diff --git a/Documentation/Core.Fsm.html b/Documentation/Core.Fsm.html index 72326d08c..fea57079f 100644 --- a/Documentation/Core.Fsm.html +++ b/Documentation/Core.Fsm.html @@ -5954,7 +5954,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string FSM._StartState @@ -7553,7 +7553,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string FSM._StartState diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index 34b745b3c..bcab56c1a 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -2785,7 +2785,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string SETTINGS.A2GSystem @@ -4942,7 +4942,7 @@ It is advised to use this method at the start of the mission.

- + #string SETTINGS.A2GSystem diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index fe4fd5e4b..eee1d2e86 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -2992,6 +2992,24 @@ and any spaces before and after the resulting name are removed.

SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)

+ + + +

SPAWN.communication

+ + + + + +

SPAWN.frequency

+ + + + + +

SPAWN.uncontrolled

+ + @@ -3666,14 +3684,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + SPAWN.AIOnOff - -

The AI is on by default when spawning a group.

-
@@ -3820,20 +3835,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #number -SPAWN.SpawnCount - - - - -

The internal counter of the amount of spawning the has happened since SpawnStart.

-
@@ -3867,6 +3868,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + +SPAWN.SpawnGrouping + + +
@@ -3925,6 +3937,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
@@ -4046,9 +4069,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Overwrite unit names by default with group name.

-
@@ -4063,6 +4083,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

By default, no InitLimit

+ + + +
+
+ + +SPAWN.SpawnInitLivery + + +
@@ -4123,6 +4154,21 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +
+
+ + +SPAWN.SpawnInitSADL + + + + +

we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case + we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL

+ +
+
@@ -4345,17 +4391,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #boolean -SPAWN.SpawnUnControlled - - -
@@ -4497,6 +4532,39 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
+ + +SPAWN.communication + + + +
+ +
+
+
+ + +SPAWN.frequency + + + +
+ +
+
+
+ + +SPAWN.uncontrolled + + +
@@ -10281,14 +10349,11 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- #boolean + SPAWN.AIOnOff - -

The AI is on by default when spawning a group.

-
@@ -10435,20 +10500,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- - -
-
- - #number -SPAWN.SpawnCount - - - - -

The internal counter of the amount of spawning the has happened since SpawnStart.

-
@@ -10482,6 +10533,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
+ + +SPAWN.SpawnGrouping + + +
@@ -10540,6 +10602,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
+ + +SPAWN.SpawnInitAirbase + + +
@@ -10661,9 +10734,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

Overwrite unit names by default with group name.

- @@ -10678,6 +10748,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

By default, no InitLimit

+ + + +
+
+ + +SPAWN.SpawnInitLivery + + +
@@ -10738,6 +10819,21 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ +
+
+ + +SPAWN.SpawnInitSADL + + + + +

we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case + we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL

+ +
+
@@ -10960,17 +11056,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- -
-
-
- - #boolean -SPAWN.SpawnUnControlled - - -
@@ -11112,6 +11197,39 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ +
+
+
+ + +SPAWN.communication + + + +
+ +
+
+
+ + +SPAWN.frequency + + + +
+ +
+
+
+ + +SPAWN.uncontrolled + + +
diff --git a/Documentation/Functional.Autolase.html b/Documentation/Functional.Autolase.html index 59620ced4..4308979df 100644 --- a/Documentation/Functional.Autolase.html +++ b/Documentation/Functional.Autolase.html @@ -2312,7 +2312,7 @@
- #table + AUTOLASE.CurrentLasing @@ -2449,6 +2449,17 @@ +
+ +
+
+
+ + #number +AUTOLASE.MonitorFrequency + + +
@@ -2537,6 +2548,17 @@ + + + +
+
+ + #number +AUTOLASE.RoundingPrecision + + +
@@ -2551,39 +2573,6 @@

set up SRS

- - - -
-
- - #number -AUTOLASE.SRSFreq - - - -
- -
-
-
- - -AUTOLASE.SRSMod - - - -
- -
-
-
- - #string -AUTOLASE.SRSPath - - -
@@ -2650,17 +2639,6 @@ - - - -
-
- - #number -AUTOLASE.cooldowntime - - -
@@ -2672,17 +2650,6 @@ - - - -
-
- - #boolean -AUTOLASE.forcecooldown - - -
@@ -2694,17 +2661,6 @@ - - - -
-
- - #number -AUTOLASE.lasingindex - - -
@@ -2741,6 +2697,17 @@ + + + +
+
+ + #boolean +AUTOLASE.notifypilots + + +
@@ -2785,6 +2752,17 @@ + + + +
+
+ + +AUTOLASE.smokecolor + + +
@@ -2802,7 +2780,18 @@
+ #table +AUTOLASE.smokeoffset + + +
+ +
+
+
+ + #boolean AUTOLASE.smoketargets @@ -2813,7 +2802,7 @@
- #table + AUTOLASE.targetsperrecce diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index ec7e1fe04..0895628b2 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -2413,7 +2413,7 @@ Use the method DESIGNATE.SetMission() to
-DESIGNATE.LaseStart +DESIGNATE.LaseDuration @@ -2423,8 +2423,8 @@ Use the method DESIGNATE.SetMission() to
- #table -DESIGNATE.LaserCodes + +DESIGNATE.LaseStart diff --git a/Documentation/Functional.Detection.html b/Documentation/Functional.Detection.html index 3ba9825b0..9506470a7 100644 --- a/Documentation/Functional.Detection.html +++ b/Documentation/Functional.Detection.html @@ -20081,17 +20081,6 @@ When moose is loading dynamically (for moose class development), tracing is swit -
- -
-
-
- - #boolean -DETECTION_BASE.Locking - - -
@@ -20109,7 +20098,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
- + #number DETECTION_BASE.RefreshTimeInterval @@ -24846,17 +24835,6 @@ zones that reflect cloudy areas where detected units may not be so easily visual -
- -
-
-
- - #boolean -DETECTION_BASE.Locking - - -
@@ -24874,7 +24852,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual
- + #number DETECTION_BASE.RefreshTimeInterval @@ -26599,17 +26577,6 @@ zones that reflect cloudy areas where detected units may not be so easily visual -
- -
-
-
- - #boolean -DETECTION_BASE.Locking - - -
@@ -26627,7 +26594,7 @@ zones that reflect cloudy areas where detected units may not be so easily visual
- + #number DETECTION_BASE.RefreshTimeInterval diff --git a/Documentation/Functional.Mantis.html b/Documentation/Functional.Mantis.html index 665d498b1..eab00ca85 100644 --- a/Documentation/Functional.Mantis.html +++ b/Documentation/Functional.Mantis.html @@ -4795,8 +4795,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #number -MANTIS.SkateNumber + +MANTIS.SkateZones @@ -5133,61 +5133,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Log SAM status in dcs.log every cycle if true.

-
- -
-
-
- - #number -MANTIS.maxclassic - - - -
- -
-
-
- - #number -MANTIS.maxlongrange - - - -
- -
-
-
- - #number -MANTIS.maxmidrange - - - -
- -
-
-
- - #number -MANTIS.maxpointdefrange - - - -
- -
-
-
- - #number -MANTIS.maxshortrange - - -
@@ -10456,8 +10401,8 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`
- #number -MANTIS.SkateNumber + +MANTIS.SkateZones @@ -10794,61 +10739,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

Log SAM status in dcs.log every cycle if true.

-
- -
-
-
- - #number -MANTIS.maxclassic - - - -
- -
-
-
- - #number -MANTIS.maxlongrange - - - -
- -
-
-
- - #number -MANTIS.maxmidrange - - - -
- -
-
-
- - #number -MANTIS.maxpointdefrange - - - -
- -
-
-
- - #number -MANTIS.maxshortrange - - -
diff --git a/Documentation/Functional.RAT.html b/Documentation/Functional.RAT.html index a513e1bc5..6fd25531e 100644 --- a/Documentation/Functional.RAT.html +++ b/Documentation/Functional.RAT.html @@ -4576,6 +4576,24 @@ and any spaces before and after the resulting name are removed.

RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)

+ + + +

RAT.communication

+ + + + + +

RAT.frequency

+ + + + + +

RAT.uncontrolled

+ + diff --git a/Documentation/Functional.Scoring.html b/Documentation/Functional.Scoring.html index 7b9fa123d..684d84f49 100644 --- a/Documentation/Functional.Scoring.html +++ b/Documentation/Functional.Scoring.html @@ -2899,17 +2899,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
-
-
- - SCORING.AutoSavePath @@ -3154,7 +3143,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #boolean SCORING.penaltyoncoalitionchange @@ -6367,17 +6356,6 @@ The scale magnifies the scores given to the players.

- -
-
-
- - SCORING.AutoSavePath @@ -6622,7 +6600,7 @@ The scale magnifies the scores given to the players.

- + #boolean SCORING.penaltyoncoalitionchange diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html index d40f0caf4..aca3dd470 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -42136,6 +42136,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.

+
+ +
+
+
+ + #boolean +AIRBOSS.PlayerData.holding + + +
@@ -42293,6 +42304,9 @@ When moose is loading dynamically (for moose class development), tracing is swit + +

Set Stable Hover

+
diff --git a/Documentation/Ops.Auftrag.html b/Documentation/Ops.Auftrag.html index 5e37464b9..00c2f5a91 100644 --- a/Documentation/Ops.Auftrag.html +++ b/Documentation/Ops.Auftrag.html @@ -7397,17 +7397,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Mission Ingress waypoint coordinate.

-
- -
- @@ -23144,17 +23133,6 @@ will always return.

Mission Ingress waypoint coordinate.

-
- -
- @@ -26536,17 +26514,6 @@ will always return.

Mission Ingress waypoint coordinate.

-
- -
-
-
diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index dc12ebb56..6056356c3 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -2490,6 +2490,12 @@ Dropped troop noMessage and forcedesc parameters aren't saved.

CSAR.inTransitGroups

+ + + +

CSAR.index

+ + @@ -4390,7 +4396,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- Core.Point#COORDINATE + CSAR.coordinate @@ -4512,17 +4518,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #number -CSAR.downedpilotcounter - - -
@@ -4646,6 +4641,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

contain a table for each SAR with all units he has with the original names

+
+ +
+
+
+ + +CSAR.index + + +
@@ -10738,7 +10744,7 @@ callsigns from playername or group name.

- Core.Point#COORDINATE + CSAR.coordinate @@ -10860,17 +10866,6 @@ callsigns from playername or group name.

-
- -
-
-
- - #number -CSAR.downedpilotcounter - - -
@@ -10994,6 +10989,17 @@ callsigns from playername or group name.

contain a table for each SAR with all units he has with the original names

+
+ + +
+
+ + +CSAR.index + + +
@@ -13290,7 +13296,7 @@ callsigns from playername or group name.

