Module TARS_Locale
+Map of [messageID] = TEXTANDSOUND objects for all player-facing strings.
Global(s)
Global TARS |
+
+Simulates photo-reconnaissance and visual-observation missions in DCS World.+ |
+
Simulates photo-reconnaissance and visual-observation missions in DCS World.
+ + + +Players fly designated recon aircraft or helicopters, activate the film from +the F10 radio menu, overfly enemy units within the sensor's flight envelope, +and return to an allied airbase or FARP to trigger a debrief. +Detected targets are published as coalition-only F10 map markers and optional +scoring credits are awarded.
+ +Quick-start
+The system initialises automatically at the bottom of this file:
+ + local locale = "de" -- optional, default is "en"
+ TARS_Instance = TARS:New(locale)
+
+
+Nothing else is required. Adjust the configuration fields at the top of the
+file (TARS.filmLimitMax, TARS.parameters, TARS.allowedAmmo, …) to fit
+your mission before loading.
Player workflow
+1. Spawn into a recon-capable slot and open the F10 › Task TARS radio menu.
+2. Select TARS validation on the ground. The system checks your loadout and
+ reports the platform's altitude band, FOV, and available film.
+ The validation item then disappears once approved.
+3. Take off. Start filming / STB & Resume / Stop filming appear in the menu.
+4. Select TARS mode : Start filming to begin recording.
+5. Fly over enemy units within the sensor's altitude/attitude envelope.
+ Each detected unit is confirmed in the HUD (+1 Captured target).
+6. Use TARS mode : STB & Resume to pause (e.g. to refuel).
+ Film resumes automatically on the next takeoff if the loadout is still valid.
+7. Select TARS mode : Stop filming or let the film timer expire.
+8. Land at an allied airbase or FARP within TARS.landingDistance metres.
+ The film controls disappear. After landingDelay + debriefDelay seconds the
+ intel marks appear on the F10 map and scoring credits are awarded.
+ After the debrief the TARS validation item reappears for the next sortie.
Localization
+All player-facing strings are defined in TARS.Messages using a table.
Platforms and Settings
+ +Player group name filters
+ + TARS.recoNameFilter = { enabled=false, keyword="Reco" } -- Only allow groups with this keyword in the name
+
+
+Adding a new platform
+ +Add an entry to TARS.reconTypes and a matching typename and profile to TARS.parameters:
TARS_Instance.reconTypes["F-16C_50"] = true
+ TARS_Instance.parameters["F-16C_50"] = {
+ minAlt=300, maxAlt=8000, maxRoll=10, maxPitch=15,
+ fov=35, duration=300, offset=math.rad(20),
+ name="F-16C with RECCE pod"
+ }
+
+
+Available Platforms are
+ + TARS.reconTypes = {
+ ["MiG-21Bis"]=true, ["AJS37"]=true, ["Mirage-F1EE"]=true,
+ ["F-5E-3"]=true, ["F-14A-135-GR"]=true, ["F-14B"]=true,
+ ["F-4E-45MC"]=true, ["P-51D"]=true, ["P-51D-30-NA"]=true,
+ ["SpitfireLFMkIX"]=true, ["FW-190A8"]=true, ["FW-190D9"]=true,
+ ["SA342M"]=true, ["SA342L"]=true, ["UH-1H"]=true, ["OH58D"]=true,
+ ["Mi-8MT"]=true, ["MH-6J"]=true,
+ ["OH-6A"]=true,}
+
+
+Allowed weapon types on the platforms are - will be validated by the script
+ + TARS.allowedAmmo = {
+ ["AIM-9B"]=true,["AIM-9D"]=true,["AIM-9E"]=true,["AIM-9G"]=true,
+ ["AIM-9H"]=true,["AIM-9J"]=true,["AIM-9L"]=true,["AIM-9M"]=true,
+ ["AIM-9N"]=true,["AIM-9P"]=true,["AIM-9P3"]=true,["AIM-9P5"]=true,
+ ["AIM-9JULI"]=true,
+ ["R-3S"]=true,["R-13M"]=true,["R-13M1"]=true,["R-60"]=true,["R-60M"]=true,
+ ["R550 Magic II"]=true,
+ ["7_62x51"]=true,}
+
+
+Film and detection settings
+ + TARS.filmLimitEnabled = true
+ TARS.filmLimitMax = 25 -- max 25 captured objects
+ TARS.detectUnits = true -- capture UNIT objects
+ TARS.detectStatics = false -- capture STATIC objects incl. of FARPs
+
+
+UNIT Filters
+ + TARS.units = { air=false, ground=true, ship=true }
+
+
+STATIC Filters
+ + TARS.statics = {
+ farps=true,
+ captureExceptions=false, captureExceptionsList={}, -- these are mutually exclusive, either exceptions from the typename list captureExceptionsList **or**
+ captureUnique=false, captureUniqueList={},} -- unique (once only) typenames from the captureUniqueList!
+
+
+
+Other Settings
+ + TARS.debug = false
+ TARS.mooseScoring = true -- if true use MOOSE scoring
+ TARS.valueScoring = 100 -- points per detection
+ TARS.landingDelay = 30 -- check valid landing after this many seconds
+ TARS.debriefDelay = 60 -- show debriefing after this many seconds
+ TARS.landingDistance = 2500 -- land closer than this many meters to a friendly base for debrief
+
+
+SRS integration
+All player messages route through TARS:_MsgUnit() and TARS:_MsgCoalition().
+To broadcast over SRS, init the SRS system with TARS_Instance:SetSRS(...), provide the necessary parameters.
Scoring
+Two scoring backends are supported:
+ +-
+
MOOSE SCORING — set
TARS_Instance.mooseScoring = true. Requires a SCORING object + and awardsTARS_Instance.valueScoringpoints per target.
+ DCSBot — fallback when mooseScoring is false. Awards
ceil(count/4)credits + viadcsbot.addUserPoints()if the DCSBot table is present.
+
Mission Scripting integration
+ +Moose FSM Style callback functions are available for mission designers. Optionally overwrite with own function. Processed after landing on debriefing analysis:
+ + function mytars:OnBeforeDataProcessing(Snapshot) -- provides a #TARS.Snapshot data table for a captured object, function must return true to call the OnAfterDataProcessing() function next.
+
+ function mytars:OnAfterDataProcessing(Snapshot) -- provides a #TARS.Snapshot data table for a captured object for use in your mission script.
+
+
+
+Global TARS_SESSION |
+
+Tracks all states for a single recon sortie.+ |
+
Tracks all states for a single recon sortie.
+ + + +One instance is created per player per flight when they take off from a +validated slot. It holds the remaining film, the list of targets captured +this pass, and all flags that drive the capture state-machine.
+ +Instances are stored in TARS.instances[unitName] and are reset (not
+destroyed) at the end of each successful debrief so the pilot can fly
+another sortie in the same slot without rejoining.
