicopter). + |
+
| + |
+ Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission. + |
+
| + |
+ Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission. + |
+
| + |
+ Returns the Core.Velocity object from the POSITIONABLE. + |
+
| + |
+ Returns the POSITIONABLE velocity in km/h. + |
+
| + |
+ Returns the POSITIONABLE velocity in knots. + |
+
| + |
+ Returns the POSITIONABLE velocity in meters per second. + |
+
| + |
+ Returns the POSITIONABLE velocity Vec3 vector. + |
+
| + |
+ Returns the yaw angle of a POSITIONABLE. + |
+
| + |
+ Returns if carrier has given cargo. + |
+
| + |
+ Returns true if the POSITIONABLE is in the air. + |
+
| + |
+ Returns if the Positionable is located above a runway. + |
+
| + |
+ Returns if the unit is of an air category. + |
+
| + |
+ Is cargo bay empty. + |
+
| + |
+ Returns if the unit is of an ground category. + |
+
| + |
+ Returns true if the unit is within a Core.Zone. + |
+
| + |
+ Check if the POSITIONABLE is lasing a target. + |
+
| + |
+ Returns true if the unit is not within a Core.Zone. + |
+
| + |
+ Returns if the unit is of ship category. + |
+
| + |
+ Returns if the unit is a submarine. + |
+
| + |
+ Start Lasing a COORDINATE. + |
+
| + |
+ Stop Lasing a POSITIONABLE. + |
+
| + |
+ Start Lasing a POSITIONABLE. + |
+
| + | + + | +
| + |
+ Send a message to the players in the Wrapper.Group. + |
+
| + |
+ Send a message to all coalitions. + |
+
| + |
+ Send a message to the blue coalition. + |
+
| + |
+ Send a message to a client. + |
+
AIRBASE:MessageToCoalition(Message, Duration, MessageCoalition, Name) |
+
+ Send a message to a coalition. + |
+
AIRBASE:MessageToGroup(Message, Duration, MessageGroup, Name) |
+
+ Send a message to a Wrapper.Group. + |
+
| + |
+ Send a message to the red coalition. + |
+
AIRBASE:MessageToSetGroup(Message, Duration, MessageSetGroup, Name) |
+
+ Send a message to a Core.Set#SET_GROUP. + |
+
AIRBASE:MessageToSetUnit(Message, Duration, MessageSetUnit, Name) |
+
+ Send a message to a Core.Set#SET_UNIT. + |
+
| + |
+ Send a message to a Wrapper.Unit. + |
+
AIRBASE:MessageTypeToCoalition(Message, MessageType, MessageCoalition, Name) |
+
+ Send a message to a coalition. + |
+
AIRBASE:MessageTypeToGroup(Message, MessageType, MessageGroup, Name) |
+
+ Send a message of a message type to a Wrapper.Group. + |
+
| + |
+ Create a new POSITIONABLE from a DCSPositionable + |
+
| + | + + | +
| + |
+ Remove cargo. + |
+
| + |
+ Set Cargo Bay Weight Limit in kg. + |
+
| + |
+ Smoke the POSITIONABLE. + |
+
| + |
+ Smoke the POSITIONABLE Blue. + |
+
| + |
+ Smoke the POSITIONABLE Green. + |
+
| + |
+ Smoke the POSITIONABLE Orange. + |
+
| + |
+ Smoke the POSITIONABLE Red. + |
+
| + |
+ Smoke the POSITIONABLE White. + |
+
| + | + + | +
| + | + + | +
| + |
+ Coordinate object. + |
+
| + |
+ Point Vec3 object. + |
+
| Fields and Methods inherited from IDENTIFIABLE | +Description | +
|---|---|
| + |
+ Gets the CallSign of the IDENTIFIABLE, which is a blank by default. + |
+
| + |
+ Returns object category of the DCS Identifiable. + |
+
| + |
+ Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor. + |
+
| + |
+ Returns coalition of the Identifiable. + |
+
| + |
+ Returns the name of the coalition of the Identifiable. + |
+
| + |
+ Returns country of the Identifiable. + |
+
| + |
+ Returns country name of the Identifiable. + |
+
| + |
+ Returns Identifiable descriptor. + |
+
| + |
+ Returns DCS Identifiable object name. + |
+
| + |
+ Gets the threat level. + |
+
| + |
+ Returns the type name of the DCS Identifiable. + |
+
| + |
+ Check if the Object has the attribute. + |
+
| + |
+ The name of the identifiable. + |
+
| + |
+ Returns if the Identifiable is alive. + |
+
| + |
+ Create a new IDENTIFIABLE from a DCSIdentifiable + |
+
| Fields and Methods inherited from OBJECT | +Description | +
|---|---|
| + |
+ Destroys the OBJECT. + |
+
| + |
+ Returns the unit's unique identifier. + |
+
| + |
+ Create a new OBJECT from a DCSObject + |
+
| + |
+ The name of the Object. + |
+
| Fields and Methods inherited from BASE | +Description | +
|---|---|
| + |
+ The ID number of the class. + |
+
| + |
+ The name of the class. + |
+
| + |
+ The name of the class concatenated with the ID number of the class. + |
+
| + |
+ Clear the state of an object. + |
+
AIRBASE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
