Module Wrapper.Group
Wrapper -- GROUP wraps the DCS Class Group objects.
The #GROUP class is a wrapper class to handle the DCS Group objects.
Features:
- Support all DCS Group APIs.
- Enhance with Group specific APIs not in the DCS Group API set.
- Handle local Group Controller.
- Manage the "state" of the DCS Group.
IMPORTANT: ONE SHOULD NEVER SANATIZE these GROUP OBJECT REFERENCES! (make the GROUP object references nil).
For each DCS Group object alive within a running mission, a GROUP wrapper object (instance) will be created within the _DATABASE object. This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Group objects are spawned (using the SPAWN class).
The GROUP class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference using the DCS Group or the DCS GroupName.
The GROUP methods will reference the DCS Group object by name when it is needed during API execution. If the DCS Group object does not exist or is nil, the GROUP methods will return nil and may log an exception in the DCS.log file.
Author: FlightControl
Contributions:
- Entropy, Afinegan: Came up with the requirement for AIOnOff().
Global(s)
Global GROUP |
Wrapper class of the DCS world Group object. |
Wrapper class of the DCS world Group object.
The GROUP class provides the following functions to retrieve quickly the relevant GROUP instance:
- GROUP.Find(): Find a GROUP instance from the _DATABASE object using a DCS Group object.
- GROUP.FindByName(): Find a GROUP instance from the _DATABASE object using a DCS Group name.
1. Tasking of groups
A GROUP is derived from the wrapper class CONTROLLABLE (Wrapper.Controllable#CONTROLLABLE). See the Wrapper.Controllable task methods section for a description of the task methods.
But here is an example how a group can be assigned a task.
This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
First we look up the objects. We create a GROUP object HeliGroup, using the #GROUP() method, looking up the "Helicopter" group object.
Same for the "AttackGroup".
local HeliGroup = GROUP:FindByName( "Helicopter" )
local AttackGroup = GROUP:FindByName( "AttackGroup" )
Now we retrieve the Wrapper.Unit#UNIT objects of the AttackGroup object, using the method :GetUnits().
local AttackUnits = AttackGroup:GetUnits()
Tasks are actually text strings that we build using methods of GROUP.
So first, we declare an list of Tasks.
local Tasks = {}
Now we loop over the AttackUnits using a for loop.
We retrieve the AttackUnit using the AttackGroup:GetUnit() method.
Each AttackUnit found, will be attacked by HeliGroup, using the method HeliGroup:TaskAttackUnit().
This method returns a string containing a command line to execute the task to the HeliGroup.
The code will assign the task string command to the next element in the Task list, using Tasks[#Tasks+1].
This little code will take the count of Task using # operator, and will add 1 to the count.
This result will be the index of the Task element.
for i = 1, #AttackUnits do
local AttackUnit = AttackGroup:GetUnit( i )
Tasks[#Tasks+1] = HeliGroup:TaskAttackUnit( AttackUnit )
end
Once these tasks have been executed, a function _Resume will be called ...
Tasks[#Tasks+1] = HeliGroup:TaskFunction( "_Resume", { "''" } )
--- @param Wrapper.Group#GROUP HeliGroup
function _Resume( HeliGroup )
env.info( '_Resume' )
HeliGroup:MessageToAll( "Resuming",10,"Info")
end
Now here is where the task gets assigned!
Using HeliGroup:PushTask, the task is pushed onto the task queue of the group HeliGroup.
Since Tasks is an array of tasks, we use the HeliGroup:TaskCombo method to execute the tasks.
The HeliGroup:PushTask method can receive a delay parameter in seconds.
In the example, 30 is given as a delay.
HeliGroup:PushTask(
HeliGroup:TaskCombo(
Tasks
), 30
)
That's it! But again, please refer to the Wrapper.Controllable task methods section for a description of the different task methods that are available.
Obtain the mission from group templates
Group templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a group and assign it to another:
- Wrapper.Controllable#CONTROLLABLE.TaskMission: (AIR + GROUND) Return a mission task from a mission template.
GROUP Command methods
A GROUP is a Wrapper.Controllable. See the Wrapper.Controllable command methods section for a description of the command methods.
GROUP option methods
A GROUP is a Wrapper.Controllable. See the Wrapper.Controllable option methods section for a description of the option methods.
GROUP Zone validation methods
The group can be validated whether it is completely, partly or not within a Zone. Use the following Zone validation methods on the group:
- GROUP.IsCompletelyInZone: Returns true if all units of the group are within a Zone.
- GROUP.IsPartlyInZone: Returns true if some units of the group are within a Zone.
- GROUP.IsNotInZone: Returns true if none of the group units of the group are within a Zone.
The zone can be of any Zone class derived from Core.Zone#ZONE_BASE. So, these methods are polymorphic to the zones tested on.
GROUP AI methods
A GROUP has AI methods to control the AI activation.
- GROUP.SetAIOnOff(): Turns the GROUP AI On or Off.
- GROUP.SetAIOn(): Turns the GROUP AI On.
- GROUP.SetAIOff(): Turns the GROUP AI Off.
Global GROUPTEMPLATE |
Type(s)
| Fields and Methods inherited from GROUP | Description |
|---|---|
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Activates a late activated GROUP. |
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Returns if all units of the group are on the ground or landed. |
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Calculate the maxium A2G threat level of the Group. |
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Return the route of a group by using the Core.Database#DATABASE class. |
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Returns the number of UNITs that are in the Zone |
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Destroys the DCS Group and all of its DCS Units. |
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Find the GROUP wrapper class instance using the DCS Group. |
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Find the created GROUP using the DCS Group Name. |
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Gets the CallSign of the first DCS Unit of the DCS Group. |
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Returns category of the DCS Group. |
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Returns the category name of the #GROUP. |
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Returns the coalition of the DCS Group. |
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Returns a COORDINATE object indicating the point of the first UNIT of the GROUP within the mission. |
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Returns the country of the DCS Group. |
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Returns the DCS descriptor table of the nth unit of the group. |
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Returns the DCS Group. |
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Returns the DCS Unit with number UnitNumber. |
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Returns the DCS Units of the DCS Group. |
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Returns relative amount of fuel (from 0.0 to 1.0) the group has in its internal tanks. |
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Returns relative amount of fuel (from 0.0 to 1.0) the group has in its internal tanks. |
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Return the fuel state and unit reference for the unit with the least amount of fuel in the group. |
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Returns the mean heading of every UNIT in the GROUP in degrees |
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Returns the average group height in meters. |
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Returns the current maximum height of the group. |
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Returns the current maximum velocity of the group. |
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Returns the current minimum height of the group. |
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Get the active player count in the group. |
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Gets the player name of the group. |
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Get player names |
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Returns a list of Wrapper.Unit objects of the Wrapper.Group that are occupied by a player. |
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Returns a POINT_VEC2 object indicating the point in 2D of the first UNIT of the GROUP within the mission. |
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Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission. |
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Returns a random DCS#Vec3 vector (point in 3D of the UNIT within the mission) within a range around the first UNIT of the GROUP. |
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Returns the maximum range of the group. |
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Returns current size of the DCS Group. |
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Returns the maximum speed of the group. |
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Return the mission template of the group. |
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Return the mission route of the group. |
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Returns the group template from the DATABASE (_DATABASE object). |
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Returns the group template route.points[] (the waypoints) from the DATABASE (_DATABASE object). |
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Gets the type name of the group. |
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Returns the UNIT wrapper class with number UnitNumber. |
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Returns a list of Wrapper.Unit objects of the Wrapper.Group. |
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Returns the current point (Vec2 vector) of the first DCS Unit in the DCS Group. |
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Returns the current Vec3 vector of the first DCS Unit in the GROUP. |
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Returns the average velocity Vec3 vector. |
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The name of the group. |
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Subscribe to a DCS Event. |
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Check if at least one (or all) unit(s) has (have) a certain attribute. |
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Returns true if the first unit of the GROUP is in the air. |
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Set the heading for the units in degrees within the respawned group. |
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Set the height for the units in meters for the respawned group. |
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Randomize the positions of the units of the respawned group in a circle band. |
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Randomize the positions of the units of the respawned group within the Zone. |
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Set the respawn Zone for the respawned group. |
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Returns if the group is activated. |
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Returns if the group is of an air category. |
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Returns if the DCS Group contains AirPlanes. |
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Returns if the group is alive. |
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Returns true if any units of the group are within a Core.Zone. |
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Returns true if all units of the group are within a Zone. |
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Returns if the DCS Group contains Ground troops. |
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Returns if the DCS Group contains Helicopters. |
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Returns true if none of the group units of the group are within a Zone. |
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Returns true if some but NOT ALL units of the group are within a Zone. |
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Returns true if part or all units of the group are within a Zone. |
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Returns if the DCS Group contains Ships. |
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GROUP:NewTemplate(GroupTemplate, CoalitionSide, CategoryID, CountryID) |
Create a new GROUP from a given GroupTemplate as a parameter. |
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Create a new GROUP from an existing Group in the Mission. |
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Reset the subscriptions. |
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Respawn the Wrapper.Group at a Point. |
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GROUP:RespawnAtCurrentAirbase(SpawnTemplate, Takeoff, Uncontrolled) |
Respawn a group at an airbase. |
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(AIR) Return the Group to an Wrapper.Airbase#AIRBASE. |
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Turns the AI Off for the GROUP. |
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Turns the AI On for the GROUP. |
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Turns the AI On or Off for the GROUP. |
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Sets the CoalitionID of the group in a Template. |
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Sets the controlled status in a Template. |
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Sets the CountryID of the group in a Template. |
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UnSubscribe to a DCS event. |
| Fields and Methods inherited from CONTROLLABLE | Description |
|---|---|
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Clear all tasks from the controllable. |
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Do Script command |
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Create a stop route command, which returns a string containing the command. |
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Perform a switch waypoint command |
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The name of the controllable. |
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Return the route of a controllable by using the Core.Database#DATABASE class. |
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The DCS controllable class. |
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(AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). |