Type(s)
| Fields and Methods inherited from TARS | +Description | +
|---|---|
| + |
+ [INTERNAL] Creates the Task TARS F10 sub-menu and its initial items. + |
+
| + |
+ [INTERNAL] Validates the aircraft loadout. + |
+
| + |
+ [INTERNAL] Validates loadout on the ground and sets the approved flag. + |
+
| + |
+ [INTERNAL] Arms the capture session. + |
+
| + |
+ [INTERNAL] Creates and registers a new TARS_SESSION. + |
+
| + |
+ [INTERNAL] Returns the active TARS_SESSION for a unit name, or nil. + |
+
| + |
+ [INTERNAL] Returns true if the unit is within landingDistance of any allied base/FARP. + |
+
| + |
+ Map of |
+
| + |
+ Nested localization table: |
+
| + |
+ Creates the TARS singleton and wires up all event handlers. + |
+
| + |
+ Moose FSM Style callback function for mission designers. + |
+
| + |
+ Moose FSM Style callback function for mission designers. + |
+
| + |
+ [INTERNAL] Places a coalition F10 map marker for a detected target snapshot. + |
+
| + |
+ [INTERNAL] Debrief: publishes marks and awards points after a valid landing. + |
+
| + |
+ [INTERNAL] Removes the TARS F10 menu for a player. + |
+
| + |
+ [INTERNAL] Removes F10 marks for units that no longer exist. + |
+
| + | + + | +
| + | + + | +
| + |
+ Configure SRS radio output. + |
+
| + |
+ Set SRS Voice Speaker for Hound/Piper + |
+
| + |
+ [INTERNAL] Sends platform capabilities as a HUD message. + |
+
| + |
+ [INTERNAL] Toggles film standby on/off. + |
+
| + |
+ [INTERNAL] Ends the capture session; marks it as awaiting debrief. + |
+
| + |
+ [INTERNAL] Awards credits via DCSBot (if loaded). + |
+
| + |
+ [INTERNAL] F10 callback: show platform info. + |
+
| + |
+ [INTERNAL] F10 callback: start capture. + |
+
| + |
+ [INTERNAL] F10 callback: toggle STB. + |
+
| + |
+ [INTERNAL] F10 callback: stop capture. + |
+
| + |
+ [INTERNAL] F10 callback: ground validation. + |
+
| + |
+ [INTERNAL] Resolves the MOOSE UNIT for a player from the groundMenus registry. + |
+
| + |
+ [INTERNAL] Adds the three film-control items using the active locale labels. + |
+
| + |
+ [INTERNAL] Adds the "TARS validation" menu item using the active locale label. + |
+
| + |
+ [INTERNAL] Removes the three film-control items. + |
+
| + |
+ [INTERNAL] Removes the "TARS validation" menu item. + |
+
| + |
+ [INTERNAL] Sends a localized MESSAGE to an entire coalition. + |
+
| + |
+ [INTERNAL] Sends a localized MESSAGE to a single unit by player name. + |
+
| + |
+ [INTERNAL] Handles unit birth. + |
+
| + |
+ [INTERNAL] Handles unit death. + |
+
| + |
+ [INTERNAL] Handles engine startup (fallback for pre-loaded slots). + |
+
| + |
+ [INTERNAL] Handles landing events (Land + RunwayTouch share this handler). + |
+
| + |
+ [INTERNAL] Handles player leaving a slot. + |
+
| + |
+ [INTERNAL] Handles takeoff events (TakeOff + RunwayTakeOff share this handler). + |
+
| + |
+ [INTERNAL] Resolves a localized string by message ID. + |
+
| + |
+ Maximum AGL (m) for visual-recon helicopters. + |
+
| + |
+ Minimum AGL (m) for visual-recon helicopters. + |
+
| + |
+ Optimal AGL (m) for visual-recon helicopters. + |
+
| + |
+ Detection radius (m) at |
+
| + |
+ Detection radius (m) at |
+
| + |
+ Detection radius (m) at |
+
| + |
+ Map of |
+
| + |
+ Next available mark ID for Blue coalition marks. + |
+
| + |
+ Seconds after confirmation before F10 marks appear. + |
+
| + |
+ Enable debugging in TARS. + |
+
| + |
+ Master toggle for detecting DCS Static objects. + |
+
| + |
+ Master toggle for detecting DCS Unit objects. + |
+
| + |
+ Lifetime map |
+
| + |
+ Cap the number of detections per sortie. + |
+
| + |
+ Maximum unique detections allowed per sortie. + |
+
| + |
+ [INTERNAL] Returns the aircraft's pitch angle in radians. + |
+
| + |
+ [INTERNAL] Returns the aircraft's signed bank/roll angle in radians. + |
+
| + |
+ Runtime map |
+
| + |
+ Runtime map |
+
| + |
+ Seconds after touchdown before landing is confirmed. + |
+
| + |
+ Max distance (m) from an allied base/FARP for a valid debrief. + |
+
| + |
+ Log-line prefix shown in Moose.log entries. + |
+
| + |
+ Maps a 0–100 health value to a human-readable damage status label. + |
+
| + |
+ Active locale: |
+
| + |
+
|
+
| + |
+ Enable MOOSE SCORING backend. + |
+
| + |
+ Map of |
+
| + |
+
|
+
| + |
+ Map of |
+
| + |
+ Next available mark ID for Red coalition marks. + |
+
| + |
+ MOOSE SCORING instance (nil if mooseScoring is false). + |
+
| + |
+ Sub-config for static filtering ( |
+
| + |
+
|
+
| + |
+ Sub-toggles |
+
| + |
+ Points awarded per detected target (MOOSE path). + |
+
| + |
+ Semantic version string, e.g. |
+
| Fields and Methods inherited from BASE | +Description | +
|---|---|
| + |
+ The ID number of the class. + |
+
| + |
+ The name of the class. + |
+
| + |
+ The name of the class concatenated with the ID number of the class. + |
+
| + |
+ Clear the state of an object. + |
+
TARS:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
TARS:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Crash Event. + |
+
TARS:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Dead Event. + |
+
| + |
+ Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. + |
+
| + |
+ Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. + |
+
| + |
+ Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. + |
+
| + |
+ Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. + |
+
| + |
+ Creation of a |
+
| + |
+ Creation of a Remove Unit Event. + |
+
| + |
+ Creation of a Takeoff Event. + |
+
| + |
+ Creation of a Crash Event. + |
+
| + |
+ Log an exception which will be traced always. + |
+
| + |
+ Returns the event dispatcher + |
+
| + |
+ Remove all subscribed events + |
+
| + |
+ Trace a function call. + |
+
| + |
+ Trace a function call level 2. + |
+
| + |
+ Trace a function call level 3. + |
+
| + |
+ Get the ClassID of the class instance. + |
+
| + |
+ Get the ClassName of the class instance. + |
+
| + |
+ Get the ClassName + ClassID of the class instance. + |
+
| + |
+ Get the Class Core.Event processing Priority. + |
+
| + |
+ This is the worker method to retrieve the Parent class. + |
+
| + |
+ Get all of the properties of an object in a table. + |
+
| + |
+ Get one property of an object by the key. + |
+
| + |
+ Get a Value given a Key from the Object. + |
+
| + |
+ Subscribe to a DCS Event. + |
+
| + |
+ Log an information which will be traced always. + |
+
| + |
+ This is the worker method to inherit from a parent class. + |
+
| + |
+ This is the worker method to check if an object is an (sub)instance of a class. + |
+
| + |
+ Enquires if tracing is on (for the class). + |
+
| + |
+ BASE constructor. + |
+
| + |
+ Occurs when an Event for an object is triggered. + |
+
| + |
+ BDA. + |
+
| + |
+ Occurs when a ground unit captures either an airbase or a farp. + |
+
| + |
+ Occurs when any object is spawned into the mission. + |
+
| + |
+ Occurs when any aircraft crashes into the ground and is completely destroyed. + |
+
| + |
+ Occurs when an object is dead. + |
+
| + |
+ Unknown precisely what creates this event, likely tied into newer damage model. + |
+
| + |
+ Discard chair after ejection. + |
+
| + |
+ Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. + |
+
| + |
