Module Core.Radio
Core - Is responsible for everything that is related to radio transmission and you can hear in DCS, be it TACAN beacons, Radio transmissions.
Features:
- Provide radio functionality to broadcast radio transmissions.
- Provide beacon functionality to assist pilots.
The Radio contains 2 classes : RADIO and BEACON
What are radio communications in DCS ?
- Radio transmissions consist of sound files that are broadcasted on a specific frequency (e.g. 115MHz) and modulation (e.g. AM),
- They can be subtitled for a specific duration, the power in Watts of the transmiter's antenna can be set, and the transmission can be looped.
How to supply DCS my own Sound Files ?
- Your sound files need to be encoded in .ogg or .wav,
- Your sound files should be as tiny as possible. It is suggested you encode in .ogg with low bitrate and sampling settings,
- They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file),
- For simplicty sake, you can let DCS' Mission Editor add the file itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission.
Due to weird DCS quirks, radio communications behave differently if sent by a Wrapper.Unit#UNIT or a Wrapper.Group#GROUP or by any other Wrapper.Positionable#POSITIONABLE
- If the transmitter is a Wrapper.Unit#UNIT or a Wrapper.Group#GROUP, DCS will set the power of the transmission automatically,
- If the transmitter is any other Wrapper.Positionable#POSITIONABLE, the transmisison can't be subtitled or looped.
Note that obviously, the frequency and the modulation of the transmission are important only if the players are piloting an Advanced System Modelling enabled aircraft, like the A10C or the Mirage 2000C. They will hear the transmission if they are tuned on the right frequency and modulation (and if they are close enough - more on that below). If a FC3 airacraft is used, it will hear every communication, whatever the frequency and the modulation is set to. The same is true for TACAN beacons. If your aircaft isn't compatible, you won't hear/be able to use the TACAN beacon informations.
Author: Hugues "Grey_Echo" Bousquet
Global(s)
Global BEACON |
Global RADIO |
Type(s)
| Fields and Methods inherited from BEACON | Description |
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BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration) |
Activates a TACAN BEACON on an Aircraft. |
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Create a new BEACON Object. |
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BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration) |
Activates a general pupose Radio Beacon This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency. |
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Stops the AA TACAN BEACON |
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Stops the AA TACAN BEACON |
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Converts a TACAN Channel/Mode couple into a frequency in Hz |
| 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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BEACON: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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BEACON: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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BEACON:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
BEACON:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
| Fields and Methods inherited from RADIO | Description |
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Actually Broadcast the transmission * The Radio has to be populated with the new transmission before broadcasting. |
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Name of the sound file |
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Frequency of the transmission in Hz |
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(default true) |
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Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM) |
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Create a new RADIO Object. |
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RADIO:NewGenericTransmission(FileName, Frequency, Modulation, Power, Loop) |
Create a new transmission, that is to say, populate the RADIO with relevant data In this function the data is especially relevant if the broadcaster is anything but a UNIT or a GROUP, but it will work with a UNIT or a GROUP anyway. |
RADIO:NewUnitTransmission(FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop) |
Create a new transmission, that is to say, populate the RADIO with relevant data In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP, but it will work for any Wrapper.Positionable#POSITIONABLE. |
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The transmiter |
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Power of the antenna is Watts |
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Check validity of the filename passed and sets RADIO.FileName |
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Check validity of the frequency passed and sets RADIO.Frequency |
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Check validity of the loop passed and sets RADIO.Loop |
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Check validity of the frequency passed and sets RADIO.Modulation |
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Check validity of the power passed and sets RADIO.Power |
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Check validity of the subtitle and the subtitleDuration passed and sets RADIO.subtitle and RADIO.subtitleDuration Both parameters are mandatory, since it wouldn't make much sense to change the Subtitle and not its duration |
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Stops a transmission This function is especially usefull to stop the broadcast of looped transmissions |
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Subtitle of the transmission |
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Duration of the Subtitle in seconds |
| 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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RADIO: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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RADIO: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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RADIO:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
RADIO:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
After attaching a #BEACON to your Wrapper.Positionable#POSITIONABLE, you need to select the right function to activate the kind of beacon you want.
There are two types of BEACONs available : the AA TACAN Beacon and the general purpose Radio Beacon.
Note that in both case, you can set an optional parameter : the BeaconDuration. This can be very usefull to simulate the battery time if your BEACON is
attach to a cargo crate, for exemple.
AA TACAN Beacon usage
This beacon only works with airborne Wrapper.Unit#UNIT or a Wrapper.Group#GROUP. Use #BEACON() to set the beacon parameters and start the beacon. Use @#BEACON:StopAATACAN}() to stop it.
