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Module Core.Radio

Core - Is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions.


Features:

  • Provide radio functionality to broadcast radio transmissions.
  • Provide beacon functionality to assist pilots.

The Radio contains 2 classes : RADIO and BEACON

What are radio communications in DCS ?

  • Radio transmissions consist of sound files that are broadcasted on a specific frequency (e.g. 115MHz) and modulation (e.g. AM),
  • They can be subtitled for a specific duration, the power in Watts of the transmiter's antenna can be set, and the transmission can be looped.

How to supply DCS my own Sound Files ?

  • Your sound files need to be encoded in .ogg or .wav,
  • Your sound files should be as tiny as possible. It is suggested you encode in .ogg with low bitrate and sampling settings,
  • They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file),
  • For simplicty sake, you can let DCS' Mission Editor add the file itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission.

Due to weird DCS quirks, radio communications behave differently if sent by a Wrapper.Unit#UNIT or a Wrapper.Group#GROUP or by any other Wrapper.Positionable#POSITIONABLE

Note that obviously, the frequency and the modulation of the transmission are important only if the players are piloting an Advanced System Modelling enabled aircraft, like the A10C or the Mirage 2000C. They will hear the transmission if they are tuned on the right frequency and modulation (and if they are close enough - more on that below). If a FC3 airacraft is used, it will hear every communication, whatever the frequency and the modulation is set to. The same is true for TACAN beacons. If your aircaft isn't compatible, you won't hear/be able to use the TACAN beacon informations.


Author: Hugues "Grey_Echo" Bousquet

Global(s)

Global BEACON

Global RADIO

Type(s)

Fields and Methods inherited from BEACON Description

BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)

Activates a TACAN BEACON on an Aircraft.

BEACON.ClassName

BEACON:New(Positionable)

Create a new BEACON Object.

BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration)

Activates a general pupose Radio Beacon This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency.

BEACON:StopAATACAN()

Stops the AA TACAN BEACON

BEACON:StopRadioBeacon()

Stops the AA TACAN BEACON

BEACON:_TACANToFrequency(TACANChannel, TACANMode)

Converts a TACAN Channel/Mode couple into a frequency in Hz

Fields and Methods inherited from BASE Description

BEACON.ClassID

The ID number of the class.

BEACON.ClassName

The name of the class.

BEACON.ClassNameAndID

The name of the class concatenated with the ID number of the class.

BEACON:ClearState(Object, StateName)

Clear the state of an object.

BEACON:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

Creation of a Birth Event.

BEACON:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

BEACON:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

BEACON:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

BEACON:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

BEACON:E(Arguments)

Log an exception which will be traced always.

BEACON:EventDispatcher()

Returns the event dispatcher

BEACON:EventRemoveAll()

Remove all subscribed events

BEACON:F(Arguments)

Trace a function call.

BEACON:F2(Arguments)

Trace a function call level 2.

BEACON:F3(Arguments)

Trace a function call level 3.

BEACON:GetClassID()

Get the ClassID of the class instance.

BEACON:GetClassName()

Get the ClassName of the class instance.

BEACON:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

BEACON:GetEventPriority()

Get the Class Event processing Priority.

BEACON:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

BEACON:GetState(Object, Key)

Get a Value given a Key from the Object.

BEACON:HandleEvent(Event, EventFunction)

Subscribe to a DCS Event.

BEACON:I(Arguments)

Log an information which will be traced always.

BEACON:Inherit(Child, Parent)

This is the worker method to inherit from a parent class.

BEACON:IsInstanceOf(ClassName)

This is the worker method to check if an object is an (sub)instance of a class.

BEACON:IsTrace()

Enquires if tracing is on (for the class).

BEACON:New()

BASE constructor.

BEACON:OnEvent(EventData)

Occurs when an object is completely destroyed.

BEACON:OnEventBaseCaptured(EventData)

Occurs when a ground unit captures either an airbase or a farp.

BEACON:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

BEACON:OnEventCrash(EventData)

Occurs when any aircraft crashes into the ground and is completely destroyed.

BEACON:OnEventDead(EventData)

Occurs when an object is dead.

BEACON:OnEventEjection(EventData)

Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected

BEACON:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

BEACON:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

BEACON:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

BEACON:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

BEACON:OnEventLand(EventData)

Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on.

BEACON:OnEventMissionEnd(EventData)

Occurs when a mission ends

BEACON:OnEventMissionStart(EventData)

Occurs when a mission starts

BEACON:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

BEACON:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

BEACON:OnEventPlayerLeaveUnit(EventData)

Occurs when any player relieves control of a unit to the AI.