+ Occurs when a dynamic cargo crate is removed. + |
+
| + |
+ Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. + |
+
| + |
+ Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when any aircraft shuts down its engines. + |
+
| + |
+ Occurs when any aircraft starts its engines. + |
+
| + |
+ Occurs whenever an object is hit by a weapon. + |
+
| + |
+ Occurs when any system fails on a human controlled aircraft. + |
+
| + |
+ Occurs on the death of a unit. + |
+
| + |
+ Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. + |
+
| + |
+ Landing quality mark. + |
+
| + |
+ Occurs when a new mark was added. + |
+
| + |
+ Occurs when a mark text was changed. + |
+
| + |
+ Occurs when a mark was removed. + |
+
| + |
+ Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. + |
+
| + |
+ Weapon add. + |
+
| + |
+ Occurs when the pilot of an aircraft is killed. + |
+
| + |
+ Occurs when a player enters a slot and takes control of an aircraft. + |
+
| + |
+ Occurs when any player assumes direct control of a unit. + |
+
| + |
+ Occurs when any player relieves control of a unit to the AI. + |
+
| + |
+ Occurs when an aircraft connects with a tanker and begins taking on fuel. + |
+
| + |
+ Occurs when an aircraft is finished taking fuel. + |
+
| + |
+ Occurs when any modification to the "Score" as seen on the debrief menu would occur. + |
+
| + |
+ Occurs when any unit stops firing its weapon. + |
+
| + |
+ Occurs when any unit begins firing a weapon that has a high rate of fire. + |
+
| + |
+ Occurs whenever any unit in a mission fires a weapon. + |
+
| + |
+ Occurs when an aircraft takes off from an airbase, farp, or ship. + |
+
| + |
+ Trigger zone. + |
+
| + |
+ Occurs when the game thinks an object is destroyed. + |
+
| + | + + | +
| + |
+ Schedule a new time event. + |
+
TARS:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + |
+ The scheduler object. + |
+
| + |
+ Set the Class Core.Event processing Priority. + |
+
| + |
+ Set one property of an object. + |
+
| + |
+ Set a state or property of the Object given a Key and a Value. + |
+
| + |
+ Trace a function logic level 1. + |
+
| + |
+ Trace a function logic level 2. + |
+
| + |
+ Trace a function logic level 3. + |
+
| + |
+ Trace all methods in MOOSE + |
+
| + |
+ Set tracing for a class + |
+
| + |
+ Set tracing for a specific method of class + |
+
| + |
+ Set trace level + |
+
| + |
+ Set trace off. + |
+
| + |
+ Set trace on. + |
+
| + |
+ Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default. + |
+
| + |
+ UnSubscribe to a DCS event. + |
+
| + | + + | +
TARS:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
| + |
+ (Internal) Serialize arguments + |
+
TARS:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + |
+ The main event handling function... + |
+
| Fields and Methods inherited from TARS.MenuData | +Description | +
|---|---|
| + |
+
|
+
| + |
+ Numeric group ID. + |
+
| + |
+ "TARS capture config" — always present. + |
+
| + |
+ "Start filming" — added on takeoff. + |
+
| + |
+ "STB & Resume" — added on takeoff. + |
+
| + |
+ "Stop filming" — added on takeoff. + |
+
| + |
+ "TARS validation" — present in GROUND_NEW; removed after validation. + |
+
| + |
+ Root sub-menu. Call |
+
| + |
+ Player display name. + |
+
| + |
+ DCS unit name. + |
+
| Fields and Methods inherited from TARS.PlatformParams | +Description | +
|---|---|
| + |
+ Total film per sortie (seconds). + |
+
| + |
+ Camera half-angle FOV (degrees). Not used for visual-recon helis. + |
+
| + |
+ Maximum AGL altitude (m) for valid detections. + |
+
| + |
+ Maximum pitch angle (degrees) — camera must be level. + |
+
| + |
+ Detection radius (m) at |
+
| + |
+ Maximum bank angle (degrees) — camera must be level. + |
+
| + |
+ Minimum AGL altitude (m) for valid detections. + |
+
| + |
+ Detection radius (m) at |
+
| + |
+ Human-readable label in player messages. + |
+
| + |
+ Forward look-ahead (radians). + |
+
| + |
+ Optimal AGL (m) — triggers the dual-cone model. + |
+
| + |
+ Detection radius (m) at |
+
| Fields and Methods inherited from TARS.Snapshot | +Description | +
|---|---|
| + |
+ Ammo table at detection (units only). + |
+
| + |
+
|
+
| + |
+ Coalition side (units only). + |
+
| + |
+ Raw DCS object reference. + |
+
| + |
+ Group category (units only). + |
+
| + |
+ Group ID (units only). + |
+
| + |
+ Health 0-100 at detection (units only). + |
+
| + |
+ DCS unit name (registry key). + |
+
| + |
+ Player name who captured the data. + |
+
| + |
+ World position at detection time. + |
+
| + |
+ Mission time of the snapshot. + |
+
| + |
+ DCS type name. + |
+
| + |
+ MOOSE UNIT wrapper or STATIC wrapper. + |
+
| Fields and Methods inherited from TARS_SESSION | +Description | +
|---|---|
| + |
+ [INTERNAL] Merges a |
+
| + |
+ The TARS Callback object for menu functions etc. + |
+
| + |
+ [INTERNAL] Starts the 10-second capture loop. + |
+
| + |
+ [INTERNAL] Main capture tick. + |
+
| + |
+ [INTERNAL] Removes this session from the global registry. + |
+
| + |
+ [INTERNAL] earches for targets in a sphere ahead of the aircraft. + |
+
| + |
+ [INTERNAL] Creates a new TARS_SESSION for the given MOOSE UNIT. + |
+
| + |
+ [INTERNAL] Publishes all captured targets as F10 coalition marks. + |
+
| + |
+ [INTERNAL] Fully initialises (or resets) all sortie state. + |
+
| + |
+ [INTERNAL] Refreshes aircraft references WITHOUT resetting sortie state. + |
+
| + |
+ [INTERNAL] Two-segment linear interpolation for visual-recon helicopter range. + |
+
| + |
+ [INTERNAL] Freezes a MOOSE object into a |
+
| + |
+ [INTERNAL] Returns a unit's current health as a 0–100 percentage. + |
+
| + |
+ [INTERNAL] Calculates the 2-D ground point ahead of the aircraft. + |
+
| + |
+ [INTERNAL] Populates all shared fields from a MOOSE UNIT object. + |
+
| + |
+ [INTERNAL] Validates a single DCS/MOOSE object against all active filters. + |
+
| + |
+ Ammo table snapshot from |
+
| + |
+ Total unique targets captured this sortie. + |
+
| + |
+
|
+
| + |
+ Group category at session creation. + |
+
| + |
+ Coalition side (1 = Red, 2 = Blue). + |
+
| + | + + | +
| + |
+ Enable debugging in TARS_SESSION. + |
+
| + |
+ Remaining film in seconds. + |
+
| + |
+
|
+
| + |
+ MOOSE GROUP the aircraft belongs to. + |
+
| + |
+ Numeric group ID. + |
+
| + |
+
|
+
| + |
+ Mission time of the last takeoff, used for debouncing. + |
+
| + |
+ Log-line prefix shown in Moose.log entries. + |
+
| + |
+
|
+
| + |
+ DCS unit name — used as the registry key. + |
+
| + |
+ Numeric DCS unit ID, used as F10-menu and message key. + |
+
| + |
+ Human-readable player name as shown in the scoreboard. + |
+
| + |
+
|
+
| + |
+
|
+
| + |
+ Targets detected this pass, not yet reported. |
+
| + |
+ Mission time (seconds) when the session was last refreshed. + |
+
| + |
+ DCS type name of the aircraft (key into |
+
| + |
+ The MOOSE UNIT object for the recon aircraft. + |
+
| + |
+ World position snapshot taken at session creation. + |
+
| + |
+
|
+
| Fields and Methods inherited from BASE | +Description | +
|---|---|
| + |
+ The ID number of the class. + |
+
| + |
+ The name of the class. + |
+
| + |
+ The name of the class concatenated with the ID number of the class. + |