- Core.Point#COORDINATE + CSAR.coordinate @@ -13412,17 +13418,6 @@ callsigns from playername or group name.

-
- -
-
-
- - #number -CSAR.downedpilotcounter - - -
@@ -13546,6 +13541,17 @@ callsigns from playername or group name.

contain a table for each SAR with all units he has with the original names

+ + + +
+
+ + +CSAR.index + + +
diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index ee05cafe9..5c846f703 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -8938,7 +8938,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #table CTLD.FreeUHFFrequencies @@ -9178,17 +9178,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
- -
-
-
- - #table -CTLD._crateOrStaticByName - - -
@@ -9697,7 +9686,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

time to repairor build a unit/group

+

noob catch

@@ -9790,6 +9779,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

message suppression

+ @@ -9807,7 +9799,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #number + CTLD.troopdropzoneradius @@ -24206,7 +24198,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.FreeUHFFrequencies @@ -24446,17 +24438,6 @@ However, if you create a new folder inside the miz file, which contains the soun -
- -
-
-
- - #table -CTLD._crateOrStaticByName - - -
@@ -24965,7 +24946,7 @@ However, if you create a new folder inside the miz file, which contains the soun -

time to repairor build a unit/group

+

noob catch

@@ -25058,6 +25039,9 @@ However, if you create a new folder inside the miz file, which contains the soun + +

message suppression

+
@@ -25075,7 +25059,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #number + CTLD.troopdropzoneradius @@ -26869,7 +26853,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- + #table CTLD.FreeUHFFrequencies @@ -27109,17 +27093,6 @@ However, if you create a new folder inside the miz file, which contains the soun -
- -
-
-
- - #table -CTLD._crateOrStaticByName - - -
@@ -27628,7 +27601,7 @@ However, if you create a new folder inside the miz file, which contains the soun -

time to repairor build a unit/group

+

noob catch

@@ -27721,6 +27694,9 @@ However, if you create a new folder inside the miz file, which contains the soun + +

message suppression

+
@@ -27738,7 +27714,7 @@ However, if you create a new folder inside the miz file, which contains the soun
- #number + CTLD.troopdropzoneradius @@ -32379,6 +32355,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

Can transport crate.

+
+ +
+
+
+ + #number +CTLD.UnitTypeCapabilities.length + + +
@@ -38449,17 +38436,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - - - -
-
- - Core.Point#COORDINATE -CTLD_ENGINEERING.currwpt - - -
@@ -39113,17 +39089,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - - - -
-
- - Core.Point#COORDINATE -CTLD_ENGINEERING.currwpt - - -
@@ -43092,6 +43057,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

template for a group of 10 paratroopers

+ + + +
+
+ + #number +CTLD_HERCULES.j + + +
@@ -44418,6 +44394,17 @@ Use either this method to integrate the Hercules **or** the one from the "normal

template for a group of 10 paratroopers

+ + + +
+
+ + #number +CTLD_HERCULES.j + + +
diff --git a/Documentation/Ops.FlightGroup.html b/Documentation/Ops.FlightGroup.html index d2552ee9f..c354b3d0e 100644 --- a/Documentation/Ops.FlightGroup.html +++ b/Documentation/Ops.FlightGroup.html @@ -7827,20 +7827,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
-
- - -FLIGHTGROUP.currbase - - - - -

Set current airbase.

- -
-
@@ -8061,6 +8047,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + +FLIGHTGROUP.isLandingAtAirbase + + +
@@ -18616,20 +18613,6 @@ Here we only check if stuck whilst taxiing.

- -
-
- - -FLIGHTGROUP.currbase - - - - -

Set current airbase.

- -
-
@@ -18850,6 +18833,17 @@ Here we only check if stuck whilst taxiing.

+
+ +
+
+
+ + +FLIGHTGROUP.isLandingAtAirbase + + +
@@ -39472,20 +39466,6 @@ Optionally, you can calculate the current max weight possible, which accounts fo - -
-
- - -FLIGHTGROUP.currbase - - - - -

Set current airbase.

- -
-
@@ -39706,6 +39686,17 @@ Optionally, you can calculate the current max weight possible, which accounts fo +
+ +
+
+
+ + +FLIGHTGROUP.isLandingAtAirbase + + +
@@ -41661,20 +41652,6 @@ Optionally, you can calculate the current max weight possible, which accounts fo - -
-
- - -FLIGHTGROUP.currbase - - - - -

Set current airbase.

- -
-
@@ -41895,6 +41872,17 @@ Optionally, you can calculate the current max weight possible, which accounts fo +
+ +
+
+
+ + +FLIGHTGROUP.isLandingAtAirbase + + +
diff --git a/Documentation/Ops.Intel.html b/Documentation/Ops.Intel.html index c4936ee43..f5cc90947 100644 --- a/Documentation/Ops.Intel.html +++ b/Documentation/Ops.Intel.html @@ -4816,6 +4816,72 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Types of units we can detect accousticly. Defaults to {Unit.Category.HELICOPTER}

+ + + +
+
+ + #boolean +INTEL.DetectDLINK + + + +
+ +
+
+
+ + #boolean +INTEL.DetectIRST + + + +
+ +
+
+
+ + #boolean +INTEL.DetectOptical + + + +
+ +
+
+
+ + #boolean +INTEL.DetectRWR + + + +
+ +
+
+
+ + #boolean +INTEL.DetectRadar + + + +
+ +
+
+
+ + #boolean +INTEL.DetectVisual + + +
@@ -10106,6 +10172,72 @@ Note that reject zones overrule accept zones, i.e. if a unit is inside an accept

Types of units we can detect accousticly. Defaults to {Unit.Category.HELICOPTER}

+ + + +
+
+ + #boolean +INTEL.DetectDLINK + + + +
+ +
+
+
+ + #boolean +INTEL.DetectIRST + + + +
+ +
+
+
+ + #boolean +INTEL.DetectOptical + + + +
+ +
+
+
+ + #boolean +INTEL.DetectRWR + + + +
+ +
+
+
+ + #boolean +INTEL.DetectRadar + + + +
+ +
+
+
+ + #boolean +INTEL.DetectVisual + + +
@@ -11925,6 +12057,72 @@ Note that reject zones overrule accept zones, i.e. if a unit is inside an accept

Types of units we can detect accousticly. Defaults to {Unit.Category.HELICOPTER}

+ + + +
+
+ + #boolean +INTEL.DetectDLINK + + + +
+ +
+
+
+ + #boolean +INTEL.DetectIRST + + + +
+ +
+
+
+ + #boolean +INTEL.DetectOptical + + + +
+ +
+
+
+ + #boolean +INTEL.DetectRWR + + + +
+ +
+
+
+ + #boolean +INTEL.DetectRadar + + + +
+ +
+
+
+ + #boolean +INTEL.DetectVisual + + +
diff --git a/Documentation/Ops.OpsGroup.html b/Documentation/Ops.OpsGroup.html index 915fcbb07..a4da5f2cf 100644 --- a/Documentation/Ops.OpsGroup.html +++ b/Documentation/Ops.OpsGroup.html @@ -8534,9 +8534,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Init a table.

- @@ -30312,9 +30309,6 @@ Optionally, you can calculate the current max weight possible, which accounts fo - -

Init a table.

- @@ -33423,9 +33417,6 @@ Optionally, you can calculate the current max weight possible, which accounts fo - -

Init a table.

- @@ -39357,7 +39348,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -

Has line of sight.

+

No of sight.

diff --git a/Documentation/Ops.PlayerTask.html b/Documentation/Ops.PlayerTask.html index 4c436bf38..ba59025ce 100644 --- a/Documentation/Ops.PlayerTask.html +++ b/Documentation/Ops.PlayerTask.html @@ -15908,14 +15908,11 @@ When moose is loading dynamically (for moose class development), tracing is swit
- Core.Set#SET_OPSGROUP + PLAYERTASKCONTROLLER.LasingDroneSet - -

self.PlayerMenu = {} -- #table

-
@@ -16464,7 +16461,7 @@ When moose is loading dynamically (for moose class development), tracing is swit
- #number + PLAYERTASKCONTROLLER.lasttaskcount @@ -23417,14 +23414,11 @@ If you don't want SEAD tasks generated, use as follows where "mycontroller" is y
- Core.Set#SET_OPSGROUP + PLAYERTASKCONTROLLER.LasingDroneSet - -

self.PlayerMenu = {} -- #table

-
@@ -23973,7 +23967,7 @@ If you don't want SEAD tasks generated, use as follows where "mycontroller" is y
- #number + PLAYERTASKCONTROLLER.lasttaskcount @@ -25869,14 +25863,11 @@ If you don't want SEAD tasks generated, use as follows where "mycontroller" is y
- Core.Set#SET_OPSGROUP + PLAYERTASKCONTROLLER.LasingDroneSet - -

self.PlayerMenu = {} -- #table

-
@@ -26425,7 +26416,7 @@ If you don't want SEAD tasks generated, use as follows where "mycontroller" is y
- #number + PLAYERTASKCONTROLLER.lasttaskcount diff --git a/Documentation/Sound.SRS.html b/Documentation/Sound.SRS.html index 2aa8a86a4..e3a887375 100644 --- a/Documentation/Sound.SRS.html +++ b/Documentation/Sound.SRS.html @@ -1520,7 +1520,8 @@
  • This script needs SRS version >= 1.9.6
  • You need to de-sanitize os, io and lfs in the missionscripting.lua
  • -
  • Optional: DCS-gRPC as backend to communicate with SRS (vide infra)
  • +
  • Optional: DCS-gRPC as backend to communicate with SRS (via infra)
  • +
  • Optional: HOUNDTTS as backend to communicate with SRS (via infra)

Knwon Issues

@@ -1531,7 +1532,7 @@ expecially in VR but unavoidable (if you have a solution, please feel free to share!).

NOTE that this is not an issue if the mission is running on a server. -Also NOTE that using DCS-gRPC as backend will avoid the pop-up window.

+Also NOTE that using DCS-gRPC and Hound-TTS as backend create no pop-up window.

Play Sound Files

@@ -1648,14 +1649,31 @@ msrs:SetProviderOptionsAmazon(AccessKey, Region)

The default interface to SRS is via calling the 'DCS-SR-ExternalAudio.exe'. As noted above, this has the unavoidable drawback that a pop-up briefly appears and DCS might be put out of focus.

+

Hound TTS as an alternative to 'DCS-SR-ExternalAudio.exe' for TTS

+ +

An alternative interface to SRS is Hound-TTS. This does not call an exe file and therefore avoids the annoying pop-up window. +In addition to Windows and Google cloud, it also offers Piper local voice creation and others as providers for TTS.

+ +

Use MSRS.SetDefaultBackendHound to enable Hound-TTS as an alternate backend. +This can be useful if the popup should be avoided or to use Piper or others for TTS. Please note, only text-to-speech is supported and it it cannot be used to transmit audio files.