BEACON:OnEventRefueling(EventData)

Occurs when an aircraft connects with a tanker and begins taking on fuel.

BEACON:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

BEACON:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

BEACON:OnEventShootingStart(EventData)

Occurs when any unit begins firing a weapon that has a high rate of fire.

BEACON:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

BEACON:OnEventTakeoff(EventData)

Occurs when an aircraft takes off from an airbase, farp, or ship.

BEACON:ScheduleOnce(Start, SchedulerFunction, ...)

Schedule a new time event.

BEACON:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

Schedule a new time event.

BEACON:ScheduleStop(SchedulerFunction)

Stops the Schedule.

BEACON.Scheduler

BEACON:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

BEACON:SetState(Object, Key, Value)

Set a state or property of the Object given a Key and a Value.

BEACON:T(Arguments)

Trace a function logic level 1.

BEACON:T2(Arguments)

Trace a function logic level 2.

BEACON:T3(Arguments)

Trace a function logic level 3.

BEACON:TraceAll(TraceAll)

Trace all methods in MOOSE

BEACON:TraceClass(Class)

Set tracing for a class

BEACON:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

BEACON:TraceLevel(Level)

Set trace level

BEACON:TraceOnOff(TraceOnOff)

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.

BEACON:UnHandleEvent(Event)

UnSubscribe to a DCS event.

BEACON._

BEACON:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

BEACON:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

BEACON.__

BEACON:onEvent(event)

RADIO , extends Core.Base#BASE
Fields and Methods inherited from RADIO Description

RADIO:Broadcast()

Actually Broadcast the transmission * The Radio has to be populated with the new transmission before broadcasting.

RADIO.ClassName

RADIO.FileName

Name of the sound file

RADIO.Frequency

Frequency of the transmission in Hz

RADIO.Loop

(default true)

RADIO.Modulation

Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM)

RADIO:New(Positionable)

Create a new RADIO Object.

RADIO:NewGenericTransmission(FileName, Frequency, Modulation, Power, Loop)

Create a new transmission, that is to say, populate the RADIO with relevant data In this function the data is especially relevant if the broadcaster is anything but a UNIT or a GROUP, but it will work with a UNIT or a GROUP anyway.

RADIO:NewUnitTransmission(FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop)

Create a new transmission, that is to say, populate the RADIO with relevant data In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP, but it will work for any Wrapper.Positionable#POSITIONABLE.

RADIO.Positionable

The transmiter

RADIO.Power

Power of the antenna is Watts

RADIO:SetFileName(FileName)

Check validity of the filename passed and sets RADIO.FileName

RADIO:SetFrequency(Frequency)

Check validity of the frequency passed and sets RADIO.Frequency

RADIO:SetLoop(Loop)

Check validity of the loop passed and sets RADIO.Loop

RADIO:SetModulation(Modulation)

Check validity of the frequency passed and sets RADIO.Modulation

RADIO:SetPower(Power)

Check validity of the power passed and sets RADIO.Power

RADIO:SetSubtitle(Subtitle, SubtitleDuration)

Check validity of the subtitle and the subtitleDuration passed and sets RADIO.subtitle and RADIO.subtitleDuration Both parameters are mandatory, since it wouldn't make much sense to change the Subtitle and not its duration

RADIO:StopBroadcast()

Stops a transmission This function is especially usefull to stop the broadcast of looped transmissions

RADIO.Subtitle

Subtitle of the transmission

RADIO.SubtitleDuration

Duration of the Subtitle in seconds

Fields and Methods inherited from BASE Description

RADIO.ClassID

The ID number of the class.

RADIO.ClassName

The name of the class.

RADIO.ClassNameAndID

The name of the class concatenated with the ID number of the class.

RADIO:ClearState(Object, StateName)

Clear the state of an object.

RADIO:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

Creation of a Birth Event.

RADIO:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

RADIO:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

RADIO:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

RADIO:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

RADIO:E(Arguments)

Log an exception which will be traced always.

RADIO:EventDispatcher()

Returns the event dispatcher

RADIO:EventRemoveAll()

Remove all subscribed events

RADIO:F(Arguments)

Trace a function call.

RADIO:F2(Arguments)

Trace a function call level 2.

RADIO:F3(Arguments)

Trace a function call level 3.

RADIO:GetClassID()

Get the ClassID of the class instance.