AIRBASE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Crash Event. + |
+
AIRBASE:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Dead Event. + |
+
| + |
+ Creation of a |
+
| + |
+ Creation of a Remove Unit Event. + |
+
| + |
+ Creation of a Takeoff Event. + |
+
| + |
+ Creation of a Crash Event. + |
+
| + |
+ Log an exception which will be traced always. + |
+
| + |
+ Returns the event dispatcher + |
+
| + |
+ Remove all subscribed events + |
+
| + |
+ Trace a function call. + |
+
| + |
+ Trace a function call level 2. + |
+
| + |
+ Trace a function call level 3. + |
+
| + |
+ Get the ClassID of the class instance. + |
+
| + |
+ Get the ClassName of the class instance. + |
+
| + |
+ Get the ClassName + ClassID of the class instance. + |
+
| + |
+ Get the Class Core.Event processing Priority. + |
+
| + |
+ This is the worker method to retrieve the Parent class. + |
+
| + |
+ Get a Value given a Key from the Object. + |
+
| + |
+ Subscribe to a DCS Event. + |
+
| + |
+ Log an information which will be traced always. + |
+
| + |
+ This is the worker method to inherit from a parent class. + |
+
| + |
+ This is the worker method to check if an object is an (sub)instance of a class. + |
+
| + |
+ Enquires if tracing is on (for the class). + |
+
| + |
+ BASE constructor. + |
+
| + |
+ Occurs when an Event for an object is triggered. + |
+
| + |
+ BDA. + |
+
| + |
+ Occurs when a ground unit captures either an airbase or a farp. + |
+
| + |
+ Occurs when any object is spawned into the mission. + |
+
| + |
+ Occurs when any aircraft crashes into the ground and is completely destroyed. + |
+
| + |
+ Occurs when an object is dead. + |
+
| + |
+ Unknown precisely what creates this event, likely tied into newer damage model. + |
+
| + |
+ Discard chair after ejection. + |
+
| + |
+ Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when any aircraft shuts down its engines. + |
+
| + |
+ Occurs when any aircraft starts its engines. + |
+
| + |
+ Occurs whenever an object is hit by a weapon. + |
+
| + |
+ Occurs when any system fails on a human controlled aircraft. + |
+
| + |
+ Occurs on the death of a unit. + |
+
| + |
+ Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. + |
+
| + |
+ Landing quality mark. + |
+
| + |
+ Occurs when a new mark was added. + |
+
| + |
+ Occurs when a mark text was changed. + |
+
| + |
+ Occurs when a mark was removed. + |
+
| + |
+ Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Weapon add. + |
+
| + |
+ Occurs when the pilot of an aircraft is killed. + |
+
| + |
+ Occurs when a player enters a slot and takes control of an aircraft. + |
+
| + |
+ Occurs when any player assumes direct control of a unit. + |
+
| + |
+ Occurs when any player relieves control of a unit to the AI. + |
+
| + |
+ Occurs when an aircraft connects with a tanker and begins taking on fuel. + |
+
| + |
+ Occurs when an aircraft is finished taking fuel. + |
+
| + |
+ Occurs when any modification to the "Score" as seen on the debrief menu would occur. + |
+
| + |
+ Occurs when any unit stops firing its weapon. + |
+
| + |
+ Occurs when any unit begins firing a weapon that has a high rate of fire. + |
+
| + |
+ Occurs whenever any unit in a mission fires a weapon. + |
+
| + |
+ Occurs when an aircraft takes off from an airbase, farp, or ship. + |
+
| + |
+ Trigger zone. + |
+
| + |
+ Occurs when the game thinks an object is destroyed. + |
+
| + |
+ Schedule a new time event. + |
+
AIRBASE:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + | + + | +
| + |
+ Set the Class Core.Event processing Priority. + |
+
| + |
+ Set a state or property of the Object given a Key and a Value. + |
+
| + |
+ Trace a function logic level 1. + |
+
| + |
+ Trace a function logic level 2. + |
+
| + |
+ Trace a function logic level 3. + |
+
| + |
+ Trace all methods in MOOSE + |
+
| + |
+ Set tracing for a class + |
+
| + |
+ Set tracing for a specific method of class + |
+
| + |
+ Set trace level + |
+
| + |
+ Set trace off. + |
+
| + |
+ Set trace on. + |
+
| + |
+ Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default. + |
+
| + |
+ UnSubscribe to a DCS event. + |
+
| + | + + | +
AIRBASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
AIRBASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + |
+ The main event handling function... |
Name of the airbase.
