diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index 51e3ac001..6e3a3b32e 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -2785,11 +2785,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
BASE:E( {PlayerUnit:GetName(), A2GSystem } )
+BASE:E( {PlayerUnit:GetName(), A2GSystem } )
+The AI is on by default when spawning a group.
-Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
- @@ -3835,20 +3835,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -The internal counter of the amount of spawning the has happened since SpawnStart.
-Overwrite unit names by default with group name.
- @@ -4085,13 +4079,10 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau @@ -4099,13 +4090,56 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauwe 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
+self:T2( { self.SpawnTemplatePrefix, Vec2} )
Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
+When the first Spawn executes, all the Groups need to be made visible before start.
@@ -4490,7 +4513,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauThe AI is on by default when spawning a group.
-The internal counter of the amount of spawning the has happened since SpawnStart.
-self:T2( { self.SpawnTemplatePrefix, Vec2} )
- @@ -10710,13 +10729,56 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups. -SPAWN.SpawnInitSADL +SPAWN.SpawnInitModex + + + + + + +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
+self:T2( { self.SpawnTemplatePrefix, Vec2} )
When the first Spawn executes, all the Groups need to be made visible before start.
@@ -11101,7 +11152,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups. - +SPAWN.communication @@ -11112,7 +11163,18 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups. -SPAWN.speed +SPAWN.frequency + + + + + + +Spawns a new static using a given template.
+set up SRS
-The ME name of the HQ object
+ + + +Log SAM status in dcs.log every cycle if true.
+switch alarm state RED
-The ME name of the HQ object
+ + + +Log SAM status in dcs.log every cycle if true.
+switch alarm state RED
-Contains the counter how many units are currently alive.
- -Contains the counter how many units are currently alive.
- -Update last hit time.
+ +Radio queue of LSO.
+Radio queue of marshal.
+Radio queue of LSO.
+Radio queue of marshal.
+Radio queue of LSO.
+Radio queue of marshal.
+VNAO Edit - Added
+VNAO Edit - Added
@@ -41902,7 +41968,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -VNAO Edit - Added
+VNAO Edit - Added
@@ -41916,7 +41982,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -VNAO Edit - Added
+VNAO Edit - Added
@@ -42028,6 +42094,9 @@ When moose is loading dynamically (for moose class development), tracing is swit + +Set case of f
+ @@ -42244,9 +42313,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -Make player section lead if he was not before.
- @@ -42302,9 +42368,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -Set time stamp.
- @@ -42469,7 +42532,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -VNAO Edit - Added
+VNAO Edit - Added
diff --git a/Documentation/Ops.ArmyGroup.html b/Documentation/Ops.ArmyGroup.html index 6dff6bebe..4901e6ece 100644 --- a/Documentation/Ops.ArmyGroup.html +++ b/Documentation/Ops.ArmyGroup.html @@ -2434,6 +2434,12 @@Destroy a unit of the group.
+Mission Ingress waypoint coordinate.
- - - -Mission Ingress waypoint coordinate.
- - - -Mission Ingress waypoint coordinate.
- - - -table of CSAR unit names
+Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
-counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +table of CSAR unit names
+Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
-counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +table of CSAR unit names
+Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
-counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +Global CTLD_CARGO |
- - - | -
Global CTLD_ENGINEERING |
- - - | -
Global CTLD_HERCULES |
- - - | -
(Internal) Autoload if we can do crates, have capacity free and are in a load zone.
+(Internal) Function to see if a unit is in a specific zone type.
+User - function to remove stock of a certain Units
+User - Function to add onw SET_GROUP Set-up for pilot filtering and assignment.
+[User] Set SRS TTS details - see Sound.SRS for details.SetSRS() will try to use as many attributes configured with Sound.SRS#MSRS.LoadConfigFile() as possible.
(Internal) Function to get a vehicle formation for a moving group
+[Internal] Init localization
(Internal) Function to message a group.