RADIO:GetClassName()

Get the ClassName of the class instance.

RADIO:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

RADIO:GetEventPriority()

Get the Class Event processing Priority.

RADIO:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

RADIO:GetState(Object, Key)

Get a Value given a Key from the Object.

RADIO:HandleEvent(Event, EventFunction)

Subscribe to a DCS Event.

RADIO:I(Arguments)

Log an information which will be traced always.

RADIO:Inherit(Child, Parent)

This is the worker method to inherit from a parent class.

RADIO:IsInstanceOf(ClassName)

This is the worker method to check if an object is an (sub)instance of a class.

RADIO:IsTrace()

Enquires if tracing is on (for the class).

RADIO:New()

BASE constructor.

RADIO:OnEvent(EventData)

Occurs when an object is completely destroyed.

RADIO:OnEventBaseCaptured(EventData)

Occurs when a ground unit captures either an airbase or a farp.

RADIO:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

RADIO:OnEventCrash(EventData)

Occurs when any aircraft crashes into the ground and is completely destroyed.

RADIO:OnEventDead(EventData)

Occurs when an object is dead.

RADIO:OnEventEjection(EventData)

Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected

RADIO:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

RADIO:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

RADIO:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

RADIO:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

RADIO:OnEventLand(EventData)

Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on.

RADIO:OnEventMissionEnd(EventData)

Occurs when a mission ends

RADIO:OnEventMissionStart(EventData)

Occurs when a mission starts

RADIO:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

RADIO:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

RADIO:OnEventPlayerLeaveUnit(EventData)

Occurs when any player relieves control of a unit to the AI.

RADIO:OnEventRefueling(EventData)

Occurs when an aircraft connects with a tanker and begins taking on fuel.

RADIO:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

RADIO:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

RADIO:OnEventShootingStart(EventData)

Occurs when any unit begins firing a weapon that has a high rate of fire.

RADIO:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

RADIO:OnEventTakeoff(EventData)

Occurs when an aircraft takes off from an airbase, farp, or ship.

RADIO:ScheduleOnce(Start, SchedulerFunction, ...)

Schedule a new time event.

RADIO:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

Schedule a new time event.

RADIO:ScheduleStop(SchedulerFunction)

Stops the Schedule.

RADIO.Scheduler

RADIO:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

RADIO:SetState(Object, Key, Value)

Set a state or property of the Object given a Key and a Value.

RADIO:T(Arguments)

Trace a function logic level 1.

RADIO:T2(Arguments)

Trace a function logic level 2.

RADIO:T3(Arguments)

Trace a function logic level 3.

RADIO:TraceAll(TraceAll)

Trace all methods in MOOSE

RADIO:TraceClass(Class)

Set tracing for a class

RADIO:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

RADIO:TraceLevel(Level)

Set trace level

RADIO:TraceOnOff(TraceOnOff)

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.

RADIO:UnHandleEvent(Event)

UnSubscribe to a DCS event.

RADIO._

RADIO:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

RADIO:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

RADIO.__

RADIO:onEvent(event)

After attaching a #BEACON to your Wrapper.Positionable#POSITIONABLE, you need to select the right function to activate the kind of beacon you want.

There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon. Note that in both case, you can set an optional parameter : the BeaconDuration. This can be very usefull to simulate the battery time if your BEACON is attach to a cargo crate, for exemple.

AA TACAN Beacon usage

This beacon only works with airborne Wrapper.Unit#UNIT or a Wrapper.Group#GROUP. Use #BEACON() to set the beacon parameters and start the beacon. Use @#BEACON:StopAATACAN}() to stop it.

General Purpose Radio Beacon usage

This beacon will work with any Wrapper.Positionable#POSITIONABLE, but **it won't follow the Wrapper.Positionable#POSITIONABLE** ! This means that you should only use it with Wrapper.Positionable#POSITIONABLE that don't move, or move very slowly. Use #BEACON() to set the beacon parameters and start the beacon. Use #BEACON() to stop it.

Field(s)

Function(s)

Activates a TACAN BEACON on an Aircraft.

Defined in:

BEACON

Parameters:

#number TACANChannel

(the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels

#string Message

The Message that is going to be coded in Morse and broadcasted by the beacon

#boolean Bearing

Can the BEACON be homed on ?

#number BeaconDuration

How long will the beacon last in seconds. Omit for forever.