+ +

Hound TTS must be installed and configured per the Hound TTS prior to use. +If a cloud TTS provider is being used, the API key(s) must be set as per the documentation. +Hound TTS can be used both with DCS dedicated server and regular DCS installations.

+ +

To use the default local Windows TTS with Hound TTS, Windows 2019 Server (or newer) or Windows 10/11 are required. Voices for non-local languages and dialects may need to +be explicitly installed.

+ +

To set the MSRS class to use the Hound TTS backend for all future instances, call the function MSRS.SetDefaultBackendHound().

+

DCS-gRPC as an alternative to 'DCS-SR-ExternalAudio.exe' for TTS

Another interface to SRS is DCS-gRPC. This does not call an exe file and therefore avoids the annoying pop-up window. In addition to Windows and Google cloud, it also offers Microsoft Azure and Amazon Web Service as providers for TTS.

-

Use MSRS.SetDefaultBackendGRPC to enable DCS-gRPC as an alternate backend for transmitting text-to-speech over SRS. -This can be useful if 'DCS-SR-ExternalAudio.exe' cannot be used in the environment or to use Azure or AWS clouds for TTS. Note that DCS-gRPC does not (yet?) support -all of the features and options available with 'DCS-SR-ExternalAudio.exe'. Of note, only text-to-speech is supported and it it cannot be used to transmit audio files.

+

Use MSRS.SetDefaultBackendGRPC to enable DCS-gRPC as an alternate backend. +This can be useful if 'DCS-SR-ExternalAudio.exe' cannot be used in the environment or to use Azure or AWS clouds for TTS. Note that DCS-gRPC does not support +all of the features and options available with 'DCS-SR-ExternalAudio.exe'. Also note, only text-to-speech is supported and it it cannot be used to transmit audio files.

DCS-gRPC must be installed and configured per the DCS-gRPC documentation and already running via either the 'autostart' mechanism or a Lua call to 'GRPC.load()' prior to use of the alternate DCS-gRPC backend. If a cloud TTS provider is being used, the API key must be set via the 'Config\dcs-grpc.lua' @@ -1672,13 +1690,13 @@ such as the SRS path or Google credential path. This will help maximize compatib

Basic Play Text-To-Speech example using alternate DCS-gRPC backend (DCS-gRPC not previously started):

-- Start DCS-gRPC
-GRPC.load()
+GRPC.load() -- not needed if you set gRPC to auto-start
 -- Select the alternate DCS-gRPC backend for new MSRS instances
 MSRS.SetDefaultBackendGRPC()
 -- Create a SOUNDTEXT object.
 local text=SOUNDTEXT:New("All Enemies destroyed")
 -- MOOSE SRS
-local msrs=MSRS:New('', 305.0)
+local msrs=MSRS:New('ExampleInstance', 305.0)
 -- Text-to speech with default voice after 30 seconds.
 msrs:PlaySoundText(text, 30)
 
@@ -1686,7 +1704,7 @@ msrs:PlaySoundText(text, 30)

Basic example of using another class (ATIS) with SRS and the DCS-gRPC backend (DCS-gRPC not previously started):

-- Start DCS-gRPC
-GRPC.load()
+GRPC.load() -- not needed if you set gRPC to auto-start
 -- Select the alternate DCS-gRPC backend for new MSRS instances
 MSRS.SetDefaultBackendGRPC()
 -- Create new ATIS as usual
@@ -1879,13 +1897,13 @@ atis:Start()
 
           
           
-            

MSRS:PlayText(Text, Delay, Coordinate)

+

MSRS:PlayText(Text, Delay, Coordinate, Speed)

Play text message via MSRS.

-

MSRS:PlayTextExt(Text, Delay, Frequencies, Modulations, Gender, Culture, Voice, Volume, Label, Coordinate)

+

MSRS:PlayTextExt(Text, Delay, Frequencies, Modulations, Gender, Culture, Voice, Volume, Label, Coordinate, Speed)

Play text message via MSRS with explicitly specified options.

@@ -1912,6 +1930,12 @@ atis:Start()

MSRS:SetBackendGRPC()

Set DCS-gRPC as backend to communicate with SRS.

+ + + +

MSRS:SetBackendHound()

+ +

Set Hound-TTS as backend to communicate with SRS.

@@ -1948,6 +1972,12 @@ atis:Start()

MSRS:SetDefaultBackendGRPC()

Set DCS-gRPC to be the default backend.

+ + + +

MSRS:SetDefaultBackendHound()

+ +

Set Hound-TTS to be the default backend.

@@ -2050,6 +2080,12 @@ atis:Start()

MSRS:SetTTSProviderMicrosoft()

Use Microsoft to provide text-to-speech.

+ + + +

MSRS:SetTTSProviderPiper()

+ +

Use Piper to provide text-to-speech.

@@ -2074,6 +2110,12 @@ atis:Start()

MSRS:SetVoiceGoogle(Voice)

Set to use a specific voice if Google is use as provider.

+ + + +

MSRS:SetVoicePiper(Voice)

+ +

Set to use a specific voice if Piper is used as provider (only Hound-TTS backend).

@@ -2134,12 +2176,36 @@ atis:Start()

MSRS:_GetLatLongAlt(Coordinate)

Get lat, long and alt from coordinate.

+ + + +

MSRS._HoundSpeechTime(MSRS, Message, Speed, UseGoogle, self)

+ +

Hound speech time calculator.

+ + + +

MSRS._HoundTestTone(MSRS, Frequencies, Modulations, Coalition, self)

+ +

Hound Test Tone function, sends a 2-second 440 Hz sine wave tone directly over SRS, bypassing the TTS engine entirely.

+ + + +

MSRS:_HoundTextToSpeech(Message, Frequencies, Modulations, Volume, Label, Coalition, Point, Speed, Gender, Culture, Voice, UseGoogle)

+ +

Hound TTS Function Wrapper

+ + + +

MSRS:_HoundTransmit(Message, Transmission_params, Provider_params)

+ +

Hound Transmit Function Wrapper

MSRS.backend

-

Backend used as interface to SRS (MSRS.Backend.SRSEXE or MSRS.Backend.GRPC).

+

Backend used as interface to SRS (MSRS.Backend.SRSEXE, MSRS.Backend.HOUND or MSRS.Backend.GRPC).

@@ -2217,7 +2283,7 @@ atis:Start()

MSRS.provider

-

Provider of TTS (win, gcloud, azure, amazon).

+

Provider of TTS (win, gcloud, azure, amazon, ...).

@@ -2874,7 +2940,13 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

MSRS.Backend.GRPC

-

Use DCS-gRPC.

+

Use Hound-TTS.

+ + + +

MSRS.Backend.HOUND

+ + @@ -2985,6 +3057,12 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

MSRS.Provider.GOOGLE

Google (gcloud).

+ + + +

MSRS.Provider.PIPER

+ +

Piper local voice service. Only possible with Hound-TTS backend.

@@ -3172,7 +3250,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

MSRSQUEUE:NewTransmission(text, duration, msrs, tstart, interval, subgroups, subtitle, subduration, frequency, modulation, gender, culture, voice, volume, label, coordinate)

+

MSRSQUEUE:NewTransmission(text, duration, msrs, tstart, interval, subgroups, subtitle, subduration, frequency, modulation, gender, culture, voice, volume, label, coordinate, speed)

Create a new transmission and add it to the radio queue.

@@ -3946,6 +4024,12 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

MSRSQUEUE.Transmission.msrs

MOOSE SRS object.

+ + + +

MSRSQUEUE.Transmission.speed

+ +

Speed to be used

@@ -4107,7 +4191,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #string MSRS.backend -

Backend used as interface to SRS (MSRS.Backend.SRSEXE or MSRS.Backend.GRPC).

+

Backend used as interface to SRS (MSRS.Backend.SRSEXE, MSRS.Backend.HOUND or MSRS.Backend.GRPC).

@@ -4239,7 +4323,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #string MSRS.provider -

Provider of TTS (win, gcloud, azure, amazon).

+

Provider of TTS (win, gcloud, azure, amazon, ...).

@@ -4818,7 +4902,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau MSRS_Config = { Path = "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio", -- Path to SRS install directory. Port = 5002, -- Port of SRS server. Default 5002. - Backend = "srsexe", -- Interface to SRS: "srsexe" or "grpc". + Backend = "srsexe", -- Interface to SRS: "srsexe" or "grpc" or "hound". Frequency = {127, 243}, -- Default frequences. Must be a table 1..n entries! Modulation = {0,0}, -- Default modulations. Must be a table, 1..n entries, one for each frequency! Volume = 1.0, -- Default volume [0,1]. @@ -4828,7 +4912,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Gender = "male", Voice = "Microsoft Hazel Desktop", -- Voice that is used if no explicit provider voice is specified. Label = "MSRS", - Provider = "win", --Provider for generating TTS (win, gcloud, azure, aws). + Provider = "win", --Provider for generating TTS (win, gcloud, azure, aws, piper). -- Windows win = { voice = "Microsoft Hazel Desktop", @@ -5093,7 +5177,7 @@ set the path to the exe file via MSRS.SetPath.

Play text message via MSRS.

@@ -5144,6 +5228,17 @@ set the path to the exe file via MSRS.SetPath.

+
+
+

+ #number + Speed +

+
+
+

+
+

Return value:

@@ -5163,7 +5258,7 @@ set the path to the exe file via MSRS.SetPath.

Play text message via MSRS with explicitly specified options.

@@ -5303,6 +5398,19 @@ set the path to the exe file via MSRS.SetPath.

Coordinate.

+
+
+
+
+

+ #number + Speed +

+
+
+ +

Speed.

+

Return value:

@@ -5458,6 +5566,36 @@ set the path to the exe file via MSRS.SetPath.

+
+
+ +
+ + + +

Set Hound-TTS as backend to communicate with SRS.

+ +
+
+

Defined in:

+
+

MSRS

+
+

Return value:

+
+
+

#MSRS:

+
+
+ +

self

+ +
+
+
+
@@ -5673,6 +5811,25 @@ set the path to the exe file via MSRS.SetPath.

+ + + +
+ + + +

Set Hound-TTS to be the default backend.

+ +
+
+

Defined in:

+
+

MSRS

+
+
+
@@ -6049,10 +6206,11 @@ set the path to the exe file via MSRS.SetPath.

MSRS.Provider.WINDOWS: Microsoft Windows (default)
  • MSRS.Provider.GOOGLE: Google Cloud
  • MSRS.Provider.AZURE: Microsoft Azure (only with DCS-gRPC backend)
  • -
  • MSRS.Provier.AMAZON: Amazon Web Service (only with DCS-gRPC backend)
  • +
  • MSRS.Provider.AMAZON: Amazon Web Service (only with DCS-gRPC backend)
  • +
  • MSRS.Provider.PIPER: Piper Voices (only with Hound-TTS backend)
  • -

    Note that all providers except Microsoft Windows need as additonal information the credentials of your account.