+
| + |
+ Clear the state of an object. + |
+
TARS_SESSION:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
TARS_SESSION:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Crash Event. + |
+
TARS_SESSION:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Dead Event. + |
+
| + |
+ Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. + |
+
| + |
+ Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. + |
+
| + |
+ Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. + |
+
| + |
+ Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. + |
+
| + |
+ Creation of a |
+
| + |
+ Creation of a Remove Unit Event. + |
+
| + |
+ Creation of a Takeoff Event. + |
+
| + |
+ Creation of a Crash Event. + |
+
| + |
+ Log an exception which will be traced always. + |
+
| + |
+ Returns the event dispatcher + |
+
| + |
+ Remove all subscribed events + |
+
| + |
+ Trace a function call. + |
+
| + |
+ Trace a function call level 2. + |
+
| + |
+ Trace a function call level 3. + |
+
| + |
+ Get the ClassID of the class instance. + |
+
| + |
+ Get the ClassName of the class instance. + |
+
| + |
+ Get the ClassName + ClassID of the class instance. + |
+
| + |
+ Get the Class Core.Event processing Priority. + |
+
| + |
+ This is the worker method to retrieve the Parent class. + |
+
| + |
+ Get all of the properties of an object in a table. + |
+
| + |
+ Get one property of an object by the key. + |
+
| + |
+ Get a Value given a Key from the Object. + |
+
| + |
+ Subscribe to a DCS Event. + |
+
| + |
+ Log an information which will be traced always. + |
+
| + |
+ This is the worker method to inherit from a parent class. + |
+
| + |
+ This is the worker method to check if an object is an (sub)instance of a class. + |
+
| + |
+ Enquires if tracing is on (for the class). + |
+
| + |
+ BASE constructor. + |
+
| + |
+ Occurs when an Event for an object is triggered. + |
+
| + |
+ BDA. + |
+
| + |
+ Occurs when a ground unit captures either an airbase or a farp. + |
+
| + |
+ Occurs when any object is spawned into the mission. + |
+
| + |
+ Occurs when any aircraft crashes into the ground and is completely destroyed. + |
+
| + |
+ Occurs when an object is dead. + |
+
| + |
+ Unknown precisely what creates this event, likely tied into newer damage model. + |
+
| + |
+ Discard chair after ejection. + |
+
| + |
+ Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. + |
+
| + |
+ Occurs when a dynamic cargo crate is removed. + |
+
| + |
+ Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. + |
+
| + |
+ Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when any aircraft shuts down its engines. + |
+
| + |
+ Occurs when any aircraft starts its engines. + |
+
| + |
+ Occurs whenever an object is hit by a weapon. + |
+
| + |
+ Occurs when any system fails on a human controlled aircraft. + |
+
| + |
+ Occurs on the death of a unit. + |
+
| + |
+ Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. + |
+
| + |
+ Landing quality mark. + |
+
| + |
+ Occurs when a new mark was added. + |
+
| + |
+ Occurs when a mark text was changed. + |
+
| + |
+ Occurs when a mark was removed. + |
+
| + |
+ Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. + |
+
| + |
+ Weapon add. + |
+
| + |
+ Occurs when the pilot of an aircraft is killed. + |
+
| + |
+ Occurs when a player enters a slot and takes control of an aircraft. + |
+
| + |
+ Occurs when any player assumes direct control of a unit. + |
+
| + |
+ Occurs when any player relieves control of a unit to the AI. + |
+
| + |
+ Occurs when an aircraft connects with a tanker and begins taking on fuel. + |
+
| + |
+ Occurs when an aircraft is finished taking fuel. + |
+
| + |
+ Occurs when any modification to the "Score" as seen on the debrief menu would occur. + |
+
| + |
+ Occurs when any unit stops firing its weapon. + |
+
| + |
+ Occurs when any unit begins firing a weapon that has a high rate of fire. + |
+
| + |
+ Occurs whenever any unit in a mission fires a weapon. + |
+
| + |
+ Occurs when an aircraft takes off from an airbase, farp, or ship. + |
+
| + |
+ Trigger zone. + |
+
| + |
+ Occurs when the game thinks an object is destroyed. + |
+
| + | + + | +
| + |
+ Schedule a new time event. + |
+
TARS_SESSION:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + |
+ The scheduler object. + |
+
| + |
+ Set the Class Core.Event processing Priority. + |
+
| + |
+ Set one property of an object. + |
+
| + |
+ Set a state or property of the Object given a Key and a Value. + |
+
| + |
+ Trace a function logic level 1. + |
+
| + |
+ Trace a function logic level 2. + |
+
| + |
+ Trace a function logic level 3. + |
+
| + |
+ Trace all methods in MOOSE + |
+
| + |
+ Set tracing for a class + |
+
| + |
+ Set tracing for a specific method of class + |
+
| + |
+ Set trace level + |
+
| + |
+ Set trace off. + |
+
| + |
+ Set trace on. + |
+
| + |
+ Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default. + |
+
| + |
+ UnSubscribe to a DCS event. + |
+
| + | + + | +
TARS_SESSION:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
| + |
+ (Internal) Serialize arguments + |
+
TARS_SESSION:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + |
+ The main event handling function... + |
+
Field(s)
+Map of [messageID] = TEXTANDSOUND — populated by TARS_Locale.lua.
Nested localization table: TARS.Messages[locale][messageID] = string.
Maximum AGL (m) for visual-recon helicopters.
+ +Minimum AGL (m) for visual-recon helicopters.
+ +Optimal AGL (m) for visual-recon helicopters.
+ +Detection radius (m) at _vAltMax.
Detection radius (m) at _vAltMin.
Detection radius (m) at _vAltOpti.
Map of [weaponDisplayName] = true for permitted loadout items.
Next available mark ID for Blue coalition marks.
+ +Seconds after confirmation before F10 marks appear.
+ +Enable debugging in TARS.
+ +Master toggle for detecting DCS Static objects.
+ +Master toggle for detecting DCS Unit objects.
+ +Lifetime map [unitName] = #TARS.Snapshot of all reported targets.
Cap the number of detections per sortie.
+ +Maximum unique detections allowed per sortie.
+ +Runtime map [playerName] = #TARS.MenuData of open F10 menus.
Runtime map [unitName] = #TARS_SESSION of active sorties.
Seconds after touchdown before landing is confirmed.
+ +Max distance (m) from an allied base/FARP for a valid debrief.
+ +Log-line prefix shown in Moose.log entries.
+ +Active locale: "en" (default), "de", "fr".
{ blue = {}, red = {} } — maps [unitName] = markID.
Enable MOOSE SCORING backend.
+ +Map of [typeName] = #TARS.PlatformParams with per-platform sensor profiles.
{ enabled=#boolean, keyword=#string } — restricts TARS menus to matching group names.
Map of [typeName] = true for all recon-capable DCS type names.
Next available mark ID for Red coalition marks.
+ +MOOSE SCORING instance (nil if mooseScoring is false).
+ +Sub-config for static filtering (farps, captureExceptions, whitelist).
{ enabled=#boolean, keywords=#table } — per-coalition keyword lists for target filtering.
Sub-toggles { air, ground, ship } for unit categories.
Points awarded per detected target (MOOSE path).
+ +Semantic version string, e.g. "v2.1.0".
Function(s)
+[INTERNAL] Creates the Task TARS F10 sub-menu and its initial items.