Circular zone around the airbase with a radius of 2500 meters. For ships this is a ZONE_UNIT object.
+Names of airbase categories.
Name of the class, i.e. "AIRBASE".
+Airbase category.
+ +Airbase is an airdrome.
Airbase is a helipad.
Airbase is a ship.
Init table.
+Parking spot data.
List of parking spot terminal IDs not considered for spawning.
Parking spot data table with ID as key.
List of parking spot terminal IDs considered for spawning.
Runways of airdromes.
Airbase ID.
+ +Name of the airbase.
+ +Circular zone around the airbase with a radius of 2500 meters. For ships this is a ZONE_UNIT object.
+ +Names of airbase categories.
+ +Enumeration to identify the airbases in the Caucasus region.
+ + + +Airbases of the Caucasus map:
+ +Name of the class, i.e. "AIRBASE".
+ +Airbases of the Mariana Islands map:
+ +Airbases of the Nevada map:
+ +Airbases of the Normandy map:
+ +Airbases of the Persion Gulf Map:
+ +Airbases of the Sinai map:
+ +Airbases of the Syria map:
+ +Airbases of The Channel Map:
+ +Airbase category.
+ +DCS descriptors.
+ +Airbase is an airdrome.
+ +Airbase is a helipad.
+ +Airbase is a ship.
+ +Parking spot data.
+ +List of parking spot terminal IDs not considered for spawning.
+ +Parking spot data table with ID as key.
+ +List of parking spot terminal IDs considered for spawning.
+ +Runways of airdromes.
+ +Add cargo.
+ ++ Core.Cargo#CARGO + Cargo +
+Get cargo item count.
+ +Cargo
+ +Clear all cargo.
+ +Destroys the POSITIONABLE.
+ ++ #boolean + GenerateEvent +
+(Optional) If true, generates a crash or dead event for the unit. If false, no event generated. If nil, a remove event is generated.
+ +#nil:
+The DCS Unit is not existing or alive.
+ +
+Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group.
+Helicopter = UNIT:FindByName( "Helicopter" )
+Helicopter:Destroy( true )
+-- Ground unit example: destroy the Tanks and generate a S_EVENT_DEAD for each unit in the Tanks group.
+Tanks = UNIT:FindByName( "Tanks" )
+Tanks:Destroy( true )
+-- Ship unit example: destroy the Ship silently.
+Ship = STATIC:FindByName( "Ship" )
+Ship:Destroy()
+-- Destroy without event generation example.
+Ship = STATIC:FindByName( "Boat" )
+Ship:Destroy( false ) -- Don't generate an event upon destruction.
+Triggers an explosion at the coordinates of the positionable.
+ ++ #number + power +
+Power of the explosion in kg TNT. Default 100 kg TNT.
+ ++ #number + delay +
+(Optional) Delay of explosion in seconds.
+ +self
+ +Signal a flare at the position of the POSITIONABLE.
+ +Signal a green flare at the position of the POSITIONABLE.
+ +Signal a red flare at the position of the POSITIONABLE.
+ +Signal a white flare at the position of the POSITIONABLE.
+ +Signal a yellow flare at the position of the POSITIONABLE.