    +

    Note that all providers except Microsoft Windows and Piper need as additonal information the credentials of your account.

    @@ -6498,6 +6656,39 @@ set the path to the exe file via MSRS.SetPath.

    + + + +
    + + + +

    Use Piper to provide text-to-speech.

    + + +

    Only supported if used in combination with Hound-TTS as backend.

    + +
    +
    +

    Defined in:

    +
    +

    MSRS

    +
    +

    Return value:

    +
    +
    +

    #MSRS:

    +
    +
    + +

    self

    + +
    +
    +
    +
    @@ -6686,6 +6877,53 @@ set the path to the exe file via MSRS.SetPath.

    + + + +
    + + + +

    Set to use a specific voice if Piper is used as provider (only Hound-TTS backend).

    + + +

    Note that this will override any gender and culture settings.

    + +
    +
    +

    Defined in:

    +
    +

    MSRS

    +
    +

    Parameter:

    +
    +
    +

    + #string + Voice +

    +
    +
    + +

    Piper Voices. Default "en_US-ryan-low".

    + +
    +
    +

    Return value:

    +
    +
    +

    #MSRS:

    +
    +
    + +

    self

    + +
    +
    +
    +
    @@ -7346,6 +7584,455 @@ set the path to the exe file via MSRS.SetPath.

    + + + +
    + + + +

    Hound speech time calculator.

    + + +

    Use to determine how long it takes to speak something out.

    + +
    +
    +

    Defined in:

    +
    +

    MSRS

    +
    +

    Parameters:

    +
    +
    +

    + MSRS +

    +
    +
    + +

    self

    + +
    +
    +
    +
    +

    + #string + Message +

    +
    +
    + +

    The message to measure. Can also be handed as string lenght.

    + +
    +
    +
    +
    +

    + #number + Speed +

    +
    +
    + +

    The speed to use, defaults to 1.0.

    + +
    +
    +
    +
    +

    + #boolean + UseGoogle +

    +
    +
    + +

    If to use google. Default: no.

    + +
    +
    +
    +
    +

    + self +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Hound Test Tone function, sends a 2-second 440 Hz sine wave tone directly over SRS, bypassing the TTS engine entirely.

    + + +

    Use this to verify the SRS connection is working before debugging TTS issues.

    + +
    +
    +

    Defined in:

    +
    +

    MSRS

    +
    +

    Parameters:

    +
    +
    +

    + MSRS +

    +
    +
    + +

    self

    + +
    +
    +
    +
    +

    + #table + Frequencies +

    +
    +
    + +

    The table of frequencies to use.

    + +
    +
    +
    +
    +

    + #table + Modulations +

    +
    +
    + +

    The table of modulations to use.

    + +
    +
    +
    +
    +

    + #number + Coalition +

    +
    +
    + +

    The coalition to use.

    + +
    +
    +
    +
    +

    + self +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Hound TTS Function Wrapper

    + +
    +
    +

    Defined in:

    +
    +

    MSRS

    +
    +

    Parameters:

    +
    +
    +

    + #string + Message +

    +
    +
    + +

    The text to speak.

    + +
    +
    +
    +
    +

    + #table + Frequencies +

    +
    +
    + +

    The table of frequencies to use.

    + +
    +
    +
    +
    +

    + #table + Modulations +

    +
    +
    + +

    The table of modulations to use.

    + +
    +
    +
    +
    +

    + #number + Volume +

    +
    +
    + +

    The volume to use, defaults to 1.0.

    + +
    +
    +
    +
    +

    + #string + Label +

    +
    +
    + +

    The label to use, defaults to "MSRS".

    + +
    +
    +
    +
    +

    + #number + Coalition +

    +
    +
    + +

    The coalition to use.

    + +
    +
    +
    +
    +

    + Core.Point#COORDINATE + Point +

    +
    +
    + +

    (Optional) The point from which the voice is sent.

    + +
    +
    +
    +
    +

    + #number + Speed +

    +
    +
    + +

    (Optional) How fast to speak, defaults to 1.0.

    + +
    +
    +
    +
    +

    + #string + Gender +

    +
    +
    + +

    (Optional) Gender to use.

    + +
    +
    +
    +
    +

    + #string + Culture +

    +
    +
    + +

    (Optional) Culture to use.

    + +
    +
    +
    +
    +

    + #string + Voice +

    +
    +
    + +

    (Optional) Voice to use.

    + +
    +
    +
    +
    +

    + #boolean + UseGoogle +

    +
    +
    + +

    (Optional) If to use Google TTS.

    + +
    +
    +

    Return value:

    +
    +
    +
    +
    + +

    SpeechTime Speech time in seconds.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Hound Transmit Function Wrapper

    + +
    +
    +

    Defined in:

    +
    +

    MSRS

    +
    +

    Parameters:

    +
    +
    +

    + #string + Message +

    +
    +
    + +

    The message to speak

    + +
    +
    +
    +
    +

    + #table + Transmission_params +

    +
    +
    + +

    Transmission parameter table, see below

    + +
    +
    +
    +
    +

    + #table + Provider_params +

    +
    +
    + +

    Provider parameter table, see below

    + +
    +
    +

    Return value:

    +
    +
    +
    +
    + +

    SpeechTime Speech time in seconds.

    + +
    +
    +

    Usage:

    +
    -- #table Transmission_params
    +  | Field       | Type     | Default             | Description                              |
    +  | ----------- | -------- | ------------------- | ---------------------------------------- |
    +  | transmitter | string   | `"srs"`             | Transmitter type. Currently only `"srs"` |
    +  | freqs       | string   | `"251.0"`           | Frequency in MHz, comma-separated        |
    +  | modulations | string   | `"AM"`              | `AM` or `FM`, comma-separated            |
    +  | coalition   | number   | `0`                 | 0=spectator, 1=red, 2=blue               |
    +  | name        | string   | `"HoundTTS"`        | Client name shown in SRS                 |
    +  | point       | Vec3/nil | `nil`               | DCS position for geo-location            |
    +  | volume      | number   | `1.0`               | 0.0 – 1.0                                |
    +  | encrypt     | boolean  | `false`             | Enable SRS encryption                    |
    +  | encKey      | number   | `0`                 | Encryption key (0–255, must match SRS)   |
    +  | host        | string   | `HoundTTS.SRS_HOST` | SRS server IP                            |
    +  | port        | number   | `HoundTTS.SRS_PORT` | SRS server port                          |
    +
    +-- #table Provider_params
    +  | Field    | Type   | Default                     | Description                                                                        |
    +  | -------- | ------ | --------------------------- | ---------------------------------------------------------------------------------- |
    +  | provider | string | `HoundTTS.DEFAULT_PROVIDER` | `"piper"` / `"sapi"` / `"azure"` / `"google"` / `"elevenlabs"`                     |
    +  | voice    | string | `HoundTTS.DEFAULT_VOICE`    | Piper model name, SAPI voice name, Azure/Google voice name, or ElevenLabs voice ID |
    +  | culture  | string | `HoundTTS.DEFAULT_CULTURE`  | BCP-47 locale e.g. `"en-US"`, `"en-GB"` (used by SAPI, Azure, Google)              |
    +  | gender   | string | `HoundTTS.DEFAULT_GENDER`   | `"male"` / `"female"` (used by SAPI, Google)                                       |
    +  | speed    | number | `1.0`                       | Speech rate (0.5 = half speed, 1.0 = normal, 2.0 = double speed)                   |
    +  
    + +
    +
    @@ -7549,7 +8236,7 @@ set the path to the exe file via MSRS.SetPath.

    MSRS.backend -

    Backend used as interface to SRS (MSRS.Backend.SRSEXE or MSRS.Backend.GRPC).

    +

    Backend used as interface to SRS (MSRS.Backend.SRSEXE, MSRS.Backend.HOUND or MSRS.Backend.GRPC).

    @@ -7681,7 +8368,7 @@ set the path to the exe file via MSRS.SetPath.

    MSRS.provider -

    Provider of TTS (win, gcloud, azure, amazon).

    +

    Provider of TTS (win, gcloud, azure, amazon, ...).

    @@ -11520,7 +12207,18 @@ When moose is loading dynamically (for moose class development), tracing is swit #string MSRS.Backend.GRPC -

    Use DCS-gRPC.

    +

    Use Hound-TTS.

    + + + + +
    +
    + + #string +MSRS.Backend.HOUND + +
    @@ -11714,6 +12412,17 @@ When moose is loading dynamically (for moose class development), tracing is swit
    + +
    +
    + + #string +MSRS.Provider.PIPER + +

    Piper local voice service. Only possible with Hound-TTS backend.

    + +
    +
    @@ -12228,7 +12937,7 @@ This can be used to submit multiple TTS messages and the class takes care that t +
    +
    +
    +

    + #number + speed +

    +
    +
    + +

    Speed to be used

    +

    Return value:

    @@ -16580,6 +17302,17 @@ When moose is loading dynamically (for moose class development), tracing is swit
    + +
    +
    + + #number +MSRSQUEUE.Transmission.speed + +

    Speed to be used

    + +
    +
    diff --git a/Documentation/Sound.SoundOutput.html b/Documentation/Sound.SoundOutput.html index bf1c8aa10..fb74d1cd4 100644 --- a/Documentation/Sound.SoundOutput.html +++ b/Documentation/Sound.SoundOutput.html @@ -1628,6 +1628,7 @@ Note that the gender voice needs to be installed on your windows machine for the
    @@ -1635,6 +1636,12 @@ Note that the gender voice needs to be installed on your windows machine for the + + + + + +
    Fields and Methods inherited from SOUNDBASE Description

    SOUNDBASE.ClassName

    +

    Name of the class.

    +

    SOUNDBASE.GetSpeechTime(Text, Speed, isGoogle, self, length, speed)

    @@ -1645,6 +1652,620 @@ Note that the gender voice needs to be installed on your windows machine for the

    SOUNDBASE:New()

    Constructor to create a new SOUNDBASE object.

    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Fields and Methods inherited from BASEDescription

    SOUNDBASE.ClassID

    +

    The ID number of the class.

    +

    SOUNDBASE.ClassName

    +

    The name of the class.

    +

    SOUNDBASE.ClassNameAndID

    +

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

    +

    SOUNDBASE:ClearState(Object, StateName)

    +

    Clear the state of an object.

    +

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

    +

    Creation of a Birth Event.

    +

    SOUNDBASE:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

    +

    Creation of a Crash Event.

    +

    SOUNDBASE:CreateEventDead(EventTime, Initiator, IniObjectCategory)

    +

    Creation of a Dead Event.