+ + +Initial state (GROUND_NEW): "TARS validation" + "TARS capture config".
+ +Defined in:
+TARS
+Parameters:
++ Wrapper.Unit#UNIT + unit +
++ #string + playerName +
+[INTERNAL] Validates the aircraft loadout.
+ +Defined in:
+TARS
+Parameter:
++ Wrapper.Unit#UNIT + unit +
+Return values:
+#boolean:
+reconOk
+ +#string:
+refusedWeapon or nil
+ +[INTERNAL] Validates loadout on the ground and sets the approved flag.
+ +[INTERNAL] Arms the capture session.
+ +[INTERNAL] Creates and registers a new TARS_SESSION.
+ +Defined in:
+TARS
+Parameter:
++ Wrapper.Unit#UNIT + unit +
+Return value:
+[INTERNAL] Returns the active TARS_SESSION for a unit name, or nil.
+ +Defined in:
+TARS
+Parameter:
++ #string + unitName +
+Return value:
+or nil
+ +[INTERNAL] Returns true if the unit is within landingDistance of any allied base/FARP.
+ +Defined in:
+TARS
+Parameter:
++ Wrapper.Unit#UNIT + unit +
+Return value:
+#boolean:
+Creates the TARS singleton and wires up all event handlers.
+ +Defined in:
+TARS
+Parameter:
++ #string + locale +
+(optional) Set locale for text output, defaults to "en". "fr" and "de" available out-of-the-box.
+ +Return value:
+self
+ +Moose FSM Style callback function for mission designers.
+ + +Optionally overwrite with own function. Processed after landing on debriefing analysis.
+ +Defined in:
+TARS
+Parameter:
++ #TARS.Snapshot + TargetSnap +
+Table of data of a single found object in the last session.
+ +Return value:
+self
+ +Moose FSM Style callback function for mission designers.
+ + +Optionally overwrite with own function. Processed after landing on debriefing analysis. Use for pre-processing.
+ +Defined in:
+TARS
+Parameter:
++ #TARS.Snapshot + TargetSnap +
+Table of data of a single found object in the last session.
+ +Return value:
+#boolean:
+returnvalue If false, then TARS:OnAfterDataProcessing will NOT be called.
[INTERNAL] Places a coalition F10 map marker for a detected target snapshot.
+ +Defined in:
+TARS
+Parameters:
++ #TARS.Snapshot + snap +
++ #number + coa +
+Coalition side.
+ +Return value:
+#number:
+counter Mark ID used.
+ +[INTERNAL] Debrief: publishes marks and awards points after a valid landing.
+ +[INTERNAL] Removes the TARS F10 menu for a player.
+ +Defined in:
+TARS
+Parameter:
++ #string + playerName +
+[INTERNAL] Removes F10 marks for units that no longer exist.
+ +Defined in:
+TARS
+Parameters:
++ #boolean + _ +
++ #number + time +
+Return value:
+#number:
+time + 120
+ +Configure SRS radio output.
+ +Defined in:
+TARS
+Parameters:
++ #string + Path +
+ (Optional) Path to SRS (or nil to use MSRS default)
+
+
+ + #number + Frequency +
+MHz, e.g. 251
+ ++ #number + Modulation +
+radio.modulation.AM or FM (default AM)
+ ++ #string + Culture +
+(Optional) BCP-47 culture string, e.g. "ru-RU"
+ ++ #string + Gender +
+(Optional) "male" or "female". Usually not used when using a specific voice.
+
+
+ + #string + Voice +
+ MSRS voice constant; do not forget to adjust voice to your locale!
+
+
+ + #number + Coalition +
+MSRS Coalition, e.g. coalition.side.BLUE.
+ ++ #number + Port +
+ (Optional) SRS port (default 5002)
+
+
+ + #number + Speed +
+ (Optional) Speech speed (or nil to use MSRS default)
+
+
+ + #string + Provider +
+(Optional) Provider, e.g. MSRS.Provider.GOOGLE (or nil to use MSRS default)
+ ++ #string + Backend +
+(Optional) Backend, e.g. MSRS.Backend.HOUND (or nil to use MSRS default)
+ ++ #number + Speaker +
+(Optional, HOUND/PIPER only!) Speaker number, e.g. 11 for Speaker "318 (11)"
+ +Return value:
+self
+ +Set SRS Voice Speaker for Hound/Piper
+ +Defined in:
+TARS
+Parameter:
++ #number + Speaker +
+Speaker number, e.g. 11 for Speaker "318 (11)"
+ +Return value:
+self
+ +[INTERNAL] Sends platform capabilities as a HUD message.
+ + +All labels are resolved through the active locale.
+ +[INTERNAL] Toggles film standby on/off.
+ +[INTERNAL] Ends the capture session; marks it as awaiting debrief.
+ +[INTERNAL] Awards credits via DCSBot (if loaded).
+ +Defined in:
+TARS
+Parameters:
++ #string + name +
+Player display name.
+ ++ #number + points +
+Credits to award.
+ +Return value:
+#boolean:
+true if credited.
[INTERNAL] F10 callback: show platform info.
+ +Defined in:
+TARS
+Parameter:
++ #string + playerName +
+[INTERNAL] F10 callback: start capture.
+ +Defined in:
+TARS
+Parameter:
++ #string + playerName +
+[INTERNAL] F10 callback: toggle STB.
+ +Defined in:
+TARS
+Parameter:
++ #string + playerName +
+[INTERNAL] F10 callback: stop capture.
+ +Defined in:
+TARS
+Parameter:
++ #string + playerName +
+[INTERNAL] F10 callback: ground validation.
+ +Defined in:
+TARS
+Parameter:
++ #string + playerName +
+[INTERNAL] Resolves the MOOSE UNIT for a player from the groundMenus registry.
+ +Defined in:
+TARS
+Parameter:
++ #string + playerName +
+Return value:
+unit or nil.
+ +[INTERNAL] Adds the three film-control items using the active locale labels.
+ +Defined in:
+TARS
+Parameter:
++ #string + playerName +
+[INTERNAL] Adds the "TARS validation" menu item using the active locale label.
+ +Defined in:
+TARS
+Parameter:
++ #string + playerName +
+[INTERNAL] Removes the three film-control items.
+ +Defined in:
+TARS
+Parameter:
++ #string + playerName +
+[INTERNAL] Removes the "TARS validation" menu item.
+ +Defined in:
+TARS
+Parameter:
++ #string + playerName +
+[INTERNAL] Sends a localized MESSAGE to an entire coalition.
+ +Defined in:
+TARS
+Parameters:
++ #string + text +
+Resolved message text.
+ ++ #number + seconds +
+Display duration in seconds.
+ ++ #number + coa +
+Coalition side (1 = Red, 2 = Blue).
+ +[INTERNAL] Sends a localized MESSAGE to a single unit by player name.
+ +Defined in:
+TARS
+Parameters:
++ #string + text +
+Resolved message text.
+ ++ #number + seconds +
+Display duration in seconds.
+ ++ #string + playerName +
+Player display name.
+ ++ #boolean + Silent +
+Do not send via SRS if this is true.
+ +[INTERNAL] Handles unit birth.
+ +[INTERNAL] Handles unit death.
+ +[INTERNAL] Handles engine startup (fallback for pre-loaded slots).
+ +[INTERNAL] Handles landing events (Land + RunwayTouch share this handler).
+ + +Branch 1: capture active → auto standby. +Branch 2: session ended → schedule debrief, remove film menus.
+ +[INTERNAL] Handles player leaving a slot.
+ +[INTERNAL] Handles takeoff events (TakeOff + RunwayTakeOff share this handler).