+ +Returns the indicated airspeed (IAS).
+ + +The IAS is calculated from the TAS under the approximation that TAS increases by ~2% with every 1000 feet altitude ASL.
+ ++ #number + oatcorr +
+(Optional) Outside air temperature (OAT) correction factor. Default 0.017 (=1.7%).
+ +#number:
+IAS in m/s. Returns 0 if the POSITIONABLE does not exist.
+ +Returns the true airspeed (TAS).
+ + +This is calculated from the current velocity minus wind in 3D.
+ +#number:
+TAS in m/s. Returns 0 if the POSITIONABLE does not exist.
+ +Returns the altitude above sea level of the POSITIONABLE.
+ +The altitude of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the Angle of Attack of a POSITIONABLE.
+ +#number:
+Angle of attack in degrees.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Create a Core.Beacon#BEACON, to allow this POSITIONABLE to broadcast beacon signals.
+ +Beacon
+ +Get the bounding box of the underlying POSITIONABLE DCS Object.
+ +The bounding box of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Get the bounding radius of the underlying POSITIONABLE DCS Object.
+ ++ #number + MinDist +
+(Optional) If bounding box is smaller than this value, MinDist is returned.
+ +The bounding radius of the POSITIONABLE
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Get all contained cargo.
+ +Get Cargo Bay Free Weight in kg.
+ +#number:
+CargoBayFreeWeight
+ +Get Cargo Bay Weight Limit in kg.
+ +#number:
+Max cargo weight in kg.
+ +Returns the climb or descent angle of the POSITIONABLE.
+ +#number:
+Climb or descent angle in degrees. Or 0 if velocity vector norm is zero.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
+ + +This function works similar to POSITIONABLE.GetCoordinate(), however, this function caches, updates and re-uses the same COORDINATE object stored +within the POSITIONABLE. This has higher performance, but comes with all considerations associated with the possible referencing to the same COORDINATE object. +This should only be used when performance is critical and there is sufficient awareness of the possible pitfalls. However, in most instances, GetCoordinate() is +preferred as it will return a fresh new COORDINATE and thus avoid potentially unexpected issues.
+ +A reference to the COORDINATE object of the POSITIONABLE.
+ +Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
+ +A new COORDINATE object of the POSITIONABLE.
+ +Returns the DCS object.
+ + +Polymorphic for other classes like UNIT, STATIC, GROUP, AIRBASE.
+ +The DCS object.
+ +Returns the horizonal speed relative to eath's surface.
+ + +The vertical component of the velocity vector is projected out (set to zero).
+ +#number:
+Ground speed in m/s. Returns 0 if the POSITIONABLE does not exist.
+ +Returns the POSITIONABLE heading in degrees.
+ +#number:
+The POSITIONABLE heading in degrees.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the POSITIONABLE height above sea level in meters.
+ +Height of the positionable in meters (or nil, if the object does not exist).
+ +Get the last assigned laser code
+ +#number:
+The laser code
+ +Returns a message with the callsign embedded (if there is one).
+ ++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Returns the message text with the callsign embedded (if there is one).
+ ++ #string + Message +
+The message text.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +#string:
+The message text.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns a message of a specified type with the callsign embedded (if there is one).
+ ++ #string + Message +
+The message text
+ ++ Core.Message#MESSAGE + MessageType +
+MessageType The message type.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Get the object size.
+ +Max size of object in x, z or 0 if bounding box could not be obtained.
+ +Length x or 0 if bounding box could not be obtained.
+ +Height y or 0 if bounding box could not be obtained.
+ +Width z or 0 if bounding box could not be obtained.
+ +Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE.
+ ++ #number + x +
+Offset in the direction "the nose" of the unit is pointing in meters. Default 0 m.
+ ++ #number + y +
+Offset "above" the unit in meters. Default 0 m.
+ ++ #number + z +
+Offset in the direction "the wing" of the unit is pointing in meters. z>0 starboard, z<0 port. Default 0 m.
+ +The COORDINATE of the offset with respect to the orientation of the POSITIONABLE.
+ +Returns a {@DCS#Vec3} table of the objects current orientation in 3D space.
+ + +X, Y, Z values are unit vectors defining the objects orientation. + X is the orientation parallel to the movement of the object, Z perpendicular and Y vertical orientation.
+ +Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e.
+ + +along the direction of movement.