    +

    SOUNDBASE:CreateEventDynamicCargoLoaded(DynamicCargo)

    +

    Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

    +

    SOUNDBASE:CreateEventDynamicCargoRemoved(DynamicCargo)

    +

    Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

    +

    SOUNDBASE:CreateEventDynamicCargoUnloaded(DynamicCargo)

    +

    Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

    +

    SOUNDBASE:CreateEventNewDynamicCargo(DynamicCargo)

    +

    Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

    +

    SOUNDBASE:CreateEventPlayerEnterAircraft(PlayerUnit)

    +

    Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

    +

    SOUNDBASE:CreateEventRemoveUnit(EventTime, Initiator)

    +

    Creation of a Remove Unit Event.

    +

    SOUNDBASE:CreateEventTakeoff(EventTime, Initiator)

    +

    Creation of a Takeoff Event.

    +

    SOUNDBASE:CreateEventUnitLost(EventTime, Initiator)

    +

    Creation of a Crash Event.

    +

    SOUNDBASE:E(Arguments)

    +

    Log an exception which will be traced always.

    +

    SOUNDBASE:EventDispatcher()

    +

    Returns the event dispatcher

    +

    SOUNDBASE:EventRemoveAll()

    +

    Remove all subscribed events

    +

    SOUNDBASE:F(Arguments)

    +

    Trace a function call.

    +

    SOUNDBASE:F2(Arguments)

    +

    Trace a function call level 2.

    +

    SOUNDBASE:F3(Arguments)

    +

    Trace a function call level 3.

    +

    SOUNDBASE:GetClassID()

    +

    Get the ClassID of the class instance.

    +

    SOUNDBASE:GetClassName()

    +

    Get the ClassName of the class instance.

    +

    SOUNDBASE:GetClassNameAndID()

    +

    Get the ClassName + ClassID of the class instance.

    +

    SOUNDBASE:GetEventPriority()

    +

    Get the Class Core.Event processing Priority.

    +

    SOUNDBASE:GetParent(Child, FromClass)

    +

    This is the worker method to retrieve the Parent class.

    +

    SOUNDBASE:GetProperties()

    +

    Get all of the properties of an object in a table.

    +

    SOUNDBASE:GetProperty(Key)

    +

    Get one property of an object by the key.

    +

    SOUNDBASE:GetState(Object, Key)

    +

    Get a Value given a Key from the Object.

    +

    SOUNDBASE:HandleEvent(EventID, EventFunction)

    +

    Subscribe to a DCS Event.

    +

    SOUNDBASE:I(Arguments)

    +

    Log an information which will be traced always.

    +

    SOUNDBASE:Inherit(Child, Parent)

    +

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

    +

    SOUNDBASE:IsInstanceOf(ClassName)

    +

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

    +

    SOUNDBASE:IsTrace()

    +

    Enquires if tracing is on (for the class).

    +

    SOUNDBASE:New()

    +

    BASE constructor.

    +

    SOUNDBASE:OnEvent(EventData)

    +

    Occurs when an Event for an object is triggered.

    +

    SOUNDBASE:OnEventBDA(EventData)

    +

    BDA.

    +

    SOUNDBASE:OnEventBaseCaptured(EventData)

    +

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

    +

    SOUNDBASE:OnEventBirth(EventData)

    +

    Occurs when any object is spawned into the mission.

    +

    SOUNDBASE:OnEventCrash(EventData)

    +

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

    +

    SOUNDBASE:OnEventDead(EventData)

    +

    Occurs when an object is dead.

    +

    SOUNDBASE:OnEventDetailedFailure(EventData)

    +

    Unknown precisely what creates this event, likely tied into newer damage model.

    +

    SOUNDBASE:OnEventDiscardChairAfterEjection(EventData)

    +

    Discard chair after ejection.

    +

    SOUNDBASE:OnEventDynamicCargoLoaded(EventData)

    +

    Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

    +

    SOUNDBASE:OnEventDynamicCargoRemoved(EventData)

    +

    Occurs when a dynamic cargo crate is removed.

    +

    SOUNDBASE:OnEventDynamicCargoUnloaded(EventData)

    +

    Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

    +

    SOUNDBASE:OnEventEjection(EventData)

    +

    Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    +

    SOUNDBASE:OnEventEngineShutdown(EventData)

    +

    Occurs when any aircraft shuts down its engines.

    +

    SOUNDBASE:OnEventEngineStartup(EventData)

    +

    Occurs when any aircraft starts its engines.

    +

    SOUNDBASE:OnEventHit(EventData)

    +

    Occurs whenever an object is hit by a weapon.

    +

    SOUNDBASE:OnEventHumanFailure(EventData)

    +

    Occurs when any system fails on a human controlled aircraft.

    +

    SOUNDBASE:OnEventKill(EventData)

    +

    Occurs on the death of a unit.

    +

    SOUNDBASE:OnEventLand(EventData)

    +

    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.

    +

    SOUNDBASE:OnEventLandingAfterEjection(EventData)

    +

    Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

    +

    SOUNDBASE:OnEventLandingQualityMark(EventData)

    +

    Landing quality mark.

    +

    SOUNDBASE:OnEventMarkAdded(EventData)

    +

    Occurs when a new mark was added.

    +

    SOUNDBASE:OnEventMarkChange(EventData)

    +

    Occurs when a mark text was changed.

    +

    SOUNDBASE:OnEventMarkRemoved(EventData)

    +

    Occurs when a mark was removed.

    +

    SOUNDBASE:OnEventMissionEnd(EventData)

    +

    Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    +

    SOUNDBASE:OnEventMissionStart(EventData)

    +

    Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    +

    SOUNDBASE:OnEventNewDynamicCargo(EventData)

    +

    Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

    +

    SOUNDBASE:OnEventParatrooperLanding(EventData)

    +

    Weapon add.

    +

    SOUNDBASE:OnEventPilotDead(EventData)

    +

    Occurs when the pilot of an aircraft is killed.

    +

    SOUNDBASE:OnEventPlayerEnterAircraft(EventData)

    +

    Occurs when a player enters a slot and takes control of an aircraft.

    +

    SOUNDBASE:OnEventPlayerEnterUnit(EventData)

    +

    Occurs when any player assumes direct control of a unit.

    +

    SOUNDBASE:OnEventPlayerLeaveUnit(EventData)

    +

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

    +

    SOUNDBASE:OnEventRefueling(EventData)

    +

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

    +

    SOUNDBASE:OnEventRefuelingStop(EventData)

    +

    Occurs when an aircraft is finished taking fuel.

    +

    SOUNDBASE:OnEventScore(EventData)

    +

    Occurs when any modification to the "Score" as seen on the debrief menu would occur.

    +

    SOUNDBASE:OnEventShootingEnd(EventData)

    +

    Occurs when any unit stops firing its weapon.

    +

    SOUNDBASE:OnEventShootingStart(EventData)

    +

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

    +

    SOUNDBASE:OnEventShot(EventData)

    +

    Occurs whenever any unit in a mission fires a weapon.

    +

    SOUNDBASE:OnEventTakeoff(EventData)

    +

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

    +

    SOUNDBASE:OnEventTriggerZone(EventData)

    +

    Trigger zone.

    +

    SOUNDBASE:OnEventUnitLost(EventData)

    +

    Occurs when the game thinks an object is destroyed.

    +

    SOUNDBASE.Properties

    + +

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

    +

    Schedule a new time event.

    +

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

    +

    Schedule a new time event.

    +

    SOUNDBASE:ScheduleStop(SchedulerID)

    +

    Stops the Schedule.

    +

    SOUNDBASE.Scheduler

    +

    The scheduler object.

    +

    SOUNDBASE:SetEventPriority(EventPriority)

    +

    Set the Class Core.Event processing Priority.

    +

    SOUNDBASE:SetProperty(Key, Value)

    +

    Set one property of an object.

    +

    SOUNDBASE:SetState(Object, Key, Value)

    +

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

    +

    SOUNDBASE:T(Arguments)

    +

    Trace a function logic level 1.

    +

    SOUNDBASE:T2(Arguments)

    +

    Trace a function logic level 2.

    +

    SOUNDBASE:T3(Arguments)

    +

    Trace a function logic level 3.

    +

    SOUNDBASE:TraceAll(TraceAll)

    +

    Trace all methods in MOOSE

    +

    SOUNDBASE:TraceClass(Class)

    +

    Set tracing for a class

    +

    SOUNDBASE:TraceClassMethod(Class, Method)

    +

    Set tracing for a specific method of class

    +

    SOUNDBASE:TraceLevel(Level)

    +

    Set trace level

    +

    SOUNDBASE:TraceOff()

    +

    Set trace off.

    +

    SOUNDBASE:TraceOn()

    +

    Set trace on.

    +

    SOUNDBASE:TraceOnOff(TraceOnOff)

    +

    Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

    +

    SOUNDBASE:UnHandleEvent(EventID)

    +

    UnSubscribe to a DCS event.

    +

    SOUNDBASE._

    + +

    SOUNDBASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

    +

    Trace a function call.

    +

    SOUNDBASE:_Serialize(Arguments)

    +

    (Internal) Serialize arguments

    +

    SOUNDBASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

    +

    Trace a function logic.

    +

    SOUNDBASE.__

    + +

    SOUNDBASE:onEvent(event)

    +

    The main event handling function...

    @@ -1653,6 +2274,7 @@ Note that the gender voice needs to be installed on your windows machine for the
    @@ -1660,6 +2282,12 @@ Note that the gender voice needs to be installed on your windows machine for the + + + + + + + + + + + + + +
    Fields and Methods inherited from SOUNDFILE Description

    SOUNDFILE.ClassName

    +

    Name of the class

    +

    SOUNDFILE:GetDuration()

    @@ -1717,25 +2345,651 @@ Note that the gender voice needs to be installed on your windows machine for the

    SOUNDFILE.duration

    - +

    Duration of the sound file in seconds.

    SOUNDFILE.filename

    - +

    Name of the flag.

    SOUNDFILE.path

    - +

    Directory path, where the sound file is located. This includes the final slash "/".

    +

    SOUNDFILE.subduration

    +

    Duration in seconds how long the subtitle is displayed.

    +

    SOUNDFILE.subtitle

    +

    Subtitle of the transmission.

    SOUNDFILE.useSRS

    +

    If true, sound file is played via SRS. Sound file needs to be on local disk not inside the miz file!

    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Fields and Methods inherited from BASEDescription

    SOUNDFILE.ClassID

    +

    The ID number of the class.

    +

    SOUNDFILE.ClassName

    +

    The name of the class.

    +

    SOUNDFILE.ClassNameAndID

    +

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

    +

    SOUNDFILE:ClearState(Object, StateName)

    +

    Clear the state of an object.

    +

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

    +

    Creation of a Birth Event.