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(GROUND) Ground unit (EW-radar) will act as an EWR for friendly units (will provide them with information about contacts). |
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(AIR) Engaging a controllable. |
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GROUP:EnRouteTaskEngageTargets(Distance, TargetTypes, Priority) |
(AIR) Engaging targets of defined types. |
GROUP:EnRouteTaskEngageTargetsInZone(Vec2, Radius, TargetTypes, Priority) |
(AIR) Engaging a targets of defined types at circle-shaped zone. |
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(AIR) Search and attack the Unit. |
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(AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets. |
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GROUP:EnRouteTaskFAC_EngageGroup(AttackGroup, Priority, WeaponType, Designation, Datalink) |
(AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets. |
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(AIR) Aircraft will act as a tanker for friendly units. |
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Return the detected targets of the controllable. |
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Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks. |
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Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks. |
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Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks. |
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Returns the health. |
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Returns the initial health. |
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Return the mission template of the controllable. |
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Return the mission route of the controllable. |
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Get the current WayPoints set with the WayPoint functions( Note that the WayPoints can be nil, although there ARE waypoints). |
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Checking the Task Queue of the controllable. |
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Returns if the Controllable contains AirPlanes. |
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Create a new CONTROLLABLE from a DCSControllable |
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Alarm state to Auto: AI will automatically switch alarm states based on the presence of threats. |
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Alarm state to Green: Group is not combat ready. |
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Alarm state to Red: Group is combat ready and actively searching for targets. |
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Holding weapons. |
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Can the CONTROLLABLE hold their weapons? |
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Openfire. |
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Can the CONTROLLABLE attack designated targets? |
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Return fire. |
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Can the CONTROLLABLE attack returning on enemy fire? |
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Weapon free. |
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Can the CONTROLLABLE attack targets of opportunity? |
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Evade on fire. |
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Can the CONTROLLABLE evade on enemy fire? |
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No evasion on enemy threats. |
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Can the CONTROLLABLE ignore enemy fire? |
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Evasion passive defense. |
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Can the CONTROLLABLE evade using passive defenses? |
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Evade on fire using vertical manoeuvres. |
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Can the CONTROLLABLE evade on fire using vertical manoeuvres? |
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Set RTB on ammo. |
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Set RTB on bingo fuel. |
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(GROUND) Patrol iteratively using the waypoints the for the (parent) group. |
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(GROUND) Patrol randomly to the waypoints the for the (parent) group. |
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(GROUND) Patrol randomly to the waypoints the for the (parent) group. |
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Popping current Task from the controllable. |
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Pushing Task on the queue from the controllable. |
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Make the controllable to follow a given route. |
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GROUP:RouteAirTo(ToCoordinate, AltType, Type, Action, Speed, DelaySeconds) |
Make the AIR Controllable fly towards a specific point. |
GROUP:RouteGroundOnRailRoads(ToCoordinate, Speed, DelaySeconds) |
Make the TRAIN Controllable to drive towards a specific point using railroads. |
GROUP:RouteGroundOnRoad(ToCoordinate, Speed, DelaySeconds, OffRoadFormation) |
Make the GROUND Controllable to drive towards a specific point using (mostly) roads. |
GROUP:RouteGroundTo(ToCoordinate, Speed, Formation, DelaySeconds) |
Make the GROUND Controllable to drive towards a specific point. |
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Make the controllable to push follow a given route. |
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Resumes the movement of the vehicle on the route. |
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Stops the movement of the vehicle on the route. |
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(AIR + GROUND) Make the Controllable move to fly to a given point. |
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(AIR + GROUND) Make the Controllable move to a given point. |
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Executes a command action |
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Clearing the Task Queue and Setting the Task on the queue from the controllable. |
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Set a Task at a Waypoint using a Route list. |
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Give an uncontrolled air controllable the start command. |
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(AIR) Attack a Controllable. |
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(AIR) Attacking the map object (building, structure, e.t.c). |
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(AIR) Attack the Unit. |
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(AIR) Delivering weapon at the point on the ground. |
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GROUP:TaskBombingRunway(Airbase, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack) |
(AIR) Delivering weapon on the runway. |
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Return a Combo Task taking an array of Tasks. |
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GROUP:TaskCondition(time, userFlag, userFlagValue, condition, duration, lastWayPoint) |
Return a condition section for a controlled task. |
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Return a Controlled Task taking a Task and a TaskCondition. |
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Move to a defined Vec2 Point, and embark to a controllable when arrived within a defined Radius. |
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(AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable. |
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GROUP:TaskEscort(FollowControllable, Vec3, LastWaypointIndex, EngagementDistance, TargetTypes) |
(AIR) Escort another airborne controllable. |
GROUP:TaskFAC_AttackGroup(AttackGroup, WeaponType, Designation, Datalink) |
(AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction. |
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(GROUND) Fire at a VEC2 point until ammunition is finished. |
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GROUP:TaskFollow(FollowControllable, Vec3, LastWaypointIndex) |
(AIR) Following another airborne controllable. |
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This creates a Task element, with an action to call a function as part of a Wrapped Task. |
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Make a task for a TRAIN Controllable to drive towards a specific point using railroad. |
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GROUP:TaskGroundOnRoad(ToCoordinate, Speed, OffRoadFormation, Shortcut, FromCoordinate) |
Make a task for a GROUND Controllable to drive towards a specific point using (mostly) roads. |
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(GROUND) Hold ground controllable from moving. |
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(AIR) Hold position at the current position of the first unit of the controllable. |
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(AIR HELICOPTER) Landing at the ground. |
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(AIR) Land the controllable at a @{Core.Zone#ZONE_RADIUS). |
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(AIR + GROUND) Return a mission task from a mission template. |
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(AIR) Orbit at the current position of the first unit of the controllable at a specified alititude. |
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(AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed. |
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(AIR) Refueling from the nearest tanker. |
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Return a Misson task to follow a given route defined by Points. |
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(GROUND) Route the controllable to a given Vec2. |
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(AIR + GROUND) Route the controllable to a given zone. |
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Return a WrappedAction Task taking a Command. |
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Executes the WayPoint plan. |
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GROUP:WayPointFunction(WayPoint, WayPointIndex, WayPointFunction, ...) |
Registers a waypoint function that will be executed when the controllable moves over the WayPoint. |
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Retrieve the controllable mission and allow to place function hooks within the mission waypoint plan. |
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Get the controller for the CONTROLLABLE. |
| Fields and Methods inherited from POSITIONABLE | Description |
|---|---|
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Add cargo. |
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Get cargo item count. |
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Clear all cargo. |
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Destroys the POSITIONABLE. |
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Signal a flare at the position of the POSITIONABLE. |
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Signal a green flare at the position of the POSITIONABLE. |
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Signal a red flare at the position of the POSITIONABLE. |
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Signal a white flare at the position of the POSITIONABLE. |
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Signal a yellow flare at the position of the POSITIONABLE. |
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Returns the altitude of the POSITIONABLE. |
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Returns the Angle of Attack of a positionable. |
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Create a Core.Radio#BEACON, to allow this POSITIONABLE to broadcast beacon signals |
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Get the bounding box of the underlying POSITIONABLE DCS Object. |
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Get the bounding radius of the underlying POSITIONABLE DCS Object. |
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Get all contained cargo. |
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Get Cargo Bay Free Weight in kg. |
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Returns the unit's climb or descent angle. |
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Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission. |
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Returns the POSITIONABLE heading in degrees. |
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Returns the POSITIONABLE height in meters. |
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Get the last assigned laser code |
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Returns a message with the callsign embedded (if there is one). |
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Returns the message text with the callsign embedded (if there is one). |
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Returns a message of a specified type with the callsign embedded (if there is one). |
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Returns a {@DCS#Vec3} table of the objects current orientation in 3D space. |
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Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e. |
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Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e. |
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Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e. |
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Returns the pitch angle of a unit. |
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Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission. |
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Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission. |
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Returns a pos3 table of the objects current position and orientation in 3D space. |
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Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission. |
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Create a Core.Radio#RADIO, to allow radio transmission for this POSITIONABLE. |
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Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission. |
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Returns the roll angle of a unit. |
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Get the Spot |