Return value:

self

Usage:

-- Let's create a TACAN Beacon for a tanker
local myUnit = UNIT:FindByName("MyUnit") 
local myBeacon = myUnit:GetBeacon() -- Creates the beacon

myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon

Create a new BEACON Object.

This doesn't activate the beacon, though, use BEACON.AATACAN or BEACON.Generic If you want to create a BEACON, you probably should use Wrapper.Positionable#POSITIONABLE.GetBeacon() instead.

Defined in:

BEACON

Parameter:

The Positionable that will receive radio capabilities.

Return values:

Beacon

#nil:

If Positionable is invalid

Activates a general pupose Radio Beacon This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency.

Although any frequency could be used, only 2 DCS Modules can home on radio beacons at the time of writing : the Huey and the Mi-8. They can home in on these specific frequencies : Mi8 R-828 -> 20-60MHz * ARKUD -> 100-150MHz (canal 1 : 114166, canal 2 : 114333, canal 3 : 114583, canal 4 : 121500, canal 5 : 123100, canal 6 : 124100) AM * ARK9 -> 150-1300KHz Huey AN/ARC-131 -> 30-76 Mhz FM

Defined in:

BEACON

Parameters:

#string FileName

The name of the audio file

#number Frequency

in MHz

#number Modulation

either radio.modulation.AM or radio.modulation.FM

#number Power

in W

#number BeaconDuration

How long will the beacon last in seconds. Omit for forever.

Return value:

self

Usage:

-- Let's create a beacon for a unit in distress.
-- Frequency will be 40MHz FM (home-able by a Huey's AN/ARC-131)
-- The beacon they use is battery-powered, and only lasts for 5 min
local UnitInDistress = UNIT:FindByName("Unit1")
local UnitBeacon = UnitInDistress:GetBeacon()

-- Set the beacon and start it
UnitBeacon:RadioBeacon("MySoundFileSOS.ogg", 40, radio.modulation.FM, 20, 5*60)

Stops the AA TACAN BEACON

Defined in:

BEACON

Return value:

self

Stops the AA TACAN BEACON

Defined in:

BEACON

Return value:

self

Converts a TACAN Channel/Mode couple into a frequency in Hz

Defined in:

BEACON

Parameters:

#number TACANChannel

#string TACANMode

Return values:

#number:

Frequecy

#nil:

if parameters are invalid

Field(s)

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

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.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

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.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

The ClassName + ClassID is formatted as '%s#%09d'.

Defined in:

Return value:

#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.

Defined in:

Return value:

#number:

The Event processing Priority.

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()


Defined in:

Parameters:

#BASE Child

is the Child class from which the Parent class needs to be retrieved.

FromClass

Return value:

Get a Value given a Key from the Object.

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

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!

Return value:

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

Subscribe to a DCS Event.

Defined in:

Parameters:

#function EventFunction

(optional) The function to be called when the event occurs for the unit.

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

This is the worker method to inherit from a parent class.

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

This is the worker method to check if an object is an (sub)instance of a class.

Examples:

  • 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

Defined in:

Parameter:

ClassName

is the name of the class or the class itself to run the check against

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

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
  

Defined in:

Return value:

Occurs when an object is completely destroyed.

initiator : The unit that is was destroyed.

Defined in:

Parameter:

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.

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

initiator : The unit that was spawned

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft crashes into the ground and is completely destroyed.

initiator : The unit that has crashed

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

initiator : The unit that is dead.

Defined in:

Parameter:

The EventData structure.

Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

initiator : The unit that is stopping its engines.

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

initiator : The unit that is starting its engines.

Defined in:

Parameter:

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.

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

initiator : The unit that had the failure

Defined in:

Parameter:

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mission ends

Defined in:

Parameter:

The EventData structure.

Occurs when a mission starts

Defined in:

Parameter:

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.

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

Occurs when any player relieves control of a unit to the AI.

initiator : The unit that the player left.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft connects with a tanker and begins taking on fuel.

initiator : The unit that is receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

initiator : The unit that was receiving fuel.

Defined in:

Parameter:

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 shooing.

Defined in:

Parameter:

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. initiator : The unit that is doing the shooing. target: The unit that is being targeted.

Defined in:

Parameter:

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.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft takes off from an airbase, farp, or ship.

initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

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.

Defined in:

Parameters:

#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, ... }.

Return value:

#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.

Defined in:

Parameters:

#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, ... }.

Return value:

#number:

The ScheduleID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#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.

Defined in:

Parameter:

#number EventPriority

The Event processing Priority.