+ +X orientation, i.e. parallel to the direction of movement.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e.
+ + +vertical orientation.
+ +Y orientation, i.e. vertical.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e.
+ + +perpendicular to direction of movement.
+ +Z orientation, i.e. perpendicular to movement.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the pitch angle of a POSITIONABLE.
+ +#number:
+Pitch angle in degrees.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
+ +The 2D point vector of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
+ +The 3D point vector of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns a pos3 table of the objects current position and orientation in 3D space.
+ + +X, Y, Z values are unit vectors defining the objects orientation. +Coordinates are dependent on the position of the maps origin.
+ +Table consisting of the point and orientation tables.
+ +Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
+ +The 3D position vectors of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Create a Sound.Radio#RADIO, to allow radio transmission for this POSITIONABLE.
+ + +Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message
+ +Radio
+ +Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.
+ ++ #number + Radius +
+The 3D point vector of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +-- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP
+
+Returns a COORDINATE object, which is transformed to be relative to the POSITIONABLE.
+ + +Inverse of POSITIONABLE.GetOffsetCoordinate.
+ ++ #number + x +
+Offset along the world x-axis in meters. Default 0 m.
+ ++ #number + y +
+Offset along the world y-axis in meters. Default 0 m.
+ ++ #number + z +
+Offset along the world z-axis in meters. Default 0 m.
+ +The relative COORDINATE with respect to the orientation of the POSITIONABLE.
+ +Get relative velocity with respect to another POSITIONABLE.
+ ++ #POSITIONABLE + Positionable +
+Other POSITIONABLE.
+ +#number:
+Relative velocity in m/s.
+ +Returns the roll angle of a unit.
+ +#number:
+Pitch angle in degrees.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Get the Spot
+ +The Spot
+ +Get the number of infantry soldiers that can be embarked into an aircraft (airplane or helicopter).
+ + +Returns nil for ground or ship units.
#number:
+Descent number of soldiers that fit into the unit. Returns #nil for ground and ship units.
Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission.
+ +The 2D point vector of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission.
+ +The 3D point vector of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the Core.Velocity object from the POSITIONABLE.
+ +Velocity The Velocity object.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the POSITIONABLE velocity in km/h.
+ +#number:
+The velocity in km/h.
+ +Returns the POSITIONABLE velocity in knots.
+ +#number:
+The velocity in knots.
+ +Returns the POSITIONABLE velocity in meters per second.
+ +#number:
+The velocity in meters per second.
+ +Returns the POSITIONABLE velocity Vec3 vector.
+ +The velocity Vec3 vector
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the yaw angle of a POSITIONABLE.
+ +#number:
+Yaw angle in degrees.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns if carrier has given cargo.
+ ++ Cargo +
+Cargo
+ +Returns true if the POSITIONABLE is in the air.
+ + +Polymorphic, is overridden in GROUP and UNIT.
+ +#boolean:
+true if in the air.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns if the Positionable is located above a runway.
+ +#boolean:
+true if Positionable is above a runway.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns if the unit is of an air category.
+ + +If the unit is a helicopter or a plane, then this method will return true, otherwise false.
+ +#boolean:
+Air category evaluation result.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Is cargo bay empty.
+ +Returns if the unit is of an ground category.
+ + +If the unit is a ground vehicle or infantry, this method will return true, otherwise false.
+ +#boolean:
+Ground category evaluation result.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns true if the unit is within a Core.Zone.
+ ++ Core.Zone#ZONE_BASE + Zone +
+The zone to test.
+ +#boolean:
+Returns true if the unit is within the Core.Zone#ZONE_BASE
+ +Check if the POSITIONABLE is lasing a target.
+ +#boolean:
+true if it is lasing a target
+ +Returns true if the unit is not within a Core.Zone.
+ ++ Core.Zone#ZONE_BASE + Zone +
+The zone to test.
+ +#boolean:
+Returns true if the unit is not within the Core.Zone#ZONE_BASE
+ +Returns if the unit is of ship category.
+ +#boolean:
+Ship category evaluation result.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns if the unit is a submarine.
+ +#boolean:
+Submarines attributes result.
+ +Start Lasing a COORDINATE.
+ ++ Core.Point#COORDINATE + Coordinate +
+The coordinate where the lase is pointing at.
+ ++ #number + LaserCode +
+Laser code or random number in [1000, 9999].