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Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission. |
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Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission. |
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Returns the a Velocity object from the positionable. |
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Returns the POSITIONABLE velocity in km/h. |
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Returns the POSITIONABLE velocity in meters per second. |
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Returns the POSITIONABLE velocity Vec3 vector. |
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Returns the yaw angle of a unit. |
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Returns if carrier has given cargo. |
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Returns true if the POSITIONABLE is in the air. |
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Returns if the Positionable is located above a runway. |
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Returns if the unit is of an air category. |
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Is cargo bay empty. |
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Returns if the unit is of an ground category. |
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Check if the POSITIONABLE is lasing a target |
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Stop Lasing a POSITIONABLE |
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Start Lasing a POSITIONABLE |
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Send a message to the players in the Wrapper.Group. |
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Send a message to all coalitions. |
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Send a message to the blue coalition. |
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Send a message to a client. |
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GROUP:MessageToCoalition(Message, Duration, MessageCoalition, Name) |
Send a message to a coalition. |
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Send a message to a Wrapper.Group. |
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Send a message to the red coalition. |
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GROUP:MessageToSetGroup(Message, Duration, MessageSetGroup, Name) |
Send a message to a Core.Set#SET_GROUP. |
GROUP:MessageTypeToCoalition(Message, MessageType, MessageCoalition, Name) |
Send a message to a coalition. |
GROUP:MessageTypeToGroup(Message, MessageType, MessageGroup, Name) |
Send a message of a message type to a Wrapper.Group. |
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Create a new POSITIONABLE from a DCSPositionable |
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Remove cargo. |
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Set Cargo Bay Weight Limit in kg. |
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Smoke the POSITIONABLE. |
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Smoke the POSITIONABLE Blue. |
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Smoke the POSITIONABLE Green. |
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Smoke the POSITIONABLE Orange. |
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Smoke the POSITIONABLE Red. |
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Smoke the POSITIONABLE White. |
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| Fields and Methods inherited from IDENTIFIABLE | Description |
|---|---|
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Gets the CallSign of the IDENTIFIABLE, which is a blank by default. |
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Returns category of the DCS Identifiable. |
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Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor. |
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Returns coalition of the Identifiable. |
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Returns the name of the coalition of the Identifiable. |
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Returns country of the Identifiable. |
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Returns country name of the Identifiable. |
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Returns Identifiable descriptor. |
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Returns DCS Identifiable object name. |
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Returns the type name of the DCS Identifiable. |
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Check if the Object has the attribute. |
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The name of the identifiable. |
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Returns if the Identifiable is alive. |
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Create a new IDENTIFIABLE from a DCSIdentifiable |
| Fields and Methods inherited from OBJECT | Description |
|---|---|
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Destroys the OBJECT. |
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Returns the unit's unique identifier. |
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Create a new OBJECT from a DCSObject |
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The name of the Object. |
| Fields and Methods inherited from BASE | Description |
|---|---|
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The ID number of the class. |
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The name of the class. |
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The name of the class concatenated with the ID number of the class. |
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Clear the state of an object. |
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GROUP:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
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Creation of a Crash Event. |
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Creation of a Dead Event. |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
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Log an information which will be traced always. |
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This is the worker method to inherit from a parent class. |
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This is the worker method to check if an object is an (sub)instance of a class. |
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Enquires if tracing is on (for the class). |
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BASE constructor. |
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Occurs when an object is completely destroyed. |
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Occurs when a ground unit captures either an airbase or a farp. |
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Occurs when any object is spawned into the mission. |
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Occurs when any aircraft crashes into the ground and is completely destroyed. |
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Occurs when an object is dead. |
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Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected |
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Occurs when any aircraft shuts down its engines. |
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Occurs when any aircraft starts its engines. |
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Occurs whenever an object is hit by a weapon. |
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Occurs when any system fails on a human controlled aircraft. |
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Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on. |
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Occurs when a mission ends |
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Occurs when a mission starts |
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Occurs when the pilot of an aircraft is killed. |
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Occurs when any player assumes direct control of a unit. |
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Occurs when any player relieves control of a unit to the AI. |
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Occurs when an aircraft connects with a tanker and begins taking on fuel. |
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Occurs when an aircraft is finished taking fuel. |
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Occurs when any unit stops firing its weapon. |
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Occurs when any unit begins firing a weapon that has a high rate of fire. |
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Occurs whenever any unit in a mission fires a weapon. |
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Occurs when an aircraft takes off from an airbase, farp, or ship. |
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Schedule a new time event. |
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GROUP:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
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Stops the Schedule. |
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Set the Class Event processing Priority. |
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Set a state or property of the Object given a Key and a Value. |
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Trace a function logic level 1. |
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Trace a function logic level 2. |
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Trace a function logic level 3. |
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Trace all methods in MOOSE |
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Set tracing for a class |
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Set tracing for a specific method of class |
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Set trace level |
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Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
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UnSubscribe to a DCS event. |
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GROUP:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
GROUP:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
| Fields and Methods inherited from GROUP.Takeoff | Description |
|---|---|
Field(s)
The name of the group.
Function(s)
Returns if all units of the group are on the ground or landed.
If all units of this group are on the ground, this function will return true, otherwise false.
Defined in:
GROUP
Return value:
#boolean:
All units on the ground result.
Calculate the maxium A2G threat level of the Group.
Defined in:
GROUP
Return the route of a group by using the Core.Database#DATABASE class.
Defined in:
GROUP
Parameters:
#number Begin
The route point from where the copy will start. The base route point is 0.
#number End
The route point where the copy will end. The End point is the last point - the End point. The last point has base 0.
#boolean Randomize
Randomization of the route, when true.
#number Radius
When randomization is on, the randomization is within the radius.
Returns the number of UNITs that are in the Zone
Defined in:
GROUP
Parameter:
Core.Zone#ZONE_BASE Zone
The zone to test.
Return value:
#number:
The number of UNITs that are in the Zone
Destroys the DCS Group and all of its DCS Units.
Note that this destroy method also can raise a destroy event at run-time.
So all event listeners will catch the destroy event of this group for each unit in the group.
To raise these events, provide the GenerateEvent parameter.
Defined in:
GROUP
Parameter:
#boolean GenerateEvent
true if you want to generate a crash or dead event for each unit.
Usages:
-- Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group. Helicopter = GROUP: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 = GROUP:FindByName( "Tanks" ) Tanks:Destroy( true )-- Ship unit example: destroy the Ship silently. Ship = GROUP:FindByName( "Ship" ) Ship:Destroy()-- Destroy without event generation example. Ship = GROUP:FindByName( "Boat" ) Ship:Destroy( false ) -- Don't generate an event upon destruction.
Find the GROUP wrapper class instance using the DCS Group.
Find the created GROUP using the DCS Group Name.
Gets the CallSign of the first DCS Unit of the DCS Group.
Defined in:
GROUP
Return value:
#string:
The CallSign of the first DCS Unit of the DCS Group.
Returns category of the DCS Group.
Returns the category name of the #GROUP.
Defined in:
GROUP
Return value:
#string:
Category name = Helicopter, Airplane, Ground Unit, Ship
Returns the coalition of the DCS Group.
Returns a COORDINATE object indicating the point of the first UNIT of the GROUP within the mission.
Returns the country of the DCS Group.
Defined in:
GROUP
Return value:
The country identifier or nil if the DCS Group is not existing or alive.
Returns the DCS descriptor table of the nth unit of the group.
Defined in:
GROUP
Parameter:
#number n
(Optional) The number of the unit for which the dscriptor is returned.
Return value:
The descriptor of the first unit of the group or #nil if the group does not exist any more.
Returns the DCS Group.
Returns the DCS Unit with number UnitNumber.
If the underlying DCS Unit does not exist, the method will return nil. .
Defined in:
GROUP
Parameter:
#number UnitNumber
The number of the DCS Unit to be returned.
Return value:
The DCS Unit.
Returns the DCS Units of the DCS Group.
Defined in:
GROUP
Return value:
#table:
The DCS Units.
Returns relative amount of fuel (from 0.0 to 1.0) the group has in its internal tanks.
If there are additional fuel tanks the value may be greater than 1.0.
Defined in:
GROUP
Return values:
#number:
The relative amount of fuel (from 0.0 to 1.0).
#nil:
The GROUP is not existing or alive.
Returns relative amount of fuel (from 0.0 to 1.0) the group has in its internal tanks.
If there are additional fuel tanks the value may be greater than 1.0.
Defined in:
GROUP
Return values:
#number:
The relative amount of fuel (from 0.0 to 1.0).
#nil:
The GROUP is not existing or alive.
Return the fuel state and unit reference for the unit with the least amount of fuel in the group.
Defined in:
GROUP
Return values:
#number:
The fuel state of the unit with the least amount of fuel
reference to #Unit object for further processing
Returns the mean heading of every UNIT in the GROUP in degrees
Defined in:
GROUP
Return values:
#number:
mean heading of the GROUP
#nil:
The first UNIT is not existing or alive.
Returns the average group height in meters.
Defined in:
GROUP
Parameter:
#boolean FromGround
Measure from the ground or from sea level. Provide true for measuring from the ground. false or nil if you measure from sea level.
Return value:
The height of the group or nil if is not existing or alive.