General Purpose Radio Beacon usage
This beacon will work with any Wrapper.Positionable#POSITIONABLE, but **it won't follow the Wrapper.Positionable#POSITIONABLE** ! This means that you should only use it with Wrapper.Positionable#POSITIONABLE that don't move, or move very slowly. Use #BEACON() to set the beacon parameters and start the beacon. Use #BEACON() to stop it.
Field(s)
Function(s)
Activates a TACAN BEACON on an Aircraft.
Defined in:
BEACON
Parameters:
#number TACANChannel
(the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels
#string Message
The Message that is going to be coded in Morse and broadcasted by the beacon
#boolean Bearing
Can the BEACON be homed on ?
#number BeaconDuration
How long will the beacon last in seconds. Omit for forever.
Return value:
self
Usage:
-- Let's create a TACAN Beacon for a tanker
local myUnit = UNIT:FindByName("MyUnit")
local myBeacon = myUnit:GetBeacon() -- Creates the beacon
myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon
Create a new BEACON Object.
This doesn't activate the beacon, though, use BEACON.AATACAN or BEACON.Generic If you want to create a BEACON, you probably should use Wrapper.Positionable#POSITIONABLE.GetBeacon() instead.
Defined in:
BEACON
Parameter:
Wrapper.Positionable#POSITIONABLE Positionable
The Positionable that will receive radio capabilities.
Return values:
Activates a general pupose Radio Beacon This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency.
Although any frequency could be used, only 2 DCS Modules can home on radio beacons at the time of writing : the Huey and the Mi-8. They can home in on these specific frequencies : Mi8 R-828 -> 20-60MHz * ARKUD -> 100-150MHz (canal 1 : 114166, canal 2 : 114333, canal 3 : 114583, canal 4 : 121500, canal 5 : 123100, canal 6 : 124100) AM * ARK9 -> 150-1300KHz Huey AN/ARC-131 -> 30-76 Mhz FM
Defined in:
BEACON
Parameters:
#string FileName
The name of the audio file
#number Frequency
in MHz
#number Modulation
either radio.modulation.AM or radio.modulation.FM
#number Power
in W
#number BeaconDuration
How long will the beacon last in seconds. Omit for forever.
Return value:
self
Usage:
-- Let's create a beacon for a unit in distress.
-- Frequency will be 40MHz FM (home-able by a Huey's AN/ARC-131)
-- The beacon they use is battery-powered, and only lasts for 5 min
local UnitInDistress = UNIT:FindByName("Unit1")
local UnitBeacon = UnitInDistress:GetBeacon()
-- Set the beacon and start it
UnitBeacon:RadioBeacon("MySoundFileSOS.ogg", 40, radio.modulation.FM, 20, 5*60)
Converts a TACAN Channel/Mode couple into a frequency in Hz
Defined in:
BEACON
Parameters:
#number TACANChannel
#string TACANMode
Return values:
#number:
Frequecy
#nil:
if parameters are invalid
Field(s)
Function(s)
Clear the state of an object.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
StateName
The key that is should be cleared.
Creation of a Birth Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
#string IniUnitName
The initiating unit name.
place
subplace
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Dead Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Remove Unit Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Takeoff Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Log an exception which will be traced always.
Can be anywhere within the function logic.
Returns the event dispatcher
Remove all subscribed events
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 class
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
Models the radio capabilty.
RADIO usage
There are 3 steps to a successful radio transmission.
- First, you need to **"add a #RADIO object** to your Wrapper.Positionable#POSITIONABLE. This is done using the Wrapper.Positionable#POSITIONABLE.GetRadio() function,
- Then, you will set the relevant parameters to the transmission (see below),
- When done, you can actually broadcast the transmission (i.e. play the sound) with the RADIO.Broadcast() function.
Methods to set relevant parameters for both a Wrapper.Unit#UNIT or a Wrapper.Group#GROUP or any other Wrapper.Positionable#POSITIONABLE
- RADIO.SetFileName() : Sets the file name of your sound file (e.g. "Noise.ogg"),
- RADIO.SetFrequency() : Sets the frequency of your transmission.
- RADIO.SetModulation() : Sets the modulation of your transmission.
- RADIO.SetLoop() : Choose if you want the transmission to be looped. If you need your transmission to be looped, you might need a #BEACON instead...
Additional Methods to set relevant parameters if the transmiter is a Wrapper.Unit#UNIT or a Wrapper.Group#GROUP
- RADIO.SetSubtitle() : Set both the subtitle and its duration,
- RADIO.NewUnitTransmission() : Shortcut to set all the relevant parameters in one method call
Additional Methods to set relevant parameters if the transmiter is any other Wrapper.Positionable#POSITIONABLE
- RADIO.SetPower() : Sets the power of the antenna in Watts
- RADIO.NewGenericTransmission() : Shortcut to set all the relevant parameters in one method call
What is this power thing ?