+ ++ #number + Duration +
+Duration of lasing in seconds.
+ +Stop Lasing a POSITIONABLE.
+ +Start Lasing a POSITIONABLE.
+ ++ #POSITIONABLE + Target +
+The target to lase.
+ ++ #number + LaserCode +
+Laser code or random number in [1000, 9999].
+ ++ #number + Duration +
+Duration of lasing in seconds.
+ +Send a message to the players in the Wrapper.Group.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ ++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Send a message to all coalitions.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ ++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Send a message to the blue coalition.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ ++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Send a message to a client.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ ++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ Wrapper.Client#CLIENT + Client +
+The client object receiving the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Send a message to a coalition.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ ++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ DCS#coalition + MessageCoalition +
+The Coalition receiving the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Send a message to a Wrapper.Group.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ ++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ Wrapper.Group#GROUP + MessageGroup +
+The GROUP object receiving the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Send a message to the red coalition.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ ++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Send a message to a Core.Set#SET_GROUP.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ ++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ Core.Set#SET_GROUP + MessageSetGroup +
+The SET_GROUP collection receiving the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Send a message to a Core.Set#SET_UNIT.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ ++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ Core.Set#SET_UNIT + MessageSetUnit +
+The SET_UNIT collection receiving the message.
+ ++ #string + Name +
+(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
+ +Send a message to a Wrapper.Unit.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ ++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ Wrapper.Unit#UNIT + MessageUnit +
+The UNIT object receiving the message.
+ ++ #string + Name +
+(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
+ +Send a message to a coalition.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ ++ #string + Message +
+The message text
+ ++ Core.Message#MESSAGE.Type + MessageType +
+The message type that determines the duration.
+ ++ DCS#coalition + MessageCoalition +
+The Coalition receiving the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
+ +Send a message of a message type to a Wrapper.Group.
+ + +The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
+ ++ #string + Message +
+The message text
+ ++ Core.Message#MESSAGE.Type + MessageType +
+The message type that determines the duration.
+ ++ Wrapper.Group#GROUP + MessageGroup +
+The GROUP object receiving the message.
+ ++ #string + Name +
+(Optional) The Name of the sender. If not provided, the Name is the type of the POSITIONABLE.
+ +Create a new POSITIONABLE from a DCSPositionable
+ ++ #string + PositionableName +
+The POSITIONABLE name
+ +self
+ +Remove cargo.
+ ++ Core.Cargo#CARGO + Cargo +
+Set Cargo Bay Weight Limit in kg.
+ ++ #number + WeightLimit +
+(Optional) Weight limit in kg. If not given, the value is taken from the descriptors or hard coded.
+ +Smoke the POSITIONABLE.
+ ++ Utilities.Utils#SMOKECOLOR + SmokeColor +
+The smoke color.
+ ++ #number + Range +
+The range in meters to randomize the smoking around the POSITIONABLE.
+ ++ #number + AddHeight +
+The height in meters to add to the altitude of the POSITIONABLE.
+ +Smoke the POSITIONABLE Blue.
+ +Smoke the POSITIONABLE Green.
+ +Smoke the POSITIONABLE Orange.
+ +Smoke the POSITIONABLE Red.
+ +Smoke the POSITIONABLE White.
+ +Airbase ID.
+ +Name of the airbase.
+ +Circular zone around the airbase with a radius of 2500 meters. For ships this is a ZONE_UNIT object.
+ +Names of airbase categories.
+ +Enumeration to identify the airbases in the Caucasus region.
+ + + +Airbases of the Caucasus map:
+ +Name of the class, i.e. "AIRBASE".
+ +Airbases of the Mariana Islands map:
+ +Airbases of the Nevada map:
+ +Airbases of the Normandy map:
+ +Airbases of the Persion Gulf Map:
+ +Airbases of the Sinai map:
+ +Airbases of the Syria map:
+ +Airbases of The Channel Map:
+ +Airbase category.
+ +DCS descriptors.
+ +Airbase is an airdrome.
+ +Airbase is a helipad.
+ +Airbase is a ship.
+ +Parking spot data.
+ +List of parking spot terminal IDs not considered for spawning.
+ +Parking spot data table with ID as key.
+ +List of parking spot terminal IDs considered for spawning.
+ +Runways of airdromes.