- Returns the initial size of the DCS Group.
If some of the DCS Units of the DCS Group are destroyed, the initial size of the DCS Group is unchanged.
Defined in:
GROUP
Return value:
#number:
The DCS Group initial size.
Returns the current maximum height of the group.
Each unit within the group gets evaluated, and the maximum height (= the unit which is the highest elevated) is returned.
Defined in:
GROUP
Return value:
#number:
Maximum height found.
Returns the current maximum velocity of the group.
Each unit within the group gets evaluated, and the maximum velocity (= the unit which is going the fastest) is returned.
Defined in:
GROUP
Return value:
#number:
Maximum velocity found.
Returns the current minimum height of the group.
Each unit within the group gets evaluated, and the minimum height (= the unit which is the lowest elevated) is returned.
Defined in:
GROUP
Return value:
#number:
Minimum height found.
Get the active player count in the group.
Defined in:
GROUP
Return value:
#number:
The amount of players.
Gets the player name of the group.
Defined in:
GROUP
Return value:
#string:
The player name of the group.
Get player names
Defined in:
GROUP
Return values:
#table:
The group has players, an array of player names is returned.
#nil:
The group has no players
Returns a list of Wrapper.Unit objects of the Wrapper.Group that are occupied by a player.
Defined in:
GROUP
Return value:
#list<Wrapper.Unit#UNIT>:
The list of player occupied Wrapper.Unit objects of the Wrapper.Group.
Returns a POINT_VEC2 object indicating the point in 2D of the first UNIT of the GROUP within the mission.
Defined in:
GROUP
Return values:
The 2D point vector of the first DCS Unit of the GROUP.
#nil:
The first UNIT is not existing or alive.
Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
Defined in:
GROUP
Return values:
The 3D position vectors of the POSITIONABLE.
#nil:
The POSITIONABLE is not existing or alive.
Returns a random DCS#Vec3 vector (point in 3D of the UNIT within the mission) within a range around the first UNIT of the GROUP.
Defined in:
GROUP
Parameter:
#number Radius
Return values:
The random 3D point vector around the first UNIT of the GROUP.
#nil:
The GROUP is invalid or empty
Usage:
-- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP
Returns the maximum range of the group.
If the group is heterogenious and consists of different units, the smallest range of all units is returned.
Defined in:
GROUP
Return value:
#number:
Range in meters.
Returns current size of the DCS Group.
If some of the DCS Units of the DCS Group are destroyed the size of the DCS Group is changed.
Defined in:
GROUP
Return value:
#number:
The DCS Group size.
Returns the maximum speed of the group.
If the group is heterogenious and consists of different units, the max speed of the slowest unit is returned.
Defined in:
GROUP
Return value:
#number:
Speed in km/h.
Return the mission template of the group.
Defined in:
GROUP
Return value:
#table:
The MissionTemplate
Return the mission route of the group.
Defined in:
GROUP
Return value:
#table:
The mission route defined by points.
Returns the group template from the DATABASE (_DATABASE object).
Defined in:
GROUP
Return value:
#table:
Returns the group template route.points[] (the waypoints) from the DATABASE (_DATABASE object).
Defined in:
GROUP
Return value:
#table:
Gets the type name of the group.
Defined in:
GROUP
Return value:
#string:
The type name of the group.
Returns the UNIT wrapper class with number UnitNumber.
If the underlying DCS Unit does not exist, the method will return nil. .
Defined in:
GROUP
Parameter:
#number UnitNumber
The number of the UNIT wrapper class to be returned.
Return value:
The UNIT wrapper class.
Returns a list of Wrapper.Unit objects of the Wrapper.Group.
Defined in:
GROUP
Return value:
#list<Wrapper.Unit#UNIT>:
The list of Wrapper.Unit objects of the Wrapper.Group.
Returns the current point (Vec2 vector) of the first DCS Unit in the DCS Group.
Defined in:
GROUP
Return value:
Current Vec2 point of the first DCS Unit of the DCS Group.
Returns the current Vec3 vector of the first DCS Unit in the GROUP.
Returns the average velocity Vec3 vector.
Defined in:
GROUP
Return values:
Subscribe to a DCS Event.
Defined in:
GROUP
Parameters:
Core.Event#EVENTS Event
#function EventFunction
(optional) The function to be called when the event occurs for the GROUP.
...
Return value:
Check if at least one (or all) unit(s) has (have) a certain attribute.
See hoggit documentation.
Defined in:
GROUP
Parameters:
#string attribute
The name of the attribute the group is supposed to have. Valid attributes can be found in the "db_attributes.lua" file which is located at in "C:\Program Files\Eagle Dynamics\DCS World\Scripts\Database".
#boolean all
If true, all units of the group must have the attribute in order to return true. Default is only one unit of a heterogenious group needs to have the attribute.
Return value:
#boolean:
Group has this attribute.
Returns true if the first unit of the GROUP is in the air.
Defined in:
GROUP
Return value:
#boolean:
true if in the first unit of the group is in the air or #nil if the GROUP is not existing or not alive.
Set the heading for the units in degrees within the respawned group.
Set the height for the units in meters for the respawned group.
(This is applicable for air units).
Randomize the positions of the units of the respawned group in a circle band.
When a Respawn happens, the units of the group will be positioned at random places within the Outer and Inner radius. Thus, a band is created around the respawn location where the units will be placed at random positions.
Defined in:
GROUP
Parameters:
#boolean OuterRadius
Outer band in meters from the center.
#boolean InnerRadius
Inner band in meters from the center.
Return value:
self
Randomize the positions of the units of the respawned group within the Zone.
When a Respawn happens, the units of the group will be placed at random positions within the Zone (selected).
Defined in:
GROUP
Parameter:
#boolean PositionZone
true will randomize the positions within the Zone.
Return value:
self
Set the respawn Zone for the respawned group.
Returns if the group is activated.
Defined in:
GROUP
Return values:
#boolean:
true if group is activated.
#nil:
The group is not existing or alive.
Returns if the group is of an air category.
If the group is a helicopter or a plane, then this method will return true, otherwise false.
Defined in:
GROUP
Return value:
#boolean:
Air category evaluation result.
Returns if the DCS Group contains AirPlanes.
Defined in:
GROUP
Return value:
#boolean:
true if DCS Group contains AirPlanes.
Returns if the group is alive.
The Group must:
- Exist at run-time.
- Has at least one unit.
When the first Wrapper.Unit of the group is active, it will return true. If the first Wrapper.Unit of the group is inactive, it will return false.
Defined in:
GROUP
Return values:
#boolean:
true if the group is alive and active.
#boolean:
false if the group is alive but inactive.
#nil:
if the group does not exist anymore.
Returns true if any units of the group are within a Core.Zone.
Defined in:
GROUP
Parameter:
Core.Zone#ZONE_BASE Zone
The zone to test.
Return value:
#boolean:
Returns true if any unit of the Group is within the Core.Zone#ZONE_BASE
Returns true if all units of the group are within a Zone.
Defined in:
GROUP
Parameter:
Core.Zone#ZONE_BASE Zone
The zone to test.
Return value:
#boolean:
Returns true if the Group is completely within the Core.Zone#ZONE_BASE
Returns if the DCS Group contains Ground troops.
Defined in:
GROUP
Return value:
#boolean:
true if DCS Group contains Ground troops.
Returns if the DCS Group contains Helicopters.
Defined in:
GROUP
Return value:
#boolean:
true if DCS Group contains Helicopters.
Returns true if none of the group units of the group are within a Zone.
Defined in:
GROUP
Parameter:
Core.Zone#ZONE_BASE Zone
The zone to test.
Return value:
#boolean:
Returns true if the Group is not within the Core.Zone#ZONE_BASE
Returns true if some but NOT ALL units of the group are within a Zone.
Defined in:
GROUP
Parameter:
Core.Zone#ZONE_BASE Zone
The zone to test.
Return value:
#boolean:
Returns true if the Group is partially within the Core.Zone#ZONE_BASE
Returns true if part or all units of the group are within a Zone.
Defined in:
GROUP
Parameter:
Core.Zone#ZONE_BASE Zone
The zone to test.
Return value:
#boolean:
Returns true if the Group is partially or completely within the Core.Zone#ZONE_BASE.
Returns if the DCS Group contains Ships.
Defined in:
GROUP
Return value:
#boolean:
true if DCS Group contains Ships.
Create a new GROUP from a given GroupTemplate as a parameter.
Note that the GroupTemplate is NOT spawned into the mission. It is merely added to the Core.Database.
Defined in:
GROUP
Parameters:
#table GroupTemplate
The GroupTemplate Structure exactly as defined within the mission editor.
DCS#coalition.side CoalitionSide
The coalition.side of the group.
DCS#Group.Category CategoryID
The Group.Category of the group.
DCS#country.id CountryID
the country.id of the group.
Return value:
self
Defined in:
GROUP
Parameter:
ReSpawnFunction
Create a new GROUP from an existing Group in the Mission.
Respawn the Wrapper.Group at a Point.
The method will setup the new group template according the Init(Respawn) settings provided for the group. These settings can be provided by calling the relevant Init...() methods of the Group.