    +

    SOUNDFILE:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

    +

    Creation of a Crash Event.

    +

    SOUNDFILE:CreateEventDead(EventTime, Initiator, IniObjectCategory)

    +

    Creation of a Dead Event.

    +

    SOUNDFILE:CreateEventDynamicCargoLoaded(DynamicCargo)

    +

    Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

    +

    SOUNDFILE:CreateEventDynamicCargoRemoved(DynamicCargo)

    +

    Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

    +

    SOUNDFILE:CreateEventDynamicCargoUnloaded(DynamicCargo)

    +

    Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

    +

    SOUNDFILE:CreateEventNewDynamicCargo(DynamicCargo)

    +

    Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

    +

    SOUNDFILE:CreateEventPlayerEnterAircraft(PlayerUnit)

    +

    Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

    +

    SOUNDFILE:CreateEventRemoveUnit(EventTime, Initiator)

    +

    Creation of a Remove Unit Event.

    +

    SOUNDFILE:CreateEventTakeoff(EventTime, Initiator)

    +

    Creation of a Takeoff Event.

    +

    SOUNDFILE:CreateEventUnitLost(EventTime, Initiator)

    +

    Creation of a Crash Event.

    +

    SOUNDFILE:E(Arguments)

    +

    Log an exception which will be traced always.

    +

    SOUNDFILE:EventDispatcher()

    +

    Returns the event dispatcher

    +

    SOUNDFILE:EventRemoveAll()

    +

    Remove all subscribed events

    +

    SOUNDFILE:F(Arguments)

    +

    Trace a function call.

    +

    SOUNDFILE:F2(Arguments)

    +

    Trace a function call level 2.

    +

    SOUNDFILE:F3(Arguments)

    +

    Trace a function call level 3.

    +

    SOUNDFILE:GetClassID()

    +

    Get the ClassID of the class instance.

    +

    SOUNDFILE:GetClassName()

    +

    Get the ClassName of the class instance.

    +

    SOUNDFILE:GetClassNameAndID()

    +

    Get the ClassName + ClassID of the class instance.

    +

    SOUNDFILE:GetEventPriority()

    +

    Get the Class Core.Event processing Priority.

    +

    SOUNDFILE:GetParent(Child, FromClass)

    +

    This is the worker method to retrieve the Parent class.

    +

    SOUNDFILE:GetProperties()

    +

    Get all of the properties of an object in a table.

    +

    SOUNDFILE:GetProperty(Key)

    +

    Get one property of an object by the key.

    +

    SOUNDFILE:GetState(Object, Key)

    +

    Get a Value given a Key from the Object.

    +

    SOUNDFILE:HandleEvent(EventID, EventFunction)

    +

    Subscribe to a DCS Event.

    +

    SOUNDFILE:I(Arguments)

    +

    Log an information which will be traced always.

    +

    SOUNDFILE:Inherit(Child, Parent)

    +

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

    +

    SOUNDFILE:IsInstanceOf(ClassName)

    +

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

    +

    SOUNDFILE:IsTrace()

    +

    Enquires if tracing is on (for the class).

    +

    SOUNDFILE:New()

    +

    BASE constructor.

    +

    SOUNDFILE:OnEvent(EventData)

    +

    Occurs when an Event for an object is triggered.

    +

    SOUNDFILE:OnEventBDA(EventData)

    +

    BDA.

    +

    SOUNDFILE:OnEventBaseCaptured(EventData)

    +

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

    +

    SOUNDFILE:OnEventBirth(EventData)

    +

    Occurs when any object is spawned into the mission.

    +

    SOUNDFILE:OnEventCrash(EventData)

    +

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

    +

    SOUNDFILE:OnEventDead(EventData)

    +

    Occurs when an object is dead.

    +

    SOUNDFILE:OnEventDetailedFailure(EventData)

    +

    Unknown precisely what creates this event, likely tied into newer damage model.

    +

    SOUNDFILE:OnEventDiscardChairAfterEjection(EventData)

    +

    Discard chair after ejection.

    +

    SOUNDFILE:OnEventDynamicCargoLoaded(EventData)

    +

    Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

    +

    SOUNDFILE:OnEventDynamicCargoRemoved(EventData)

    +

    Occurs when a dynamic cargo crate is removed.

    +

    SOUNDFILE:OnEventDynamicCargoUnloaded(EventData)

    +

    Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

    +

    SOUNDFILE:OnEventEjection(EventData)

    +

    Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    +

    SOUNDFILE:OnEventEngineShutdown(EventData)

    +

    Occurs when any aircraft shuts down its engines.

    +

    SOUNDFILE:OnEventEngineStartup(EventData)

    +

    Occurs when any aircraft starts its engines.

    +

    SOUNDFILE:OnEventHit(EventData)

    +

    Occurs whenever an object is hit by a weapon.

    +

    SOUNDFILE:OnEventHumanFailure(EventData)

    +

    Occurs when any system fails on a human controlled aircraft.

    +

    SOUNDFILE:OnEventKill(EventData)

    +

    Occurs on the death of a unit.

    +

    SOUNDFILE:OnEventLand(EventData)

    +

    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.

    +

    SOUNDFILE:OnEventLandingAfterEjection(EventData)

    +

    Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

    +

    SOUNDFILE:OnEventLandingQualityMark(EventData)

    +

    Landing quality mark.

    +

    SOUNDFILE:OnEventMarkAdded(EventData)

    +

    Occurs when a new mark was added.

    +

    SOUNDFILE:OnEventMarkChange(EventData)

    +

    Occurs when a mark text was changed.

    +

    SOUNDFILE:OnEventMarkRemoved(EventData)

    +

    Occurs when a mark was removed.

    +

    SOUNDFILE:OnEventMissionEnd(EventData)

    +

    Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    +

    SOUNDFILE:OnEventMissionStart(EventData)

    +

    Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    +

    SOUNDFILE:OnEventNewDynamicCargo(EventData)

    +

    Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

    +

    SOUNDFILE:OnEventParatrooperLanding(EventData)

    +

    Weapon add.

    +

    SOUNDFILE:OnEventPilotDead(EventData)

    +

    Occurs when the pilot of an aircraft is killed.

    +

    SOUNDFILE:OnEventPlayerEnterAircraft(EventData)

    +

    Occurs when a player enters a slot and takes control of an aircraft.

    +

    SOUNDFILE:OnEventPlayerEnterUnit(EventData)

    +

    Occurs when any player assumes direct control of a unit.

    +

    SOUNDFILE:OnEventPlayerLeaveUnit(EventData)

    +

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

    +

    SOUNDFILE:OnEventRefueling(EventData)

    +

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

    +

    SOUNDFILE:OnEventRefuelingStop(EventData)

    +

    Occurs when an aircraft is finished taking fuel.

    +

    SOUNDFILE:OnEventScore(EventData)

    +

    Occurs when any modification to the "Score" as seen on the debrief menu would occur.

    +

    SOUNDFILE:OnEventShootingEnd(EventData)

    +

    Occurs when any unit stops firing its weapon.

    +

    SOUNDFILE:OnEventShootingStart(EventData)

    +

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

    +

    SOUNDFILE:OnEventShot(EventData)

    +

    Occurs whenever any unit in a mission fires a weapon.

    +

    SOUNDFILE:OnEventTakeoff(EventData)

    +

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

    +

    SOUNDFILE:OnEventTriggerZone(EventData)

    +

    Trigger zone.

    +

    SOUNDFILE:OnEventUnitLost(EventData)

    +

    Occurs when the game thinks an object is destroyed.

    +

    SOUNDFILE.Properties

    +

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

    +

    Schedule a new time event.

    +

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

    +

    Schedule a new time event.

    +

    SOUNDFILE:ScheduleStop(SchedulerID)

    +

    Stops the Schedule.

    +

    SOUNDFILE.Scheduler

    +

    The scheduler object.

    +

    SOUNDFILE:SetEventPriority(EventPriority)

    +

    Set the Class Core.Event processing Priority.

    +

    SOUNDFILE:SetProperty(Key, Value)

    +

    Set one property of an object.

    +

    SOUNDFILE:SetState(Object, Key, Value)

    +

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

    +

    SOUNDFILE:T(Arguments)

    +

    Trace a function logic level 1.

    +

    SOUNDFILE:T2(Arguments)

    +

    Trace a function logic level 2.

    +

    SOUNDFILE:T3(Arguments)

    +

    Trace a function logic level 3.

    +

    SOUNDFILE:TraceAll(TraceAll)

    +

    Trace all methods in MOOSE

    +

    SOUNDFILE:TraceClass(Class)

    +

    Set tracing for a class

    +

    SOUNDFILE:TraceClassMethod(Class, Method)

    +

    Set tracing for a specific method of class

    +

    SOUNDFILE:TraceLevel(Level)

    +

    Set trace level

    +

    SOUNDFILE:TraceOff()

    +

    Set trace off.

    +

    SOUNDFILE:TraceOn()

    +

    Set trace on.

    +

    SOUNDFILE:TraceOnOff(TraceOnOff)

    +

    Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

    +

    SOUNDFILE:UnHandleEvent(EventID)

    +

    UnSubscribe to a DCS event.

    +

    SOUNDFILE._

    + +

    SOUNDFILE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

    +

    Trace a function call.

    +

    SOUNDFILE:_Serialize(Arguments)

    +

    (Internal) Serialize arguments

    +

    SOUNDFILE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

    +

    Trace a function logic.

    +

    SOUNDFILE.__

    + +

    SOUNDFILE:onEvent(event)

    +

    The main event handling function...

    @@ -1744,6 +2998,7 @@ Note that the gender voice needs to be installed on your windows machine for the
    @@ -1751,6 +3006,12 @@ Note that the gender voice needs to be installed on your windows machine for the + + + + + + + + @@ -1790,31 +3057,651 @@ Note that the gender voice needs to be installed on your windows machine for the + + + + + +
    Fields and Methods inherited from SOUNDTEXT Description

    SOUNDTEXT.ClassName

    +

    Name of the class

    +

    SOUNDTEXT:New(Text, Duration)

    @@ -1773,6 +3034,12 @@ Note that the gender voice needs to be installed on your windows machine for the

    SOUNDTEXT:SetGender(Gender)

    Set gender.

    +

    SOUNDTEXT:SetSpeed(Speed)

    +

    Set to use a specific speed.

    SOUNDTEXT.culture

    - +

    Culture, e.g. "en-GB".

    SOUNDTEXT.duration

    - +

    Duration in seconds.

    SOUNDTEXT.gender

    - +

    Gender: "male", "female".

    +

    SOUNDTEXT.speed

    +

    Specific speed to be used.

    SOUNDTEXT.text

    - +

    Text to speak.

    SOUNDTEXT.voice

    +

    Specific voice to use. Overrules gender and culture settings.