- If your transmission is sent by a Wrapper.Positionable#POSITIONABLE other than a Wrapper.Unit#UNIT or a Wrapper.Group#GROUP, you can set the power of the antenna,
- Otherwise, DCS sets it automatically, depending on what's available on your Unit,
- If the player gets too far from the transmiter, or if the antenna is too weak, the transmission will fade and become noisyer,
- This an automated DCS calculation you have no say on,
- For reference, a standard VOR station has a 100W antenna, a standard AA TACAN has a 120W antenna, and civilian ATC's antenna usually range between 300 and 500W,
- Note that if the transmission has a subtitle, it will be readable, regardless of the quality of the transmission.
Field(s)
Name of the sound file
Frequency of the transmission in Hz
(default true)
Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM)
Power of the antenna is Watts
Subtitle of the transmission
Duration of the Subtitle in seconds
Function(s)
Actually Broadcast the transmission * The Radio has to be populated with the new transmission before broadcasting.
- Please use RADIO setters or either RADIO.NewGenericTransmission or RADIO.NewUnitTransmission
- This class is in fact pretty smart, it determines the right DCS function to use depending on the type of POSITIONABLE
- If the POSITIONABLE is not a UNIT or a GROUP, we use the generic (but limited) trigger.action.radioTransmission()
- If the POSITIONABLE is a UNIT or a GROUP, we use the "TransmitMessage" Command
- If your POSITIONABLE is a UNIT or a GROUP, the Power is ignored.
- If your POSITIONABLE is not a UNIT or a GROUP, the Subtitle, SubtitleDuration are ignored
Create a new RADIO Object.
This doesn't broadcast a transmission, though, use RADIO.Broadcast to actually broadcast If you want to create a RADIO, you probably should use Wrapper.Positionable#POSITIONABLE.GetRadio() instead
Defined in:
RADIO
Parameter:
Wrapper.Positionable#POSITIONABLE Positionable
The Positionable that will receive radio capabilities.
Return values:
Create a new transmission, that is to say, populate the RADIO with relevant data In this function the data is especially relevant if the broadcaster is anything but a UNIT or a GROUP, but it will work with a UNIT or a GROUP anyway.
Only the #RADIO and the Filename are mandatory
Defined in:
RADIO
Parameters:
#string FileName
#number Frequency
in MHz
#number Modulation
either radio.modulation.AM or radio.modulation.FM
#number Power
in W
Loop
Return value:
self
Create a new transmission, that is to say, populate the RADIO with relevant data In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP, but it will work for any Wrapper.Positionable#POSITIONABLE.
Only the RADIO and the Filename are mandatory.
Defined in:
RADIO
Parameters:
#string FileName
#string Subtitle
#number SubtitleDuration
in s
#number Frequency
in MHz
#number Modulation
either radio.modulation.AM or radio.modulation.FM
#boolean Loop
Return value:
self
Check validity of the filename passed and sets RADIO.FileName
Defined in:
RADIO
Parameter:
#string FileName
File name of the sound file (i.e. "Noise.ogg")
Return value:
self
Check validity of the frequency passed and sets RADIO.Frequency
Defined in:
RADIO
Parameter:
#number Frequency
in MHz (Ranges allowed for radio transmissions in DCS : 30-88 / 108-152 / 225-400MHz)
Return value:
self
Check validity of the loop passed and sets RADIO.Loop
Check validity of the frequency passed and sets RADIO.Modulation
Defined in:
RADIO
Parameter:
#number Modulation
either radio.modulation.AM or radio.modulation.FM
Return value:
self
Check validity of the power passed and sets RADIO.Power
Check validity of the subtitle and the subtitleDuration passed and sets RADIO.subtitle and RADIO.subtitleDuration Both parameters are mandatory, since it wouldn't make much sense to change the Subtitle and not its duration
Defined in:
RADIO
Parameters:
#string Subtitle
#number SubtitleDuration
in s
Return value:
self
Usage:
-- create the broadcaster and attaches it a RADIO
local MyUnit = UNIT:FindByName("MyUnit")
local MyUnitRadio = MyUnit:GetRadio()
-- add a subtitle for the next transmission, which will be up for 10s
MyUnitRadio:SetSubtitle("My Subtitle, 10)
Stops a transmission This function is especially usefull to stop the broadcast of looped transmissions
Field(s)
Name of the sound file
Frequency of the transmission in Hz
(default true)
Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM)
Power of the antenna is Watts
Subtitle of the transmission
Duration of the Subtitle in seconds
Function(s)
Clear the state of an object.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
StateName
The key that is should be cleared.
Creation of a Birth Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
#string IniUnitName
The initiating unit name.
place
subplace
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Dead Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Remove Unit Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Takeoff Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Log an exception which will be traced always.
Can be anywhere within the function logic.
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