- GROUP.InitHeading: Set the heading for the units in degrees within the respawned group.
- GROUP.InitHeight: Set the height for the units in meters for the respawned group. (This is applicable for air units).
- GROUP.InitRandomizeHeading: Randomize the headings for the units within the respawned group.
- GROUP.InitZone: Set the respawn Zone for the respawned group.
- GROUP.InitRandomizeZones: Randomize the respawn Zone between one of the Zones given for the respawned group.
- GROUP.InitRandomizePositionZone: Randomize the positions of the units of the respawned group within the Zone.
- GROUP.InitRandomizePositionRadius: Randomize the positions of the units of the respawned group in a circle band.
- GROUP.InitRandomizeTemplates: Randomize the Template for the respawned group.
Notes:
- When InitZone or InitRandomizeZones is not used, the position of the respawned group will be its current position.
- The current alive group will always be destroyed and respawned using the template definition.
Defined in:
GROUP
Parameters:
#table Template
(optional) The template of the Group retrieved with GROUP:GetTemplate(). If the template is not provided, the template will be retrieved of the group itself.
Reset
Respawn a group at an airbase.
Note that the group has to be on parking spots at the airbase already in order for this to work. So each unit of the group is respawned at exactly the same parking spot as it currently occupies.
Defined in:
GROUP
Parameters:
#table SpawnTemplate
(Optional) The spawn template for the group. If no template is given it is exacted from the group.
Core.Spawn#SPAWN.Takeoff Takeoff
(Optional) Takeoff type. Sould be either SPAWN.Takeoff.Cold or SPAWN.Takeoff.Hot. Default is SPAWN.Takeoff.Hot.
#boolean Uncontrolled
(Optional) If true, spawn in uncontrolled state.
Return value:
Group spawned at airbase or nil if group could not be spawned.
(AIR) Return the Group to an Wrapper.Airbase#AIRBASE.
The following things are to be taken into account:
- The group is respawned to achieve the RTB, there may be side artefacts as a result of this. (Like weapons suddenly come back).
- A group consisting out of more than one unit, may rejoin formation when respawned.
- A speed can be given in km/h. If no speed is specified, the maximum speed of the first unit will be taken to return to base.
- When there is no Wrapper.Airbase object specified, the group will return to the home base if the route of the group is pinned at take-off or at landing to a base.
- When there is no Wrapper.Airbase object specified and the group route is not pinned to any airbase, it will return to the nearest airbase.
Defined in:
GROUP
Parameters:
Wrapper.Airbase#AIRBASE RTBAirbase
(optional) The Wrapper.Airbase to return to. If blank, the controllable will return to the nearest friendly airbase.
#number Speed
(optional) The Speed, if no Speed is given, the maximum Speed of the first unit is selected.
Return value:
Turns the AI On or Off for the GROUP.
Defined in:
GROUP
Parameter:
#boolean AIOnOff
The value true turns the AI On, the value false turns the AI Off.
Return value:
The GROUP.
Sets the CoalitionID of the group in a Template.
Defined in:
GROUP
Parameters:
DCS#coalition.side CoalitionID
The coalition ID.
Template
Return value:
#table:
Sets the controlled status in a Template.
Defined in:
GROUP
Parameters:
#boolean Controlled
true is controlled, false is uncontrolled.
Template
Return value:
#table:
Sets the CountryID of the group in a Template.
Defined in:
GROUP
Parameters:
DCS#country.id CountryID
The country ID.
Template
Return value:
#table:
UnSubscribe to a DCS event.
Field(s)
The name of the group.
Function(s)
Clear all tasks from the controllable.
Do Script command
Defined in:
Parameter:
#string DoScript
Return value:
Create a stop route command, which returns a string containing the command.
Use the result in the method CONTROLLABLE.SetCommand(). A value of true will make the ground group stop, a value of false will make it continue. Note that this can only work on GROUP level, although individual UNITs can be commanded, the whole GROUP will react.
Example missions:
- GRP-310
Defined in:
Parameter:
#boolean StopRoute
true if the ground unit needs to stop, false if it needs to continue to move.
Return value:
Perform a switch waypoint command
Defined in:
Parameters:
#number FromWayPoint
#number ToWayPoint
Return value:
Usage:
--- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
HeliGroup = GROUP:FindByName( "Helicopter" )
--- Route the helicopter back to the FARP after 60 seconds.
-- We use the SCHEDULER class to do this.
SCHEDULER:New( nil,
function( HeliGroup )
local CommandRTB = HeliGroup:CommandSwitchWayPoint( 2, 8 )
HeliGroup:SetCommand( CommandRTB )
end, { HeliGroup }, 90
)
Return the route of a controllable by using the Core.Database#DATABASE class.
Defined in:
Parameters:
#number Begin
The route point from where the copy will start. The base route point is 0.
#number End
The route point where the copy will end. The End point is the last point - the End point. The last point has base 0.
#boolean Randomize
Randomization of the route, when true.
#number Radius
When randomization is on, the randomization is within the radius.
(AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts).
No parameters.
(GROUND) Ground unit (EW-radar) will act as an EWR for friendly units (will provide them with information about contacts).
No parameters.
(AIR) Engaging a controllable.
The task does not assign the target controllable to the unit/controllable to attack now; it just allows the unit/controllable to engage the target controllable as well as other assigned targets.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE AttackGroup
The Controllable to be attacked.
#number Priority
All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
#number WeaponType
(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
DCS#AI.Task.WeaponExpend WeaponExpend
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
#number AttackQty
(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
DCS#Azimuth Direction
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
DCS#Distance Altitude
(optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude.
#boolean AttackQtyLimit
(optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.
Return value:
The DCS task structure.
(AIR) Engaging targets of defined types.
Defined in:
Parameters:
DCS#Distance Distance
Maximal distance from the target to a route leg. If the target is on a greater distance it will be ignored.
DCS#AttributeNameArray TargetTypes
Array of target categories allowed to engage.
#number Priority
All enroute tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
Return value:
The DCS task structure.
(AIR) Engaging a targets of defined types at circle-shaped zone.
Defined in:
Parameters:
DCS#Vec2 Vec2
2D-coordinates of the zone.
DCS#Distance Radius
Radius of the zone.
DCS#AttributeNameArray TargetTypes
Array of target categories allowed to engage.
#number Priority
All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
Return value:
The DCS task structure.
(AIR) Search and attack the Unit.
Defined in:
Parameters:
Wrapper.Unit#UNIT EngageUnit
The UNIT.
#number Priority
(optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
#boolean GroupAttack
(optional) If true, all units in the group will attack the Unit when found.
DCS#AI.Task.WeaponExpend WeaponExpend
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
#number AttackQty
(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
DCS#Azimuth Direction
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
DCS#Distance Altitude
(optional) Desired altitude to perform the unit engagement.
#boolean Visible
(optional) Unit must be visible.
#boolean ControllableAttack
(optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.
Return value:
The DCS task structure.
(AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets.
The killer is player-controlled allied CAS-aircraft that is in contact with the FAC. If the task is assigned to the controllable lead unit will be a FAC.
Defined in:
Parameters:
DCS#Distance Radius
The maximal distance from the FAC to a target.
#number Priority
All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
Return value:
The DCS task structure.
(AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets.
The killer is player-controlled allied CAS-aircraft that is in contact with the FAC. If the task is assigned to the controllable lead unit will be a FAC.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE AttackGroup
Target CONTROLLABLE.
#number Priority
All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
#number WeaponType
Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
DCS#AI.Task.Designation Designation
(optional) Designation type.
#boolean Datalink
(optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.
Return value:
The DCS task structure.
(AIR) Aircraft will act as a tanker for friendly units.
No parameters.
Return the detected targets of the controllable.
The optional parametes specify the detection methods that can be applied. If no detection method is given, the detection will use all the available methods by default.
Defined in:
Parameters:
#boolean DetectVisual
(optional)
#boolean DetectOptical
(optional)
#boolean DetectRadar
(optional)
#boolean DetectIRST
(optional)
#boolean DetectRWR
(optional)
#boolean DetectDLINK
(optional)
Return value:
#table:
DetectedTargets
Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.
This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.
Defined in:
Return value:
#nil:
The CONTROLLABLE is not existing or alive.
Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.
This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.
Defined in:
Return value:
#nil:
The CONTROLLABLE is not existing or alive.
Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.
This method returns nil to ensure polymorphic behaviour! This method needs to be overridden by GROUP or UNIT.
Defined in:
Return value:
#nil:
The CONTROLLABLE is not existing or alive.
Returns the health.
Dead controllables have health <= 1.0.
Defined in:
Return values:
#number:
The controllable health value (unit or group average).
#nil:
The controllable is not existing or alive.
Returns the initial health.
Defined in:
Return values:
#number:
The controllable health value (unit or group average).
#nil:
The controllable is not existing or alive.
Return the mission template of the controllable.
Defined in:
Return value:
#table:
The MissionTemplate TODO: Rework the method how to retrieve a template ...
Return the mission route of the controllable.
Defined in:
Return value:
#table:
The mission route defined by points.
Get the current WayPoints set with the WayPoint functions( Note that the WayPoints can be nil, although there ARE waypoints).