+ + +Branch 1: capture active → validate config, auto-resume film. +Branch 2: film inactive → check approval, create session, add film menus.
+ +[INTERNAL] Resolves a localized string by message ID.
+ + +Lookup order: TARS.Messages[locale][id] → TARS.Messages["en"][id] → raw id.
+Passes extra arguments through string.format when provided.
Defined in:
+TARS
+Parameters:
++ #string + id +
+Message ID (key in TARS.Messages[locale]).
+ ... +
+Optional string.format arguments.
Return value:
+#string:
+Resolved, formatted string.
+ +[INTERNAL] Returns the aircraft's pitch angle in radians.
+ +Defined in:
+TARS
+Parameter:
++ Wrapper.Unit#UNIT + mooseUnit +
+The recon aircraft.
+ +Return value:
+#number:
+Pitch angle in radians.
+ +[INTERNAL] Returns the aircraft's signed bank/roll angle in radians.
+ +Defined in:
+TARS
+Parameter:
++ Wrapper.Unit#UNIT + mooseUnit +
+The recon aircraft.
+ +Return value:
+#number:
+Roll angle in radians.
+ +Maps a 0–100 health value to a human-readable damage status label.
+ +Defined in:
+TARS
+Parameter:
++ #number + life +
+Health percentage (0–100), or nil.
+ +Return value:
+#string:
+Damage label.
+ +Field(s)
+Map of [messageID] = TEXTANDSOUND — populated by TARS_Locale.lua.
Nested localization table: TARS.Messages[locale][messageID] = string.
Maximum AGL (m) for visual-recon helicopters.
+ +Minimum AGL (m) for visual-recon helicopters.
+ +Optimal AGL (m) for visual-recon helicopters.
+ +Detection radius (m) at _vAltMax.
Detection radius (m) at _vAltMin.
Detection radius (m) at _vAltOpti.
Map of [weaponDisplayName] = true for permitted loadout items.
Next available mark ID for Blue coalition marks.
+ +Seconds after confirmation before F10 marks appear.
+ +Enable debugging in TARS.
+ +Master toggle for detecting DCS Static objects.
+ +Master toggle for detecting DCS Unit objects.
+ +Lifetime map [unitName] = #TARS.Snapshot of all reported targets.
Cap the number of detections per sortie.
+ +Maximum unique detections allowed per sortie.
+ +Runtime map [playerName] = #TARS.MenuData of open F10 menus.
Runtime map [unitName] = #TARS_SESSION of active sorties.
Seconds after touchdown before landing is confirmed.
+ +Max distance (m) from an allied base/FARP for a valid debrief.
+ +Log-line prefix shown in Moose.log entries.
+ +Active locale: "en" (default), "de", "fr".
{ blue = {}, red = {} } — maps [unitName] = markID.
Enable MOOSE SCORING backend.
+ +Map of [typeName] = #TARS.PlatformParams with per-platform sensor profiles.
{ enabled=#boolean, keyword=#string } — restricts TARS menus to matching group names.
Map of [typeName] = true for all recon-capable DCS type names.
Next available mark ID for Red coalition marks.
+ +MOOSE SCORING instance (nil if mooseScoring is false).
+ +Sub-config for static filtering (farps, captureExceptions, whitelist).
{ enabled=#boolean, keywords=#table } — per-coalition keyword lists for target filtering.
Sub-toggles { air, ground, ship } for unit categories.
Points awarded per detected target (MOOSE path).
+ +Semantic version string, e.g. "v2.1.0".
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.
+ ++ IniObjectCategory +
+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.
+ ++ IniObjectCategory +
+Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.
+ +Defined in:
+ +Parameter:
++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
+ +Defined in:
+ +Parameter:
++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
+ +Defined in:
+ +Parameter:
++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
+ +Defined in:
+ +Parameter:
++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
Defined in:
+ +Parameter:
++ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +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.
+ +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.
+ +Log an exception which will be traced always.
+ + +Can be anywhere within the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +Returns the event dispatcher
+ +Remove all subscribed events
+ +Trace a function call.
+ + +Must be at the beginning of the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +Trace a function call level 2.
+ + +Must be at the beginning of the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +Trace a function call level 3.
+ + +Must be at the beginning of the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +Get the ClassID of the class instance.
+ +Defined in:
+ +Return value:
+#string:
+The ClassID of the class instance.
+ +Get the ClassName of the class instance.
+ +Defined in:
+ +Return value:
+#string:
+The ClassName of the class instance.
+ +Get the ClassName + ClassID of the class instance.
+ + +The ClassName + ClassID is formatted as '%s#%09d'.
+ +Defined in:
+ +Return value:
+#string:
+The ClassName + ClassID of the class instance.
+ +Get the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ +This is the worker method to retrieve the Parent class.
+ + +Note that the Parent class must be passed to call the parent class method.
+ +self:GetParent(self):ParentMethod()
+
+
+
+
+
+Get all of the properties of an object in a table.
+ +Defined in:
+ +Return value:
+#table:
+of values, indexed by keys.
+ +Get one property of an object by the key.
+ +Defined in:
+ +Parameter:
++ 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!
+ +Return value:
+Value The value that is stored. Note that the value can be a #string, but it can also be any other type! Nil if not found.
+ +Get a Value given a Key from the Object.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ +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 + EventID +
+Event ID.
+ ++ #function + EventFunction +
+(optional) The function to be called when the event occurs for the unit.
+ +Return value:
+Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ +Defined in:
+ +Parameters:
++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Return value:
+Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +Examples:
+ +-
+
ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
+ ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
+ ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
+ ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
+ ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
+
Defined in:
+ +Parameter:
++ ClassName +
+is the name of the class or the class itself to run the check against
+ +Return value:
+#boolean:
+Enquires if tracing is on (for the class).
+ +TARS:New()
+BASE constructor.
+ + + +This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
+ +function EVENT:New()
+ local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+ return self
+end
+
+
+
+Occurs when an Event for an object is triggered.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +BDA.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a ground unit captures either an airbase or a farp.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any object is spawned into the mission.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft crashes into the ground and is completely destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an object is dead.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Unknown precisely what creates this event, likely tied into newer damage model.
+ + +Will update this page when new information become available.
+ +-
+
- initiator: The unit that had the failure. +
Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Discard chair after ejection.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a dynamic cargo crate is removed.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has ejected
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft shuts down its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft starts its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever an object is hit by a weapon.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any system fails on a human controlled aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs on the death of a unit.
+ + +Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +-
+
- initiator: The unit that killed the target +
- target: Target Object +
- weapon: Weapon Object +
Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
+ + +Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +-
+
- initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from. +
- place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists. +
- subplace: is always 0 for unknown reasons. +
Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Landing quality mark.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a new mark was added.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark text was changed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark was removed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Weapon add.
+ + +Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the pilot of an aircraft is killed.
+ + +Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player enters a slot and takes control of an aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player assumes direct control of a unit.
+ + +Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player relieves control of a unit to the AI.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft connects with a tanker and begins taking on fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft is finished taking fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any modification to the "Score" as seen on the debrief menu would occur.
+ + +There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit stops firing its weapon.
+ + +Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit begins firing a weapon that has a high rate of fire.
+ + +Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever any unit in a mission fires a weapon.
+ + +But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft takes off from an airbase, farp, or ship.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Trigger zone.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the game thinks an object is destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +-
+
- initiator: The unit that is was destroyed. +
Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ +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.
+ ++ ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +Return value:
+#string:
+The Schedule ID of the planned schedule.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ +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:
+#string:
+The Schedule ID of the planned schedule.
+ +Stops the Schedule.