    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Fields and Methods inherited from BASEDescription

    SOUNDTEXT.ClassID

    +

    The ID number of the class.

    +

    SOUNDTEXT.ClassName

    +

    The name of the class.

    +

    SOUNDTEXT.ClassNameAndID

    +

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

    +

    SOUNDTEXT:ClearState(Object, StateName)

    +

    Clear the state of an object.

    +

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

    +

    Creation of a Birth Event.

    +

    SOUNDTEXT:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

    +

    Creation of a Crash Event.

    +

    SOUNDTEXT:CreateEventDead(EventTime, Initiator, IniObjectCategory)

    +

    Creation of a Dead Event.

    +

    SOUNDTEXT:CreateEventDynamicCargoLoaded(DynamicCargo)

    +

    Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

    +

    SOUNDTEXT:CreateEventDynamicCargoRemoved(DynamicCargo)

    +

    Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

    +

    SOUNDTEXT:CreateEventDynamicCargoUnloaded(DynamicCargo)

    +

    Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

    +

    SOUNDTEXT:CreateEventNewDynamicCargo(DynamicCargo)

    +

    Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

    +

    SOUNDTEXT:CreateEventPlayerEnterAircraft(PlayerUnit)

    +

    Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

    +

    SOUNDTEXT:CreateEventRemoveUnit(EventTime, Initiator)

    +

    Creation of a Remove Unit Event.

    +

    SOUNDTEXT:CreateEventTakeoff(EventTime, Initiator)

    +

    Creation of a Takeoff Event.

    +

    SOUNDTEXT:CreateEventUnitLost(EventTime, Initiator)

    +

    Creation of a Crash Event.

    +

    SOUNDTEXT:E(Arguments)

    +

    Log an exception which will be traced always.

    +

    SOUNDTEXT:EventDispatcher()

    +

    Returns the event dispatcher

    +

    SOUNDTEXT:EventRemoveAll()

    +

    Remove all subscribed events

    +

    SOUNDTEXT:F(Arguments)

    +

    Trace a function call.

    +

    SOUNDTEXT:F2(Arguments)

    +

    Trace a function call level 2.

    +

    SOUNDTEXT:F3(Arguments)

    +

    Trace a function call level 3.

    +

    SOUNDTEXT:GetClassID()

    +

    Get the ClassID of the class instance.

    +

    SOUNDTEXT:GetClassName()

    +

    Get the ClassName of the class instance.

    +

    SOUNDTEXT:GetClassNameAndID()

    +

    Get the ClassName + ClassID of the class instance.

    +

    SOUNDTEXT:GetEventPriority()

    +

    Get the Class Core.Event processing Priority.

    +

    SOUNDTEXT:GetParent(Child, FromClass)

    +

    This is the worker method to retrieve the Parent class.

    +

    SOUNDTEXT:GetProperties()

    +

    Get all of the properties of an object in a table.

    +

    SOUNDTEXT:GetProperty(Key)

    +

    Get one property of an object by the key.

    +

    SOUNDTEXT:GetState(Object, Key)

    +

    Get a Value given a Key from the Object.

    +

    SOUNDTEXT:HandleEvent(EventID, EventFunction)

    +

    Subscribe to a DCS Event.

    +

    SOUNDTEXT:I(Arguments)

    +

    Log an information which will be traced always.

    +

    SOUNDTEXT:Inherit(Child, Parent)

    +

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

    +

    SOUNDTEXT:IsInstanceOf(ClassName)

    +

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

    +

    SOUNDTEXT:IsTrace()

    +

    Enquires if tracing is on (for the class).

    +

    SOUNDTEXT:New()

    +

    BASE constructor.

    +

    SOUNDTEXT:OnEvent(EventData)

    +

    Occurs when an Event for an object is triggered.

    +

    SOUNDTEXT:OnEventBDA(EventData)

    +

    BDA.

    +

    SOUNDTEXT:OnEventBaseCaptured(EventData)

    +

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

    +

    SOUNDTEXT:OnEventBirth(EventData)

    +

    Occurs when any object is spawned into the mission.

    +

    SOUNDTEXT:OnEventCrash(EventData)

    +

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

    +

    SOUNDTEXT:OnEventDead(EventData)

    +

    Occurs when an object is dead.

    +

    SOUNDTEXT:OnEventDetailedFailure(EventData)

    +

    Unknown precisely what creates this event, likely tied into newer damage model.

    +

    SOUNDTEXT:OnEventDiscardChairAfterEjection(EventData)

    +

    Discard chair after ejection.

    +

    SOUNDTEXT:OnEventDynamicCargoLoaded(EventData)

    +

    Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

    +

    SOUNDTEXT:OnEventDynamicCargoRemoved(EventData)

    +

    Occurs when a dynamic cargo crate is removed.

    +

    SOUNDTEXT:OnEventDynamicCargoUnloaded(EventData)

    +

    Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

    +

    SOUNDTEXT:OnEventEjection(EventData)

    +

    Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    +

    SOUNDTEXT:OnEventEngineShutdown(EventData)

    +

    Occurs when any aircraft shuts down its engines.

    +

    SOUNDTEXT:OnEventEngineStartup(EventData)

    +

    Occurs when any aircraft starts its engines.

    +

    SOUNDTEXT:OnEventHit(EventData)

    +

    Occurs whenever an object is hit by a weapon.

    +

    SOUNDTEXT:OnEventHumanFailure(EventData)

    +

    Occurs when any system fails on a human controlled aircraft.

    +

    SOUNDTEXT:OnEventKill(EventData)

    +

    Occurs on the death of a unit.

    +

    SOUNDTEXT:OnEventLand(EventData)

    +

    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.

    +

    SOUNDTEXT:OnEventLandingAfterEjection(EventData)

    +

    Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

    +

    SOUNDTEXT:OnEventLandingQualityMark(EventData)

    +

    Landing quality mark.

    +

    SOUNDTEXT:OnEventMarkAdded(EventData)

    +

    Occurs when a new mark was added.

    +

    SOUNDTEXT:OnEventMarkChange(EventData)

    +

    Occurs when a mark text was changed.

    +

    SOUNDTEXT:OnEventMarkRemoved(EventData)

    +

    Occurs when a mark was removed.

    +

    SOUNDTEXT:OnEventMissionEnd(EventData)

    +

    Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    +

    SOUNDTEXT:OnEventMissionStart(EventData)

    +

    Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.

    +

    SOUNDTEXT:OnEventNewDynamicCargo(EventData)

    +

    Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

    +

    SOUNDTEXT:OnEventParatrooperLanding(EventData)

    +

    Weapon add.

    +

    SOUNDTEXT:OnEventPilotDead(EventData)

    +

    Occurs when the pilot of an aircraft is killed.

    +

    SOUNDTEXT:OnEventPlayerEnterAircraft(EventData)

    +

    Occurs when a player enters a slot and takes control of an aircraft.

    +

    SOUNDTEXT:OnEventPlayerEnterUnit(EventData)

    +

    Occurs when any player assumes direct control of a unit.

    +

    SOUNDTEXT:OnEventPlayerLeaveUnit(EventData)

    +

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

    +

    SOUNDTEXT:OnEventRefueling(EventData)

    +

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

    +

    SOUNDTEXT:OnEventRefuelingStop(EventData)

    +

    Occurs when an aircraft is finished taking fuel.

    +

    SOUNDTEXT:OnEventScore(EventData)

    +

    Occurs when any modification to the "Score" as seen on the debrief menu would occur.

    +

    SOUNDTEXT:OnEventShootingEnd(EventData)

    +

    Occurs when any unit stops firing its weapon.

    +

    SOUNDTEXT:OnEventShootingStart(EventData)

    +

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

    +

    SOUNDTEXT:OnEventShot(EventData)

    +

    Occurs whenever any unit in a mission fires a weapon.

    +

    SOUNDTEXT:OnEventTakeoff(EventData)

    +

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

    +

    SOUNDTEXT:OnEventTriggerZone(EventData)

    +

    Trigger zone.

    +

    SOUNDTEXT:OnEventUnitLost(EventData)

    +

    Occurs when the game thinks an object is destroyed.

    +

    SOUNDTEXT.Properties

    +

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

    +

    Schedule a new time event.

    +

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

    +

    Schedule a new time event.

    +

    SOUNDTEXT:ScheduleStop(SchedulerID)

    +

    Stops the Schedule.

    +

    SOUNDTEXT.Scheduler

    +

    The scheduler object.

    +

    SOUNDTEXT:SetEventPriority(EventPriority)

    +

    Set the Class Core.Event processing Priority.

    +

    SOUNDTEXT:SetProperty(Key, Value)

    +

    Set one property of an object.

    +

    SOUNDTEXT:SetState(Object, Key, Value)

    +

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

    +

    SOUNDTEXT:T(Arguments)

    +

    Trace a function logic level 1.

    +

    SOUNDTEXT:T2(Arguments)

    +

    Trace a function logic level 2.

    +

    SOUNDTEXT:T3(Arguments)

    +

    Trace a function logic level 3.

    +

    SOUNDTEXT:TraceAll(TraceAll)

    +

    Trace all methods in MOOSE

    +

    SOUNDTEXT:TraceClass(Class)

    +

    Set tracing for a class

    +

    SOUNDTEXT:TraceClassMethod(Class, Method)

    +

    Set tracing for a specific method of class

    +

    SOUNDTEXT:TraceLevel(Level)

    +

    Set trace level

    +

    SOUNDTEXT:TraceOff()

    +

    Set trace off.

    +

    SOUNDTEXT:TraceOn()

    +

    Set trace on.

    +

    SOUNDTEXT:TraceOnOff(TraceOnOff)

    +

    Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

    +

    SOUNDTEXT:UnHandleEvent(EventID)

    +

    UnSubscribe to a DCS event.

    +

    SOUNDTEXT._

    + +

    SOUNDTEXT:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

    +

    Trace a function call.

    +

    SOUNDTEXT:_Serialize(Arguments)

    +

    (Internal) Serialize arguments

    +

    SOUNDTEXT:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

    +

    Trace a function logic.

    +

    SOUNDTEXT.__

    + +

    SOUNDTEXT:onEvent(event)

    +

    The main event handling function...

    @@ -1832,6 +3719,17 @@ Note that the gender voice needs to be installed on your windows machine for the

    Field(s)

    +
    +
    + + #string +SOUNDBASE.ClassName + +

    Name of the class.

    + +
    + +

    Function(s)

    @@ -1968,6 +3866,3803 @@ Note that the gender voice needs to be installed on your windows machine for the
    +
    +

    Field(s)

    +
    +
    +
    + + #string +SOUNDBASE.ClassName + +

    Name of the class.

    + +
    + +
    +
    +

    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

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    + +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Remove all subscribed events

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    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.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    The Core.Event processing Priority.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    This is the worker method to retrieve the Parent class.

    + + +

    Note that the Parent class must be passed to call the parent class method.