Defined in:
Return value:
#table:
WayPoints If WayPoints is given, then return the WayPoints structure.
Checking the Task Queue of the controllable.
Returns false if no task is on the queue. true if there is a task.
Returns if the Controllable contains AirPlanes.
Defined in:
Return value:
#boolean:
true if Controllable contains AirPlanes.
Defined in:
Parameters:
DCSObject
DetectVisual
DetectOptical
DetectRadar
DetectIRST
DetectRWR
DetectDLINK
Create a new CONTROLLABLE from a DCSControllable
Defined in:
Parameter:
#string ControllableName
The DCS Controllable name
Return value:
self
Alarm state to Auto: AI will automatically switch alarm states based on the presence of threats.
The AI kind of cheats in this regard.
Alarm state to Green: Group is not combat ready.
Sensors are stowed if possible.
Alarm state to Red: Group is combat ready and actively searching for targets.
Holding weapons.
Can the CONTROLLABLE hold their weapons?
Openfire.
Can the CONTROLLABLE attack designated targets?
Return fire.
Can the CONTROLLABLE attack returning on enemy fire?
Weapon free.
Can the CONTROLLABLE attack targets of opportunity?
Evade on fire.
Can the CONTROLLABLE evade on enemy fire?
No evasion on enemy threats.
Can the CONTROLLABLE ignore enemy fire?
Evasion passive defense.
Can the CONTROLLABLE evade using passive defenses?
Evade on fire using vertical manoeuvres.
Can the CONTROLLABLE evade on fire using vertical manoeuvres?
Set RTB on ammo.
Defined in:
Parameter:
#boolean WeaponsFlag
Weapons.flag enumerator.
Return value:
self
Set RTB on bingo fuel.
Defined in:
Parameter:
#boolean RTB
true if RTB on bingo fuel (default), false if no RTB on bingo fuel. Warning! When you switch this option off, the airborne group will continue to fly until all fuel has been consumed, and will crash.
Return value:
self
(GROUND) Patrol iteratively using the waypoints the for the (parent) group.
(GROUND) Patrol randomly to the waypoints the for the (parent) group.
A random waypoint will be picked and the group will move towards that point.
Defined in:
Parameters:
#number Speed
Speed in km/h.
#string Formation
The formation the group uses.
Core.Point#COORDINATE ToWaypoint
The waypoint where the group should move to.
Return value:
(GROUND) Patrol randomly to the waypoints the for the (parent) group.
A random waypoint will be picked and the group will move towards that point.
Defined in:
Parameters:
#table ZoneList
Table of zones.
#number Speed
Speed in km/h the group moves at.
#string Formation
(Optional) Formation the group should use.
Return value:
Popping current Task from the controllable.
Pushing Task on the queue from the controllable.
Defined in:
Parameters:
DCSTask
WaitTime
Return value:
Make the controllable to follow a given route.
Defined in:
Parameters:
#table Route
A table of Route Points.
#number DelaySeconds
(Optional) Wait for the specified seconds before executing the Route. Default is one second.
Return value:
The CONTROLLABLE.
Make the AIR Controllable fly towards a specific point.
Defined in:
Parameters:
Core.Point#COORDINATE ToCoordinate
A Coordinate to drive to.
The altitude type.
The route point type.
The route point action.
#number Speed
(optional) Speed in km/h. The default speed is 500 km/h.
#number DelaySeconds
Wait for the specified seconds before executing the Route.
Return value:
The CONTROLLABLE.
Make the TRAIN Controllable to drive towards a specific point using railroads.
Defined in:
Parameters:
Core.Point#COORDINATE ToCoordinate
A Coordinate to drive to.
#number Speed
(Optional) Speed in km/h. The default speed is 20 km/h.
#number DelaySeconds
(Optional) Wait for the specified seconds before executing the Route. Default is one second.
Return value:
The CONTROLLABLE.
Make the GROUND Controllable to drive towards a specific point using (mostly) roads.
Defined in:
Parameters:
Core.Point#COORDINATE ToCoordinate
A Coordinate to drive to.
#number Speed
(Optional) Speed in km/h. The default speed is 20 km/h.
#number DelaySeconds
(Optional) Wait for the specified seconds before executing the Route. Default is one second.
#string OffRoadFormation
(Optional) The formation at initial and final waypoint. Default is "Off Road".
Return value:
The CONTROLLABLE.
Make the GROUND Controllable to drive towards a specific point.
Defined in:
Parameters:
Core.Point#COORDINATE ToCoordinate
A Coordinate to drive to.
#number Speed
(optional) Speed in km/h. The default speed is 20 km/h.
#string Formation
(optional) The route point Formation, which is a text string that specifies exactly the Text in the Type of the route point, like "Vee", "Echelon Right".
#number DelaySeconds
Wait for the specified seconds before executing the Route.
Return value:
The CONTROLLABLE.
Make the controllable to push follow a given route.
Defined in:
Parameters:
#table Route
A table of Route Points.
#number DelaySeconds
(Optional) Wait for the specified seconds before executing the Route. Default is one second.
Return value:
The CONTROLLABLE.
Resumes the movement of the vehicle on the route.
Stops the movement of the vehicle on the route.
(AIR + GROUND) Make the Controllable move to fly to a given point.
Defined in:
Parameters:
DCS#Vec3 Point
The destination point in Vec3 format.
#number Speed
The speed [m/s] to travel.
Return value:
self
(AIR + GROUND) Make the Controllable move to a given point.
Defined in:
Parameters:
DCS#Vec3 Point
The destination point in Vec3 format.
#number Speed
The speed [m/s] to travel.
Return value:
self
Executes a command action
Clearing the Task Queue and Setting the Task on the queue from the controllable.
Defined in:
Parameters:
#DCS.Task DCSTask
DCS Task array.
#number WaitTime
Time in seconds, before the task is set.
Return value:
Set a Task at a Waypoint using a Route list.
Defined in:
Parameters:
#table Waypoint
The Waypoint!
DCS#Task Task
The Task structure to be executed!
Return value:
Give an uncontrolled air controllable the start command.
Defined in:
Parameter:
#number delay
(Optional) Delay before start command in seconds.
Return value:
self
(AIR) Attack a Controllable.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE AttackGroup
The Controllable to be attacked.
#number WeaponType
(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
DCS#AI.Task.WeaponExpend WeaponExpend
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
#number AttackQty
(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
DCS#Azimuth Direction
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
DCS#Distance Altitude
(optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude.
#boolean AttackQtyLimit
(optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.
Return value:
The DCS task structure.
(AIR) Attacking the map object (building, structure, e.t.c).
Defined in:
Parameters:
DCS#Vec2 Vec2
2D-coordinates of the point to deliver weapon at.
#boolean GroupAttack
(optional) If true, all units in the group will attack the Unit when found.
DCS#AI.Task.WeaponExpend WeaponExpend
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
#number AttackQty
(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
DCS#Azimuth Direction
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
#number Altitude
(optional) The altitude from where to attack.
#number WeaponType
(optional) The WeaponType.
Return value:
The DCS task structure.
(AIR) Attack the Unit.
Defined in:
Parameters:
Wrapper.Unit#UNIT AttackUnit
The UNIT.
#boolean GroupAttack
(optional) If true, all units in the group will attack the Unit when found.
DCS#AI.Task.WeaponExpend WeaponExpend
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
#number AttackQty
(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
DCS#Azimuth Direction
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
#number Altitude
(optional) The altitude from where to attack.
#boolean Visible
(optional) not a clue.
#number WeaponType
(optional) The WeaponType.
Return value:
The DCS task structure.
(AIR) Delivering weapon at the point on the ground.
Defined in:
Parameters:
DCS#Vec2 Vec2
2D-coordinates of the point to deliver weapon at.
#boolean GroupAttack
(optional) If true, all units in the group will attack the Unit when found.
DCS#AI.Task.WeaponExpend WeaponExpend
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
#number AttackQty
(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
DCS#Azimuth Direction
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
#number Altitude
(optional) The altitude from where to attack.
#number WeaponType
(optional) The WeaponType.
#boolean Divebomb
(optional) Perform dive bombing. Default false.
Return value:
The DCS task structure.
GROUP:TaskBombingRunway(Airbase, WeaponType, WeaponExpend, AttackQty, Direction, ControllableAttack)
(AIR) Delivering weapon on the runway.
Defined in:
Parameters:
Wrapper.Airbase#AIRBASE Airbase
Airbase to attack.
#number WeaponType
(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
DCS#AI.Task.WeaponExpend WeaponExpend
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
#number AttackQty
(optional) This parameter limits maximal quantity of attack. The aicraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aicraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
DCS#Azimuth Direction
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
#boolean ControllableAttack
(optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.
Return value:
The DCS task structure.
Return a Combo Task taking an array of Tasks.
Return a condition section for a controlled task.
Return a Controlled Task taking a Task and a TaskCondition.
Move to a defined Vec2 Point, and embark to a controllable when arrived within a defined Radius.
Defined in:
Parameters:
DCS#Vec2 Point
The point where to wait.
#number Radius
The radius of the embarking zone around the Point.