Return value:

self

Set a state or property of the Object given a Key and a Value.

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

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.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

#string Method

Set trace level

Defined in:

Parameter:

#number Level

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.

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:

-- Switch the tracing On
BASE:TraceOnOff( true )

-- Switch the tracing Off
BASE:TraceOnOff( false )

UnSubscribe to a DCS event.

Defined in:

Parameter:

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

Trace a function logic.

Defined in:

Parameters:

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

Defined in:

Parameter:

event

Models the radio capabilty.

RADIO usage

There are 3 steps to a successful radio transmission.

Methods to set relevant parameters for both a Wrapper.Unit#UNIT or a Wrapper.Group#GROUP or any other Wrapper.Positionable#POSITIONABLE

Additional Methods to set relevant parameters if the transmiter is a Wrapper.Unit#UNIT or a Wrapper.Group#GROUP

Additional Methods to set relevant parameters if the transmiter is any other Wrapper.Positionable#POSITIONABLE

What is this power thing ?

  • If your transmission is sent by a Wrapper.Positionable#POSITIONABLE other than a Wrapper.Unit#UNIT or a Wrapper.Group#GROUP, you can set the power of the antenna,
  • Otherwise, DCS sets it automatically, depending on what's available on your Unit,
  • If the player gets too far from the transmiter, or if the antenna is too weak, the transmission will fade and become noisyer,
  • This an automated DCS calculation you have no say on,
  • For reference, a standard VOR station has a 100W antenna, a standard AA TACAN has a 120W antenna, and civilian ATC's antenna usually range between 300 and 500W,
  • Note that if the transmission has a subtitle, it will be readable, regardless of the quality of the transmission.

Field(s)

#string RADIO.ClassName
#string RADIO.FileName

Name of the sound file

#number RADIO.Frequency

Frequency of the transmission in Hz

#boolean RADIO.Loop

(default true)

#number RADIO.Modulation

Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM)

#number RADIO.Power

Power of the antenna is Watts

#string RADIO.Subtitle

Subtitle of the transmission

#number RADIO.SubtitleDuration

Duration of the Subtitle in seconds

Function(s)

Actually Broadcast the transmission * The Radio has to be populated with the new transmission before broadcasting.

  • Please use RADIO setters or either RADIO.NewGenericTransmission or RADIO.NewUnitTransmission
  • This class is in fact pretty smart, it determines the right DCS function to use depending on the type of POSITIONABLE
  • If the POSITIONABLE is not a UNIT or a GROUP, we use the generic (but limited) trigger.action.radioTransmission()
  • If the POSITIONABLE is a UNIT or a GROUP, we use the "TransmitMessage" Command
  • If your POSITIONABLE is a UNIT or a GROUP, the Power is ignored.
  • If your POSITIONABLE is not a UNIT or a GROUP, the Subtitle, SubtitleDuration are ignored

Defined in:

RADIO

Return value:

self

Create a new RADIO Object.

This doesn't broadcast a transmission, though, use RADIO.Broadcast to actually broadcast If you want to create a RADIO, you probably should use Wrapper.Positionable#POSITIONABLE.GetRadio() instead

Defined in:

RADIO

Parameter:

The Positionable that will receive radio capabilities.

Return values:

Radio

#nil:

If Positionable is invalid

Create a new transmission, that is to say, populate the RADIO with relevant data In this function the data is especially relevant if the broadcaster is anything but a UNIT or a GROUP, but it will work with a UNIT or a GROUP anyway.

Only the #RADIO and the Filename are mandatory

Defined in:

RADIO

Parameters:

#string FileName

#number Frequency

in MHz

#number Modulation

either radio.modulation.AM or radio.modulation.FM

#number Power

in W

Loop

Return value:

self

Create a new transmission, that is to say, populate the RADIO with relevant data In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP, but it will work for any Wrapper.Positionable#POSITIONABLE.

Only the RADIO and the Filename are mandatory.