+ +Gets the CallSign of the IDENTIFIABLE, which is a blank by default.
+ +#string:
+The CallSign of the IDENTIFIABLE.
+ +Returns object category of the DCS Identifiable.
+ + +One of
+ +The category ID, i.e. a number.
+ +Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.
+ +#string:
+The DCS Identifiable Category Name
+ +Returns coalition of the Identifiable.
+ +The side of the coalition or #nil The DCS Identifiable is not existing or alive.
Returns the name of the coalition of the Identifiable.
+ +#string:
+The name of the coalition.
+ +#nil:
+The DCS Identifiable is not existing or alive.
+ +Returns country of the Identifiable.
+ +The country identifier or #nil The DCS Identifiable is not existing or alive.
Returns country name of the Identifiable.
+ +#string:
+Name of the country.
+ +Returns Identifiable descriptor.
+ + +Descriptor type depends on Identifiable category.
+ +The Identifiable descriptor or #nil The DCS Identifiable is not existing or alive.
Returns DCS Identifiable object name.
+ + +The function provides access to non-activated objects too.
+ +#string:
+The name of the DCS Identifiable or #nil.
Gets the threat level.
+ +#number:
+Threat level.
+ +#string:
+Type.
+ +Returns the type name of the DCS Identifiable.
+ +#string:
+The type name of the DCS Identifiable.
+ +Check if the Object has the attribute.
+ ++ #string + AttributeName +
+The attribute name.
+ +#boolean:
+true if the attribute exists or #nil The DCS Identifiable is not existing or alive.
Returns if the Identifiable is alive.
+ + +If the Identifiable is not alive, nil is returned.
+If the Identifiable is alive, true is returned.
#boolean:
+true if Identifiable is alive or #nil if the Identifiable is not existing or is not alive.
Create a new IDENTIFIABLE from a DCSIdentifiable
+ ++ #string + IdentifiableName +
+The DCS Identifiable name
+ +self
+ +Airbase ID.
+ +Name of the airbase.
+ +Circular zone around the airbase with a radius of 2500 meters. For ships this is a ZONE_UNIT object.
+ +Names of airbase categories.
+ +Enumeration to identify the airbases in the Caucasus region.
+ + + +Airbases of the Caucasus map:
+ +Name of the class, i.e. "AIRBASE".
+ +Airbases of the Mariana Islands map:
+ +Airbases of the Nevada map:
+ +Airbases of the Normandy map:
+ +Airbases of the Persion Gulf Map:
+ +Airbases of the Sinai map:
+ +Airbases of the Syria map:
+ +Airbases of The Channel Map:
+ +Airbase category.
+ +DCS descriptors.
+ +Airbase is an airdrome.
+ +Airbase is a helipad.
+ +Airbase is a ship.
+ +Parking spot data.
+ +List of parking spot terminal IDs not considered for spawning.
+ +Parking spot data table with ID as key.
+ +List of parking spot terminal IDs considered for spawning.
+ +Runways of airdromes.
+ +Destroys the OBJECT.
+ +#boolean:
+true if the object is destroyed.
+ +#nil:
+The DCS Unit is not existing or alive.
+ +Returns the unit's unique identifier.
+ +ObjectID or #nil if the DCS Object is not existing or alive. Note that the ID is passed as a string and not a number.
+ +Create a new OBJECT from a DCSObject
+ ++ DCS#Object + ObjectName +
+The Object name
+ ++ Test +
+self
+ +Airbase ID.
+ +Name of the airbase.
+ +Circular zone around the airbase with a radius of 2500 meters. For ships this is a ZONE_UNIT object.
+ +Names of airbase categories.
+ +Enumeration to identify the airbases in the Caucasus region.
+ + + +Airbases of the Caucasus map:
+ +Name of the class, i.e. "AIRBASE".
+ +Airbases of the Mariana Islands map:
+ +Airbases of the Nevada map:
+ +Airbases of the Normandy map:
+ +Airbases of the Persion Gulf Map:
+ +Airbases of the Sinai map:
+ +Airbases of the Syria map:
+ +Airbases of The Channel Map:
+ +Airbase category.
+ +DCS descriptors.
+ +Airbase is an airdrome.
+ +Airbase is a helipad.
+ +Airbase is a ship.
+ +Parking spot data.
+ +List of parking spot terminal IDs not considered for spawning.