Return value:
The DCS task structure.
(AIR) Move the controllable to a Vec2 Point, wait for a defined duration and embark a controllable.
Defined in:
Parameters:
DCS#Vec2 Point
The point where to wait.
#number Duration
The duration in seconds to wait.
#CONTROLLABLE EmbarkingControllable
The controllable to be embarked.
Return value:
The DCS task structure
(AIR) Escort another airborne controllable.
The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders. The unit / controllable will also protect that controllable from threats of specified types.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE FollowControllable
The controllable to be escorted.
DCS#Vec3 Vec3
Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.
#number LastWaypointIndex
Detach waypoint of another controllable. Once reached the unit / controllable Follow task is finished.
#number EngagementDistance
Maximal distance from escorted controllable to threat. If the threat is already engaged by escort escort will disengage if the distance becomes greater than 1.5 * engagementDistMax.
DCS#AttributeNameArray TargetTypes
Array of AttributeName that is contains threat categories allowed to engage.
Return value:
The DCS task structure.
(AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.
The killer is player-controlled allied CAS-aircraft that is in contact with the FAC. If the task is assigned to the controllable lead unit will be a FAC.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE AttackGroup
Target CONTROLLABLE.
#number WeaponType
Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
DCS#AI.Task.Designation Designation
(optional) Designation type.
#boolean Datalink
(optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.
Return value:
The DCS task structure.
(GROUND) Fire at a VEC2 point until ammunition is finished.
Defined in:
Parameters:
DCS#Vec2 Vec2
The point to fire at.
DCS#Distance Radius
The radius of the zone to deploy the fire at.
#number AmmoCount
(optional) Quantity of ammunition to expand (omit to fire until ammunition is depleted).
#number WeaponType
(optional) Enum for weapon type ID. This value is only required if you want the group firing to use a specific weapon, for instance using the task on a ship to force it to fire guided missiles at targets within cannon range. See http://wiki.hoggit.us/view/DCS_enum_weapon_flag
Return value:
The DCS task structure.
(AIR) Following another airborne controllable.
The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders. If another controllable is on land the unit / controllable will orbit around.
Defined in:
Parameters:
Wrapper.Controllable#CONTROLLABLE FollowControllable
The controllable to be followed.
DCS#Vec3 Vec3
Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.
#number LastWaypointIndex
Detach waypoint of another controllable. Once reached the unit / controllable Follow task is finished.
Return value:
The DCS task structure.
This creates a Task element, with an action to call a function as part of a Wrapped Task.
This Task can then be embedded at a Waypoint by calling the method CONTROLLABLE.SetTaskWaypoint.
Defined in:
Parameters:
#string FunctionString
The function name embedded as a string that will be called.
...
The variable arguments passed to the function when called! These arguments can be of any type!
Return value:
Usage:
local ZoneList = {
ZONE:New( "ZONE1" ),
ZONE:New( "ZONE2" ),
ZONE:New( "ZONE3" ),
ZONE:New( "ZONE4" ),
ZONE:New( "ZONE5" )
}
GroundGroup = GROUP:FindByName( "Vehicle" )
--- @param Wrapper.Group#GROUP GroundGroup
function RouteToZone( Vehicle, ZoneRoute )
local Route = {}
Vehicle:E( { ZoneRoute = ZoneRoute } )
Vehicle:MessageToAll( "Moving to zone " .. ZoneRoute:GetName(), 10 )
-- Get the current coordinate of the Vehicle
local FromCoord = Vehicle:GetCoordinate()
-- Select a random Zone and get the Coordinate of the new Zone.
local RandomZone = ZoneList[ math.random( 1, #ZoneList ) ] -- Core.Zone#ZONE
local ToCoord = RandomZone:GetCoordinate()
-- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task
Route[#Route+1] = FromCoord:WaypointGround( 72 )
Route[#Route+1] = ToCoord:WaypointGround( 60, "Vee" )
local TaskRouteToZone = Vehicle:TaskFunction( "RouteToZone", RandomZone )
Vehicle:SetTaskWaypoint( Route[#Route], TaskRouteToZone ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
Vehicle:Route( Route, math.random( 10, 20 ) ) -- Move after a random seconds to the Route. See the Route method for details.
end
RouteToZone( GroundGroup, ZoneList[1] )
Make a task for a TRAIN Controllable to drive towards a specific point using railroad.
Defined in:
Parameters:
Core.Point#COORDINATE ToCoordinate
A Coordinate to drive to.
#number Speed
(Optional) Speed in km/h. The default speed is 20 km/h.
Return value:
Task
Make a task for a GROUND Controllable to drive towards a specific point using (mostly) roads.
Defined in:
Parameters:
Core.Point#COORDINATE ToCoordinate
A Coordinate to drive to.
#number Speed
(Optional) Speed in km/h. The default speed is 20 km/h.
#string OffRoadFormation
(Optional) The formation at initial and final waypoint. Default is "Off Road".
#boolean Shortcut
(Optional) If true, controllable will take the direct route if the path on road is 10x longer or path on road is less than 5% of total path.
Core.Point#COORDINATE FromCoordinate
(Optional) Explicit initial coordinate. Default is the position of the controllable.
Return values:
Task.
#boolean:
If true, path on road is possible. If false, task will route the group directly to its destination.
(GROUND) Hold ground controllable from moving.
(AIR) Hold position at the current position of the first unit of the controllable.
Defined in:
Parameter:
#number Duration
The maximum duration in seconds to hold the position.
Return value:
self
(AIR HELICOPTER) Landing at the ground.
For helicopters only.
Defined in:
Parameters:
DCS#Vec2 Point
The point where to land.
#number Duration
The duration in seconds to stay on the ground.
Return value:
self
(AIR) Land the controllable at a @{Core.Zone#ZONE_RADIUS).
Defined in:
Parameters:
Core.Zone#ZONE Zone
The zone where to land.
#number Duration
The duration in seconds to stay on the ground.
RandomPoint
Return value:
self
(AIR + GROUND) Return a mission task from a mission template.
Defined in:
Parameter:
#table TaskMission
A table containing the mission task.
Return value:
(AIR) Orbit at the current position of the first unit of the controllable at a specified alititude.
Defined in:
Parameters:
#number Altitude
The altitude [m] to hold the position.
#number Speed
The speed [m/s] flying when holding the position.
Core.Point#COORDINATE Coordinate
The coordinate where to orbit.
Return value:
self
(AIR) Orbit at a specified position at a specified alititude during a specified duration with a specified speed.
Defined in:
Parameters:
DCS#Vec2 Point
The point to hold the position.
#number Altitude
The altitude [m] to hold the position.
#number Speed
The speed [m/s] flying when holding the position.
Return value:
self
(AIR) Refueling from the nearest tanker.
No parameters.
Return a Misson task to follow a given route defined by Points.
Defined in:
Parameter:
#table Points
A table of route points.
Return value:
(GROUND) Route the controllable to a given Vec2.
A speed can be given in km/h. A given formation can be given.
Defined in:
Parameters:
DCS#Vec2 Vec2
The Vec2 where to route to.
#number Speed
The speed in m/s. Default is 5.555 m/s = 20 km/h.
Base#FORMATION Formation
The formation string.
(AIR + GROUND) Route the controllable to a given zone.
The controllable final destination point can be randomized. A speed can be given in km/h. A given formation can be given.
Defined in:
Parameters:
Core.Zone#ZONE Zone
The zone where to route to.
#boolean Randomize
Defines whether to target point gets randomized within the Zone.
#number Speed
The speed in m/s. Default is 5.555 m/s = 20 km/h.
Base#FORMATION Formation
The formation string.
Return a WrappedAction Task taking a Command.
Executes the WayPoint plan.
The function gets a WayPoint parameter, that you can use to restart the mission at a specific WayPoint. Note that when the WayPoint parameter is used, the new start mission waypoint of the controllable will be 1!
Defined in:
Parameters:
#number WayPoint
The WayPoint from where to execute the mission.
#number WaitTime
The amount seconds to wait before initiating the mission.
Return value:
Registers a waypoint function that will be executed when the controllable moves over the WayPoint.
Defined in:
Parameters:
#number WayPoint
The waypoint number. Note that the start waypoint on the route is WayPoint 1!
#number WayPointIndex
When defining multiple WayPoint functions for one WayPoint, use WayPointIndex to set the sequence of actions.
#function WayPointFunction
The waypoint function to be called when the controllable moves over the waypoint. The waypoint function takes variable parameters.
...
Return value:
Retrieve the controllable mission and allow to place function hooks within the mission waypoint plan.
Use the method Wrapper.Controllable#CONTROLLABLE to define the hook functions for specific waypoints. Use the method @{Controllable@CONTROLLABLE:WayPointExecute) to start the execution of the new mission plan. Note that when WayPointInitialize is called, the Mission of the controllable is RESTARTED!
Defined in:
Parameter:
#table WayPoints
If WayPoints is given, then use the route.
Return value:
Get the controller for the CONTROLLABLE.
Field(s)
The name of the group.
Function(s)
Add cargo.
Get cargo item count.
Destroys the POSITIONABLE.