    + +
    self:GetParent(self):ParentMethod()
    +
    + + + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #BASE + Child +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + #BASE + FromClass +

    +
    +
    + +

    (Optional) The class from which to get the parent.

    + +
    +
    +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    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:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    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:

    +
    +
    +

    #BASE:

    +
    +
    + +

    Child

    + +
    +
    +
    + +
    +
    + +
    + + + +

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

    + + + +

    Examples:

    + +
      +
    • ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true

    • +
    • ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true

    • +
    • ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true

    • +
    • ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true

    • +
    • ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false

    • +
    + + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + ClassName +

    +
    +
    + +

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

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Enquires if tracing is on (for the class).

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    BASE constructor.

    + + + +

    This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

    + +
    function EVENT:New()
    +  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
    +  return self
    +end
    +
    + + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    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:

    +
    +
    +

    #BASE:

    +
    +
    + +

    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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + Class +

    +
    +
    + +

    Class name.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set tracing for a specific method of class

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + Class +

    +
    +
    + +

    Class name.

    + +
    +
    +
    +
    +

    + #string + Method +

    +
    +
    + +

    Method.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set trace level

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + Level +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Set trace off.

    + +
    +
    +

    Defined in:

    + +

    Usage:

    +
    -- Switch the tracing Off
    +BASE:TraceOff()
    + +
    + +
    +
    + +
    + + + +

    Set trace on.

    + +
    +
    +

    Defined in:

    + +

    Usage:

    +
    -- Switch the tracing On
    +BASE:TraceOn()
    + +
    + +
    +
    + +
    + + + +

    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:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + DCS#Event + event +

    +
    +
    +

    +
    +
    +
    + +
    +
    +
    @@ -1977,13 +7672,79 @@ Note that the gender voice needs to be installed on your windows machine for the

    Field(s)

    +
    +
    + + #string +SOUNDFILE.ClassName + +

    Name of the class

    + +
    + +
    +
    +
    + + #string +SOUNDFILE.duration + +

    Duration of the sound file in seconds.

    + +
    + +
    +
    +
    + + #string +SOUNDFILE.filename + +

    Name of the flag.

    + +
    + +
    +
    +
    + + #string +SOUNDFILE.path + +

    Directory path, where the sound file is located. This includes the final slash "/".

    + +
    + +
    +
    +
    + + #number +SOUNDFILE.subduration + +

    Duration in seconds how long the subtitle is displayed.

    + +
    + +
    +
    +
    + + #string +SOUNDFILE.subtitle + +

    Subtitle of the transmission.

    + +
    + +
    #boolean SOUNDFILE.useSRS - +

    If true, sound file is played via SRS. Sound file needs to be on local disk not inside the miz file!

    @@ -2373,6 +8134,3869 @@ Note that the gender voice needs to be installed on your windows machine for the
    +
    +

    Field(s)

    +
    +
    +
    + + #string +SOUNDFILE.ClassName + +

    Name of the class

    + +
    + +
    +
    +
    + + #string +SOUNDFILE.duration + +

    Duration of the sound file in seconds.

    + +
    + +
    +
    +
    + + #string +SOUNDFILE.filename + +

    Name of the flag.

    + +
    + +
    +
    +
    + + #string +SOUNDFILE.path + +

    Directory path, where the sound file is located. This includes the final slash "/".

    + +
    + +
    +
    +
    + + #number +SOUNDFILE.subduration + +

    Duration in seconds how long the subtitle is displayed.

    + +
    + +
    +
    +
    + + #string +SOUNDFILE.subtitle + +

    Subtitle of the transmission.

    + +
    + +
    +
    +
    + + #boolean +SOUNDFILE.useSRS + +

    If true, sound file is played via SRS. Sound file needs to be on local disk not inside the miz file!

    + +
    + +
    +
    +

    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

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    + +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Remove all subscribed events

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    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.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    The Core.Event processing Priority.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    This is the worker method to retrieve the Parent class.

    + + +

    Note that the Parent class must be passed to call the parent class method.

    + +
    self:GetParent(self):ParentMethod()
    +
    + + + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #BASE + Child +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + #BASE + FromClass +

    +
    +
    + +

    (Optional) The class from which to get the parent.

    + +
    +
    +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    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:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    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:

    +
    +
    +

    #BASE:

    +
    +
    + +

    Child

    + +
    +
    +
    + +
    +
    + +
    + + + +

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

    + + + +

    Examples:

    + + + + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + ClassName +

    +
    +
    + +

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

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Enquires if tracing is on (for the class).

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    BASE constructor.

    + + + +

    This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

    + +
    function EVENT:New()
    +  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
    +  return self
    +end
    +
    + + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    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.

    + + + + +
    +
    +

    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.

    + + + + +
    +
    +

    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.

    + + + + +
    +
    +

    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.

    + + + + +
    +
    +

    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:

    +
    +
    +

    #BASE:

    +
    +
    + +

    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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + Class +

    +
    +
    + +

    Class name.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set tracing for a specific method of class

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + Class +

    +
    +
    + +

    Class name.

    + +
    +
    +
    +
    +

    + #string + Method +

    +
    +
    + +

    Method.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set trace level

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + Level +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Set trace off.

    + +
    +
    +

    Defined in:

    + +

    Usage:

    +
    -- Switch the tracing Off
    +BASE:TraceOff()
    + +
    + +
    +
    + +
    + + + +

    Set trace on.

    + +
    +
    +

    Defined in:

    + +

    Usage:

    +
    -- Switch the tracing On
    +BASE:TraceOn()
    + +
    + +
    +
    + +
    + + + +

    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:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + DCS#Event + event +

    +
    +
    +

    +
    +
    +
    + +
    +
    + @@ -2385,10 +12009,76 @@ Note that the gender voice needs to be installed on your windows machine for the
    + #string +SOUNDTEXT.ClassName +

    Name of the class

    + +
    + +
    +
    +
    + + #string +SOUNDTEXT.culture + +

    Culture, e.g. "en-GB".

    + +
    + +
    +
    +
    + + #number +SOUNDTEXT.duration + +

    Duration in seconds.

    + +
    + +
    +
    +
    + + #string +SOUNDTEXT.gender + +

    Gender: "male", "female".

    + +
    + +
    +
    +
    + + #number +SOUNDTEXT.speed + +

    Specific speed to be used.

    + +
    + +
    +
    +
    + + #string +SOUNDTEXT.text + +

    Text to speak.

    + +
    + +
    +
    +
    + + #string SOUNDTEXT.voice - +

    Specific voice to use. Overrules gender and culture settings.

    @@ -2582,6 +12272,48 @@ Note that the gender voice needs to be installed on your windows machine for the
    + + + +
    + + + +

    Set to use a specific speed.

    + +
    +
    +

    Defined in:

    +
    +

    SOUNDTEXT

    +
    +

    Parameter:

    +
    +
    +

    + #number + Speed +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    +
    +

    #SOUNDTEXT:

    +
    +
    + +

    self

    + +
    +
    +
    +
    @@ -2676,6 +12408,3869 @@ Note that the gender voice needs to be installed on your windows machine for the +
    +

    Field(s)

    +
    +
    +
    + + #string +SOUNDTEXT.ClassName + +

    Name of the class

    + +
    + +
    +
    +
    + + #string +SOUNDTEXT.culture + +

    Culture, e.g. "en-GB".

    + +
    + +
    +
    +
    + + #number +SOUNDTEXT.duration + +

    Duration in seconds.

    + +
    + +
    +
    +
    + + #string +SOUNDTEXT.gender + +

    Gender: "male", "female".

    + +
    + +
    +
    +
    + + #number +SOUNDTEXT.speed + +

    Specific speed to be used.

    + +
    + +
    +
    +
    + + #string +SOUNDTEXT.text + +

    Text to speak.

    + +
    + +
    +
    +
    + + #string +SOUNDTEXT.voice + +

    Specific voice to use. Overrules gender and culture settings.

    + +
    + +
    +
    +

    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

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    + +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Remove all subscribed events

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    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.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    The Core.Event processing Priority.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    This is the worker method to retrieve the Parent class.

    + + +

    Note that the Parent class must be passed to call the parent class method.

    + +
    self:GetParent(self):ParentMethod()
    +
    + + + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #BASE + Child +

    +
    +
    + +

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

    + +
    +
    +
    +
    +

    + #BASE + FromClass +

    +
    +
    + +

    (Optional) The class from which to get the parent.

    + +
    +
    +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    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:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    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:

    +
    +
    +

    #BASE:

    +
    +
    + +

    Child

    + +
    +
    +
    + +
    +
    + +
    + + + +

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

    + + + +

    Examples:

    + + + + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + ClassName +

    +
    +
    + +

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

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Enquires if tracing is on (for the class).

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    BASE constructor.

    + + + +

    This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

    + +
    function EVENT:New()
    +  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
    +  return self
    +end
    +
    + + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    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.

    + + + + +
    +
    +

    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.

    + + + + +
    +
    +

    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.

    + + + + +
    +
    +

    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.

    + + + + +
    +
    +

    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:

    +
    +
    +

    #BASE:

    +
    +
    + +

    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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + Class +

    +
    +
    + +

    Class name.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set tracing for a specific method of class

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + Class +

    +
    +
    + +

    Class name.

    + +
    +
    +
    +
    +

    + #string + Method +

    +
    +
    + +

    Method.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set trace level

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + Level +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Set trace off.

    + +
    +
    +

    Defined in:

    + +

    Usage:

    +
    -- Switch the tracing Off
    +BASE:TraceOff()
    + +
    + +
    +
    + +
    + + + +

    Set trace on.

    + +
    +
    +

    Defined in:

    + +

    Usage:

    +
    -- Switch the tracing On
    +BASE:TraceOn()
    + +
    + +
    +
    + +
    + + + +

    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:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + DCS#Event + event +

    +
    +
    +

    +
    +
    +
    + +
    +
    + diff --git a/Documentation/Utilities.FiFo.html b/Documentation/Utilities.FiFo.html index 92a8445a3..2a6c9348a 100644 --- a/Documentation/Utilities.FiFo.html +++ b/Documentation/Utilities.FiFo.html @@ -3253,17 +3253,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Stack by pointer.

    - - - -
    -
    - - #number -FIFO.uniquecounter - - -
    @@ -4113,17 +4102,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Stack by pointer.

    - - - -
    -
    - - #number -FIFO.uniquecounter - - -
    @@ -8041,6 +8019,17 @@ When moose is loading dynamically (for moose class development), tracing is swit + + + +
    +
    + + #number +LIFO.uniquecounter + + +
    @@ -8890,6 +8879,17 @@ When moose is loading dynamically (for moose class development), tracing is swit + + + +
    +
    + + #number +LIFO.uniquecounter + + +