+ +Defined in:
+ +Parameter:
++ #string + SchedulerID +
+(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
+ +Set the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ +Defined in:
+ +Parameter:
++ #number + EventPriority +
+The Core.Event processing Priority.
+ +Return value:
+self
+ +Set one property of an object.
+ +Defined in:
+ +Parameters:
++ 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 that is stored. Note that the value can be a #string, but it can also be any other type!
+ +Set a state or property of the Object given a Key and a Value.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ +Defined in:
+ +Parameters:
++ Object +
+The object that will hold the Value set by the Key.
+ ++ Key +
+The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
+ ++ Value +
+The value to is stored in the object.
+ +Return value:
+The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ +Defined in:
+ +Parameter:
++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ +Defined in:
+ +Parameters:
++ #string + Class +
+Class name.
+ ++ #string + Method +
+Method.
+ +Set trace level
+ +Set trace off.
+ +Set trace on.
+ +Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.
+ + +So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.
+ +Defined in:
+ +Parameter:
++ #boolean + TraceOnOff +
+Switch the tracing on or off.
+ +Usage:
+
+ -- Switch the tracing On
+ BASE:TraceOnOff( true )
+
+ -- Switch the tracing Off
+ BASE:TraceOnOff( false )
+
+
+UnSubscribe to a DCS event.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTS + EventID +
+Event ID.
+ +Return value:
+Trace a function call.
+ + +This function is private.
+ +Defined in:
+ +Parameters:
++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+(Internal) Serialize arguments
+ +Defined in:
+ +Parameter:
++ #table + Arguments +
+Return value:
+#string:
+Text
+ +Trace a function logic.
+ +Defined in:
+ +Parameters:
++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+The main event handling function...
+ + +This function captures all events generated for the class.
+ +F10 menu registration data.
+ + +Stored in TARS.groundMenus[playerName].
Field(s)
+true after successful ground validation.
Numeric group ID.
+ +"TARS capture config" — always present.
+ +"Start filming" — added on takeoff.
+ +"Stop filming" — added on takeoff.
+ +"TARS validation" — present in GROUND_NEW; removed after validation.
+ +Player display name.
+ +DCS unit name.
+ +Function(s)
+Platform sensor/camera profile.
+ + +Stored in TARS.parameters[typeName].
Field(s)
+Total film per sortie (seconds).
+ +Camera half-angle FOV (degrees). Not used for visual-recon helis.
+ +Maximum AGL altitude (m) for valid detections.
+ +Maximum pitch angle (degrees) — camera must be level.
+ +Detection radius (m) at maxAlt.
Maximum bank angle (degrees) — camera must be level.
+ +Minimum AGL altitude (m) for valid detections.
+ +Detection radius (m) at minAlt — visual-recon helis only.
Human-readable label in player messages.
+ +Forward look-ahead (radians).
+ +Optimal AGL (m) — triggers the dual-cone model.
+ +Detection radius (m) at optimalAlt.
Function(s)
+Frozen target snapshot.
+ +Field(s)
+Ammo table at detection (units only).
+ +Object.Category.* of the detected object.
Coalition side (units only).
+ +Group category (units only).
+ +Group ID (units only).
+ +Health 0-100 at detection (units only).
+ +DCS unit name (registry key).
+ +Player name who captured the data.
+ +Mission time of the snapshot.
+ +DCS type name.
+ +Function(s)
+Field(s)
+Ammo table snapshot from unit:GetAmmo().
Total unique targets captured this sortie.
+ +true while the capture loop is actively running.
Group category at session creation.
+ +Coalition side (1 = Red, 2 = Blue).
+ +Enable debugging in TARS_SESSION.
+ +Remaining film in seconds.
+ +true when duration reached zero.
Numeric group ID.
+ +true once the debrief timer has been registered.
Mission time of the last takeoff, used for debouncing.
+ +Log-line prefix shown in Moose.log entries.
+ +true while the TARS.CaptureLoop timer is scheduled.
DCS unit name — used as the registry key.
+ +Numeric DCS unit ID, used as F10-menu and message key.
+ +Human-readable player name as shown in the scoreboard.
+ +true after STOP or film exhaustion; awaiting debrief.
true when film is paused without ending the session.
Targets detected this pass, not yet reported. [unitName] = snap.
Mission time (seconds) when the session was last refreshed.
+ +DCS type name of the aircraft (key into TARS.parameters).
true if capture was active at the moment of touchdown.
Function(s)
+[INTERNAL] Merges a FindTargets result into this session's target list.
Notifies the player per new detection using the active locale.
+ +Defined in:
+TARS_SESSION
+Parameter:
++ #table + list +
+Map of [unitName] = Wrapper.Unit#UNIT from TARS_SESSION:FindTargets().
[INTERNAL] Starts the 10-second capture loop.
+ +Defined in:
+TARS_SESSION
+[INTERNAL] Main capture tick.
+ + +Scheduled via timer.scheduleFunction.
Defined in:
+TARS_SESSION
+Return value:
+nil
+ +[INTERNAL] Removes this session from the global registry.
+ +Defined in:
+TARS_SESSION
+[INTERNAL] earches for targets in a sphere ahead of the aircraft.
+ +Defined in:
+TARS_SESSION
+Return value:
+#table:
+[unitName] = Wrapper.Unit#UNIT
[INTERNAL] Creates a new TARS_SESSION for the given MOOSE UNIT.
+ +Defined in:
+TARS_SESSION
+Parameters:
++ Wrapper.Unit#UNIT + unit +
+The recon aircraft's MOOSE UNIT.
+ ++ #TARS + Callback +
+The TARS singleton (for callbacks and config access).
+ +Return value:
+self The newly created session.
+ +[INTERNAL] Publishes all captured targets as F10 coalition marks.
+ +Defined in:
+TARS_SESSION
+Return value:
+#number:
+count Number of marks placed or updated this debrief.
+ +[INTERNAL] Fully initialises (or resets) all sortie state.
+ + +After a debrief reset, re-adds the validation menu item (GROUND_NEW state).
+ +Defined in:
+TARS_SESSION
+Parameter:
++ Wrapper.Unit#UNIT + unit +
+The recon aircraft's MOOSE UNIT.
+ +Return value:
+self
+ +[INTERNAL] Refreshes aircraft references WITHOUT resetting sortie state.
+ +Defined in:
+TARS_SESSION
+Parameter:
++ Wrapper.Unit#UNIT + unit +
+The recon aircraft's MOOSE UNIT.
+ +[INTERNAL] Two-segment linear interpolation for visual-recon helicopter range.
+ +Defined in:
+TARS_SESSION
+Parameters:
++ #TARS.PlatformParams + params +
++ #number + altitude +
+AGL in metres.
+ +Return value:
+#number:
+radius Detection sphere radius in metres.
+ +[INTERNAL] Freezes a MOOSE object into a TARS.Snapshot.
Defined in:
+TARS_SESSION
+Parameter:
++ Wrapper.Unit#UNIT + _Object +
+MOOSE UNIT or STATIC.
+ +Return value:
+snap
+ +[INTERNAL] Returns a unit's current health as a 0–100 percentage.
+ +Defined in:
+TARS_SESSION
+Parameter:
++ Wrapper.Unit#UNIT + unit +
+Return value:
+#number:
+Health 0–100, or nil.
+ +[INTERNAL] Calculates the 2-D ground point ahead of the aircraft.
+ +Defined in:
+TARS_SESSION
+Parameters:
++ Wrapper.Unit#UNIT + unit +
++ #TARS.PlatformParams + params +
+Return value:
+{ x, z } ahead of the aircraft.