Defined in:
Parameter:
#boolean GenerateEvent
(Optional) true if you want to generate a crash or dead event for the unit.
Return value:
#nil:
The DCS Unit is not existing or alive.
Usages:
-- 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.
Signal a flare at the position of the POSITIONABLE.
Signal a green flare at the position of the POSITIONABLE.
Defined in:
Signal a red flare at the position of the POSITIONABLE.
Defined in:
Signal a white flare at the position of the POSITIONABLE.
Defined in:
Signal a yellow flare at the position of the POSITIONABLE.
Defined in:
Returns the altitude of the POSITIONABLE.
Defined in:
Return values:
Returns the Angle of Attack of a positionable.
Create a Core.Radio#BEACON, to allow this POSITIONABLE to broadcast beacon signals
Get the bounding box of the underlying POSITIONABLE DCS Object.
Defined in:
Return values:
Get the bounding radius of the underlying POSITIONABLE DCS Object.
Defined in:
Parameter:
#number mindist
(Optional) If bounding box is smaller than this value, mindist is returned.
Return value:
The bounding radius of the POSITIONABLE or #nil if the POSITIONABLE is not existing or alive.
Get all contained cargo.
Get Cargo Bay Free Weight in kg.
Returns the unit's climb or descent angle.
Defined in:
Return value:
#number:
Climb or descent angle in degrees.
Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
Defined in:
Return value:
The COORDINATE of the POSITIONABLE.
Returns the POSITIONABLE heading in degrees.
Defined in:
Return values:
#number:
The POSITIONABLE heading
#nil:
The POSITIONABLE is not existing or alive.
Returns the POSITIONABLE height in meters.
Defined in:
Return values:
Get the last assigned laser code
Returns a message with the callsign embedded (if there is one).
Defined in:
Parameters:
#string Message
The message text
DCS#Duration Duration
The duration of the message.
#string Name
(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
Return value:
Returns the message text with the callsign embedded (if there is one).
Defined in:
Parameters:
#string Message
The message text
#string Name
(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
Return value:
#string:
The message text
Returns a message of a specified type with the callsign embedded (if there is one).
Defined in:
Parameters:
#string Message
The message text
Core.Message#MESSAGE MessageType
MessageType The message type.
#string Name
(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
Return value:
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.
Defined in:
Return values:
Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e.
along the direction of movement.
Defined in:
Return value:
X orientation, i.e. parallel to the direction of movement.
Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e.
vertical orientation.
Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e.
perpendicular to direction of movement.
Defined in:
Return value:
Z orientation, i.e. perpendicular to movement.
Returns the pitch angle of a unit.
Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
Defined in:
Return values:
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.
Defined in:
Return values:
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.
Defined in:
Return value:
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.
Defined in:
Return values:
The 3D position vectors of the POSITIONABLE.
#nil:
The POSITIONABLE is not existing or alive.
Create a Core.Radio#RADIO, to allow radio transmission for this POSITIONABLE.
Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message
Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.
Defined in:
Parameter:
#number Radius
Return values:
Usage:
-- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP
Returns the roll angle of a unit.
Defined in:
Get the Spot
Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission.
Defined in:
Return values:
Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission.
Defined in:
Return values:
Returns the a Velocity object from the positionable.
Defined in:
Return values:
Velocity The Velocity object.
#nil:
The POSITIONABLE is not existing or alive.
Returns the POSITIONABLE velocity in km/h.
Returns the POSITIONABLE velocity in meters per second.
Defined in:
Return value:
#number:
The velocity in meters per second.
Returns the POSITIONABLE velocity Vec3 vector.
Defined in:
Return values:
Returns the yaw angle of a unit.
Returns if carrier has given cargo.
Defined in:
Parameter:
Cargo
Return value:
Cargo
Returns true if the POSITIONABLE is in the air.
Polymorphic, is overridden in GROUP and UNIT.
Defined in:
Return values:
#boolean:
true if in the air.
#nil:
The POSITIONABLE is not existing or alive.
Returns if the Positionable is located above a runway.
Defined in:
Return values:
#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.
Defined in:
Return value:
#boolean:
Air category evaluation result.
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.
Defined in:
Return value:
#boolean:
Ground category evaluation result.
Check if the POSITIONABLE is lasing a target
Stop Lasing a POSITIONABLE
Start Lasing a POSITIONABLE
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.
Defined in:
Parameters:
#string Message
The message text
DCS#Duration Duration
The duration of 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 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.
Defined in:
Parameters:
#string Message
The message text
DCS#Duration Duration
The duration of 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 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.
Defined in:
Parameters:
#string Message
The message text
DCS#Duration Duration
The duration of 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 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.
Defined in:
Parameters:
#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, 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.
Defined in:
Parameters:
#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, the Name is 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.
Defined in:
Parameters:
#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, the Name is 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.
Defined in:
Parameters:
#string Message
The message text
DCS#Duration Duration
The duration of 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 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.
Defined in:
Parameters:
#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, 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.
Defined in:
Parameters:
#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, the Name is 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.
Defined in:
Parameters:
#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
Defined in:
Parameter:
#string PositionableName
The POSITIONABLE name
Return value:
self
Remove cargo.
Set Cargo Bay Weight Limit in kg.
Smoke the POSITIONABLE.
Defined in:
Parameters:
Utilities.Utils#SMOKECOLOR SmokeColor
The color to smoke to positionable.
#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.
Field(s)
The name of the group.
Function(s)
Gets the CallSign of the IDENTIFIABLE, which is a blank by default.
Defined in:
Return value:
#string:
The CallSign of the IDENTIFIABLE.
Returns category of the DCS Identifiable.
Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.
Defined in:
Return value:
#string:
The DCS Identifiable Category Name
Returns coalition of the Identifiable.
Defined in:
Return values:
Returns the name of the coalition of the Identifiable.
Defined in:
Return values:
#string:
The name of the coalition.
#nil:
The DCS Identifiable is not existing or alive.
Returns country of the Identifiable.
Defined in:
Return values:
Returns country name of the Identifiable.
Returns Identifiable descriptor.
Descriptor type depends on Identifiable category.
Defined in:
Return values:
Returns DCS Identifiable object name.
The function provides access to non-activated objects too.
Defined in:
Return values:
#string:
The name of the DCS Identifiable.
#nil:
The DCS Identifiable is not existing or alive.
Returns the type name of the DCS Identifiable.
Defined in:
Return values:
#string:
The type name of the DCS Identifiable.
#nil:
The DCS Identifiable is not existing or alive.
Check if the Object has the attribute.
Defined in:
Parameter:
#string AttributeName
The attribute name.
Return values:
#boolean:
true if the attribute exists.
#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.
Defined in:
Return values:
#boolean:
true if Identifiable is alive.
#nil:
if the Identifiable is not existing or is not alive.
Create a new IDENTIFIABLE from a DCSIdentifiable
Defined in:
Parameter:
#string IdentifiableName
The DCS Identifiable name
Return value:
self
Field(s)
The name of the group.
Function(s)
Destroys the OBJECT.
Defined in:
Return values:
#boolean:
true if the object is destroyed.
#nil:
The DCS Unit is not existing or alive.
Returns the unit's unique identifier.
Defined in:
Return value:
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
Field(s)
The name of the group.
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.
Returns the event dispatcher
Trace a function call.
Must be at the beginning of the function logic.
Trace a function call level 2.
Must be at the beginning of the function logic.
Trace a function call level 3.
Must be at the beginning of the function logic.
Get the ClassID of the class instance.
Get the ClassName of the class instance.
Get the ClassName + ClassID of the class instance.
The ClassName + ClassID is formatted as '%s#%09d'.
Get the Class Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
This is the worker method to retrieve the Parent class.
Note that the Parent class must be passed to call the parent class method.
self:GetParent(self):ParentMethod()
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:
Core.Event#EVENTS Event
#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.
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).
BASE constructor.
This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
function EVENT:New()
local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
return self
end
Occurs when an object is completely destroyed.
initiator : The unit that is was destroyed.
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.
Occurs when any object is spawned into the mission.
initiator : The unit that was spawned
Occurs when any aircraft crashes into the ground and is completely destroyed.
initiator : The unit that has crashed
Occurs when an object is dead.
initiator : The unit that is dead.
Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected
Occurs when any aircraft shuts down its engines.
initiator : The unit that is stopping its engines.
Occurs when any aircraft starts its engines.
initiator : The unit that is starting its engines.
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.
Occurs when any system fails on a human controlled aircraft.
initiator : The unit that had the failure
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
Occurs when a mission ends
Occurs when a mission starts
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.
Occurs when any player assumes direct control of a unit.
initiator : The unit that is being taken control of.
Occurs when any player relieves control of a unit to the AI.
initiator : The unit that the player left.
Occurs when an aircraft connects with a tanker and begins taking on fuel.
initiator : The unit that is receiving fuel.
Occurs when an aircraft is finished taking fuel.
initiator : The unit that was receiving fuel.
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.
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.
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.
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
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.
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.
Trace a function logic level 2.
Can be anywhere within the function logic.
Trace a function logic level 3.
Can be anywhere within the function logic.
Trace all methods in MOOSE
Set tracing for a specific method of class
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.
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
Enumerator for location at airbases