Defined in:

RADIO

Parameters:

#string FileName

#string Subtitle

#number SubtitleDuration

in s

#number Frequency

in MHz

#number Modulation

either radio.modulation.AM or radio.modulation.FM

#boolean Loop

Return value:

self

Check validity of the filename passed and sets RADIO.FileName

Defined in:

RADIO

Parameter:

#string FileName

File name of the sound file (i.e. "Noise.ogg")

Return value:

self

Check validity of the frequency passed and sets RADIO.Frequency

Defined in:

RADIO

Parameter:

#number Frequency

in MHz (Ranges allowed for radio transmissions in DCS : 30-88 / 108-152 / 225-400MHz)

Return value:

self

Check validity of the loop passed and sets RADIO.Loop

Defined in:

RADIO

Parameter:

#boolean Loop

Return value:

self

Usage:

Check validity of the frequency passed and sets RADIO.Modulation

Defined in:

RADIO

Parameter:

#number Modulation

either radio.modulation.AM or radio.modulation.FM

Return value:

self

Check validity of the power passed and sets RADIO.Power

Defined in:

RADIO

Parameter:

#number Power

in W

Return value:

self

Check validity of the subtitle and the subtitleDuration passed and sets RADIO.subtitle and RADIO.subtitleDuration Both parameters are mandatory, since it wouldn't make much sense to change the Subtitle and not its duration

Defined in:

RADIO

Parameters:

#string Subtitle

#number SubtitleDuration

in s

Return value:

self

Usage:

-- create the broadcaster and attaches it a RADIO
local MyUnit = UNIT:FindByName("MyUnit")
local MyUnitRadio = MyUnit:GetRadio()

-- add a subtitle for the next transmission, which will be up for 10s
MyUnitRadio:SetSubtitle("My Subtitle, 10)

Stops a transmission This function is especially usefull to stop the broadcast of looped transmissions

Defined in:

RADIO

Return value:

self

Field(s)

#string RADIO.ClassName
#string RADIO.FileName

Name of the sound file

#number RADIO.Frequency

Frequency of the transmission in Hz

#boolean RADIO.Loop

(default true)

#number RADIO.Modulation

Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM)

#number RADIO.Power

Power of the antenna is Watts

#string RADIO.Subtitle

Subtitle of the transmission

#number RADIO.SubtitleDuration

Duration of the Subtitle in seconds

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

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.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

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.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

The ClassName + ClassID is formatted as '%s#%09d'.

Defined in:

Return value:

#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.

Defined in:

Return value:

#number:

The Event processing Priority.

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()


Defined in:

Parameters:

#BASE Child

is the Child class from which the Parent class needs to be retrieved.

FromClass

Return value:

Get a Value given a Key from the Object.

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

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!

Return value:

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

Subscribe to a DCS Event.

Defined in:

Parameters:

#function EventFunction

(optional) The function to be called when the event occurs for the unit.

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

This is the worker method to inherit from a parent class.

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

This is the worker method to check if an object is an (sub)instance of a class.

Examples:

  • 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

Defined in:

Parameter:

ClassName

is the name of the class or the class itself to run the check against

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

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
  

Defined in:

Return value:

Occurs when an object is completely destroyed.

initiator : The unit that is was destroyed.

Defined in:

Parameter:

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.

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

initiator : The unit that was spawned

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft crashes into the ground and is completely destroyed.

initiator : The unit that has crashed

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

initiator : The unit that is dead.

Defined in:

Parameter:

The EventData structure.

Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

initiator : The unit that is stopping its engines.

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

initiator : The unit that is starting its engines.

Defined in:

Parameter:

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.

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

initiator : The unit that had the failure

Defined in:

Parameter:

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mission ends

Defined in:

Parameter:

The EventData structure.

Occurs when a mission starts

Defined in:

Parameter:

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.

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

Occurs when any player relieves control of a unit to the AI.

initiator : The unit that the player left.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft connects with a tanker and begins taking on fuel.

initiator : The unit that is receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

initiator : The unit that was receiving fuel.

Defined in:

Parameter:

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 shooing.

Defined in:

Parameter:

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. initiator : The unit that is doing the shooing. target: The unit that is being targeted.

Defined in:

Parameter:

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.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft takes off from an airbase, farp, or ship.

initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

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.

Defined in:

Parameters:

#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, ... }.

Return value:

#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.

Defined in:

Parameters:

#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, ... }.

Return value:

#number:

The ScheduleID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#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.

Defined in:

Parameter:

#number EventPriority

The Event processing Priority.

Return value:

self

Set a state or property of the Object given a Key and a Value.

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

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.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

#string Method

Set trace level

Defined in:

Parameter:

#number Level

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.

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:

-- Switch the tracing On
BASE:TraceOnOff( true )

-- Switch the tracing Off
BASE:TraceOnOff( false )

UnSubscribe to a DCS event.

Defined in:

Parameter:

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

Trace a function logic.

Defined in:

Parameters:

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

Defined in:

Parameter:

event