[INTERNAL] Populates all shared fields from a MOOSE UNIT object.
+ + +[INTERNAL] Validates a single DCS/MOOSE object against all active filters.
+ + +Returns true if the object should be added to the target list.
+ +Defined in:
+TARS_SESSION
+Parameter:
++ Wrapper.Unit#UNIT + _Object +
+MOOSE UNIT or STATIC.
+ +Return value:
+#boolean:
+Field(s)
+Ammo table snapshot from unit:GetAmmo().
Total unique targets captured this sortie.
+ +true while the capture loop is actively running.
Group category at session creation.
+ +Coalition side (1 = Red, 2 = Blue).
+ +Enable debugging in TARS_SESSION.
+ +Remaining film in seconds.
+ +true when duration reached zero.
Numeric group ID.
+ +true once the debrief timer has been registered.
Mission time of the last takeoff, used for debouncing.
+ +Log-line prefix shown in Moose.log entries.
+ +true while the TARS.CaptureLoop timer is scheduled.
DCS unit name — used as the registry key.
+ +Numeric DCS unit ID, used as F10-menu and message key.
+ +Human-readable player name as shown in the scoreboard.
+ +true after STOP or film exhaustion; awaiting debrief.
true when film is paused without ending the session.
Targets detected this pass, not yet reported. [unitName] = snap.
Mission time (seconds) when the session was last refreshed.
+ +DCS type name of the aircraft (key into TARS.parameters).
true if capture was active at the moment of touchdown.
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.
+ ++ IniObjectCategory +
+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.
+ ++ IniObjectCategory +
+Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.
+ +Defined in:
+ +Parameter:
++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
+ +Defined in:
+ +Parameter:
++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
+ +Defined in:
+ +Parameter:
++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
+ +Defined in:
+ +Parameter:
++ Wrapper.DynamicCargo#DYNAMICCARGO + DynamicCargo +
+the dynamic cargo object
+ +Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
Defined in:
+ +Parameter:
++ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +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.
+ +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.
+ +Log an exception which will be traced always.
+ + +Can be anywhere within the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +Returns the event dispatcher
+ +Remove all subscribed events
+ +Trace a function call.
+ + +Must be at the beginning of the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +Trace a function call level 2.
+ + +Must be at the beginning of the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +Trace a function call level 3.
+ + +Must be at the beginning of the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +Get the ClassID of the class instance.
+ +Defined in:
+ +Return value:
+#string:
+The ClassID of the class instance.
+ +Get the ClassName of the class instance.
+ +Defined in:
+ +Return value:
+#string:
+The ClassName of the class instance.
+ +Get the ClassName + ClassID of the class instance.
+ + +The ClassName + ClassID is formatted as '%s#%09d'.
+ +Defined in:
+ +Return value:
+#string:
+The ClassName + ClassID of the class instance.
+ +Get the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ +This is the worker method to retrieve the Parent class.
+ + +Note that the Parent class must be passed to call the parent class method.
+ +self:GetParent(self):ParentMethod()
+
+
+
+
+
+Get all of the properties of an object in a table.
+ +Defined in:
+ +Return value:
+#table:
+of values, indexed by keys.
+ +Get one property of an object by the key.
+ +Defined in:
+ +Parameter:
++ 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!
+ +Return value:
+Value The value that is stored. Note that the value can be a #string, but it can also be any other type! Nil if not found.
+ +Get a Value given a Key from the Object.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ +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 + EventID +
+Event ID.
+ ++ #function + EventFunction +
+(optional) The function to be called when the event occurs for the unit.
+ +Return value:
+Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ +Defined in:
+ +Parameters:
++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Return value:
+Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +Examples:
+ +-
+
ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
+ ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
+ ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
+ ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
+ ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
+
Defined in:
+ +Parameter:
++ ClassName +
+is the name of the class or the class itself to run the check against
+ +Return value:
+#boolean:
+Enquires if tracing is on (for the class).
+ +BASE constructor.
+ + + +This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
+ +function EVENT:New()
+ local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+ return self
+end
+
+
+
+Occurs when an Event for an object is triggered.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +BDA.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a ground unit captures either an airbase or a farp.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any object is spawned into the mission.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft crashes into the ground and is completely destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an object is dead.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Unknown precisely what creates this event, likely tied into newer damage model.
+ + +Will update this page when new information become available.
+ +-
+
- initiator: The unit that had the failure. +
Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Discard chair after ejection.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a dynamic cargo crate is removed.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has ejected
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft shuts down its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft starts its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever an object is hit by a weapon.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any system fails on a human controlled aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs on the death of a unit.
+ + +Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +-
+
- initiator: The unit that killed the target +
- target: Target Object +
- weapon: Weapon Object +
Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
+ + +Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +-
+
- initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from. +
- place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists. +
- subplace: is always 0 for unknown reasons. +
Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Landing quality mark.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a new mark was added.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark text was changed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark was removed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.
+ + +* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Weapon add.
+ + +Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the pilot of an aircraft is killed.
+ + +Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player enters a slot and takes control of an aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player assumes direct control of a unit.
+ + +Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player relieves control of a unit to the AI.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft connects with a tanker and begins taking on fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft is finished taking fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any modification to the "Score" as seen on the debrief menu would occur.
+ + +There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit stops firing its weapon.
+ + +Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit begins firing a weapon that has a high rate of fire.
+ + +Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever any unit in a mission fires a weapon.
+ + +But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft takes off from an airbase, farp, or ship.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Trigger zone.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the game thinks an object is destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ +-
+
- initiator: The unit that is was destroyed. +
Defined in:
+ +Parameter:
++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ +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.
+ ++ ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +Return value:
+#string:
+The Schedule ID of the planned schedule.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ +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:
+#string:
+The Schedule ID of the planned schedule.
+ +Stops the Schedule.
+ +Defined in:
+ +Parameter:
++ #string + SchedulerID +
+(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
+ +Set the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ +Defined in:
+ +Parameter:
++ #number + EventPriority +
+The Core.Event processing Priority.
+ +Return value:
+self
+ +Set one property of an object.
+ +Defined in:
+ +Parameters:
++ 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 that is stored. Note that the value can be a #string, but it can also be any other type!
+ +Set a state or property of the Object given a Key and a Value.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ +Defined in:
+ +Parameters:
++ Object +
+The object that will hold the Value set by the Key.
+ ++ Key +
+The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
+ ++ Value +
+The value to is stored in the object.
+ +Return value:
+The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ +Defined in:
+ +Parameter:
++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ +Defined in:
+ +Parameter:
++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ +Defined in:
+ +Parameters:
++ #string + Class +
+Class name.
+ ++ #string + Method +
+Method.
+ +Set trace level
+ +Set trace off.
+ +Set trace on.
+ +Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.
+ + +So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.
+ +Defined in:
+ +Parameter:
++ #boolean + TraceOnOff +
+Switch the tracing on or off.
+ +Usage:
+
+ -- Switch the tracing On
+ BASE:TraceOnOff( true )
+
+ -- Switch the tracing Off
+ BASE:TraceOnOff( false )
+
+
+UnSubscribe to a DCS event.
+ +Defined in:
+ +Parameter:
++ Core.Event#EVENTS + EventID +
+Event ID.
+ +Return value:
+Trace a function call.
+ + +This function is private.
+ +Defined in:
+ +Parameters:
++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+(Internal) Serialize arguments
+ +Defined in:
+ +Parameter:
++ #table + Arguments +
+Return value:
+#string:
+Text
+ +Trace a function logic.
+ +Defined in:
+ +Parameters:
++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+The main event handling function...
+ + +This function captures all events generated for the class.
+ +
+
+