+ +Parking spot data table with ID as key.
+ +List of parking spot terminal IDs considered for spawning.
+ +Runways of airdromes.
+ +Clear the state of an object.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ StateName +
+The key that is should be cleared.
+ +Creation of a Birth Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ #string + IniUnitName +
+The initiating unit name.
+ ++ place +
++ subplace +
+Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a Dead Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
+ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +Creation of a Remove Unit Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Takeoff Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Log an exception which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Returns the event dispatcher
+ +Remove all subscribed events
+ +Trace a function call.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 2.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 3.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Get the ClassID of the class instance.
+ +#string:
+The ClassID of the class instance.
+ +Get the ClassName of the class instance.
+ +#string:
+The ClassName of the class instance.
+ +Get the ClassName + ClassID of the class instance.
+ + +The ClassName + ClassID is formatted as '%s#%09d'.
+ +#string:
+The ClassName + ClassID of the class instance.
+ +Get the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ +This is the worker method to retrieve the Parent class.
+ + +Note that the Parent class must be passed to call the parent class method.
+ +self:GetParent(self):ParentMethod()
+
+
+
+
+
+Get a Value given a Key from the Object.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ Key +
+The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
+ +The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
+ +Subscribe to a DCS Event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ ++ #function + EventFunction +
+(optional) The function to be called when the event occurs for the unit.
+ +Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ ++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
+ ClassName +
+is the name of the class or the class itself to run the check against
+ +#boolean:
+Enquires if tracing is on (for the class).
+ +BASE constructor.
+ + + +This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
+ +function EVENT:New()
+ local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+ return self
+end
+
+
+
+Occurs when an Event for an object is triggered.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +BDA.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a ground unit captures either an airbase or a farp.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any object is spawned into the mission.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft crashes into the ground and is completely destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an object is dead.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Unknown precisely what creates this event, likely tied into newer damage model.
+ + +Will update this page when new information become available.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Discard chair after ejection.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has ejected
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft shuts down its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft starts its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever an object is hit by a weapon.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any system fails on a human controlled aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs on the death of a unit.
+ + +Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
+ + +Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Landing quality mark.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a new mark was added.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark text was changed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark was removed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Weapon add.
+ + +Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the pilot of an aircraft is killed.
+ + +Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player enters a slot and takes control of an aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player assumes direct control of a unit.
+ + +Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player relieves control of a unit to the AI.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft connects with a tanker and begins taking on fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft is finished taking fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any modification to the "Score" as seen on the debrief menu would occur.
+ + +There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit stops firing its weapon.
+ + +Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit begins firing a weapon that has a high rate of fire.
+ + +Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever any unit in a mission fires a weapon.
+ + +But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft takes off from an airbase, farp, or ship.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Trigger zone.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the game thinks an object is destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #number + Repeat +
+Specifies the interval in seconds when the scheduler will call the event function.
+ ++ #number + RandomizeFactor +
+Specifies a randomization factor between 0 and 1 to randomize the Repeat.
+ ++ #number + Stop +
+Specifies the amount of seconds when the scheduler will be stopped.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Stops the Schedule.
+ ++ #string + SchedulerID +
+(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
+ +Set the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ ++ #number + EventPriority +
+The Core.Event processing Priority.
+ +self
+ +Set a state or property of the Object given a Key and a Value.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that will hold the Value set by the Key.
+ ++ Key +
+The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
+ ++ Value +
+The value to is stored in the object.
+ +The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ ++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ ++ #string + Class +
+Class name.
+ ++ #string + Method +
+Method.
+ +Set trace level
+ +Set trace off.
+ +Set trace on.
+ +Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.
+ + +So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.
+ ++ #boolean + TraceOnOff +
+Switch the tracing on or off.
+ +
+ -- Switch the tracing On
+ BASE:TraceOnOff( true )
+
+ -- Switch the tracing Off
+ BASE:TraceOnOff( false )
+
+
+UnSubscribe to a DCS event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ +Trace a function call.
+ + +This function is private.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+Trace a function logic.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+The main event handling function...
+ + +This function captures all events generated for the class.
+ +Coordinate of the mark.
+Text displayed in the mark panel.
-Coordinate of the mark.
+Text displayed in the mark panel.
-Coordinate of the mark.
+ + + +Text displayed in the mark panel.
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