| Fields and Methods inherited from CTLD_CARGO | Description | -
|---|---|
| - |
- Add mark - |
-
| - |
- Add Stock. - |
-
| - |
- Add specific unit types to this CARGO (restrict what types can pick this up). - |
-
| - |
- Query directly loadable. - |
-
| - |
- Enumerator of Type. - |
-
| - |
- Class name. - |
-
| - |
- Crates needed to build. - |
-
| - |
- Display name for menu/messages. - |
-
| - |
- Show this item in menu or not. - |
-
| - | - - | -
| - |
- Query number of crates or troopsize. - |
-
| - |
- Query display name. - |
-
| - |
- Query ID. - |
-
| - |
- Query Location. - |
-
| - |
- Get mark - |
-
| - |
- Query Mass. - |
-
| - |
- Query Name. - |
-
| - |
- Get overall mass of a cargo object, i.e. - |
-
| - |
- Query type. - |
-
| - |
- Get relative Stock. - |
-
| - |
- Get Resource Map information table - |
-
| - |
- Get the specific static type and shape from this CARGO if set. - |
-
| - |
- Get Stock. - |
-
| - |
- Get Stock0. - |
-
| - |
- Query Subcategory - |
-
| - |
- Query Templates. - |
-
| - |
- Query type. - |
-
|
- True if dropped from heli. - |
- |
| - |
- Flag for moving. - |
-
| - |
- Query has moved. + |
|
- ID of this cargo. - |
- |
| - | - | -
| - |
- Query crate type for REPAIR - |
-
| - |
- Query crate type for STATIC - |
-
| - |
- Query if cargo has been loaded. - |
-
| - |
- Flag for direct loading. - |
-
| - |
- Location (if set) where to get this cargo item. - |
-
| - | - - | -
| - |
- Name for menu. - |
-
| - |
- Function to create new CTLD_CARGO object. - |
-
| - | - - | -
| - |
- Mass in kg. |
|
- Representation of cargo in the mission. - |
- |
| - |
- Remove Stock. - |
-
| - |
- Resource Map information table if it has been set for static cargo items. - |
-
| - |
- Set display name. - |
-
| - |
- Set HasMoved. - |
-
| - |
- Add Resource Map information table - |
-
CTLD_CARGO:SetStaticTypeAndShape(TypeName, ShapeName, Category) |
-
- Add specific static type and shape to this CARGO. - |
-
| - |
- Set Stock. - |
-
| - |
- Set WasDropped. - |
-
| - |
- Individual static category if set. - |
-
| - |
- Individual shape if set. - |
-
| - |
- Individual type if set. - |
-
| - |
- Number of builds available, -1 for unlimited. - |
-
| - |
- Initial stock, if any given. - |
-
| - |
- Sub-category name. - |
-
| - |
- Table of #POSITIONABLE objects. - |
-
| - |
- Table of unit types able to pick this cargo up. - |
-
| - |
- Check if a specific unit can carry this CARGO (restrict what types can pick this up). - |
-
| - |
- Query was dropped. - |
-
| - |
- Wipe mark - |
-
| Fields and Methods inherited from BASE | -Description | -
|---|---|
| - |
- The ID number of the class. - |
-
| - |
- The name of the class. - |
-
| - |
- The name of the class concatenated with the ID number of the class. - |
-
| - |
- Clear the state of an object. - |
-
CTLD_CARGO:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
-
- Creation of a Birth Event. - |
-
CTLD_CARGO:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
-
- Creation of a Crash Event. - |
-
CTLD_CARGO:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
-
- Creation of a Dead Event. - |
-
| - |
- Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. - |
-
| - |
- Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. - |
-
| - |
- Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. - |
-
| - |
- Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. - |
-
| - |
- Creation of a |
-
| - |
- Creation of a Remove Unit Event. - |
-
| - |
- Creation of a Takeoff Event. - |
-
| - |
- Creation of a Crash Event. - |
-
| - |
- Log an exception which will be traced always. - |
-
| - |
- Returns the event dispatcher - |
-
| - |
- Remove all subscribed events - |
-
| - |
- Trace a function call. - |
-
| - |
- Trace a function call level 2. - |
-
| - |
- Trace a function call level 3. - |
-
| - |
- Get the ClassID of the class instance. - |
-
| - |
- Get the ClassName of the class instance. - |
-
| - |
- Get the ClassName + ClassID of the class instance. - |
-
| - |
- Get the Class Core.Event processing Priority. - |
-
| - |
- This is the worker method to retrieve the Parent class. - |
-
| - |
- Get all of the properties of an object in a table. - |
-
| - |
- Get one property of an object by the key. - |
-
| - |
- Get a Value given a Key from the Object. - |
-
| - |
- Subscribe to a DCS Event. - |
-
| - |
- Log an information which will be traced always. - |
-
| - |
- This is the worker method to inherit from a parent class. - |
-
| - |
- This is the worker method to check if an object is an (sub)instance of a class. - |
-
| - |
- Enquires if tracing is on (for the class). - |
-
| - |
- BASE constructor. - |
-
| - |
- Occurs when an Event for an object is triggered. - |
-
| - |
- BDA. - |
-
| - |
- Occurs when a ground unit captures either an airbase or a farp. - |
-
| - |
- Occurs when any object is spawned into the mission. - |
-
| - |
- Occurs when any aircraft crashes into the ground and is completely destroyed. - |
-
| - |
- Occurs when an object is dead. - |
-
| - |
- Unknown precisely what creates this event, likely tied into newer damage model. - |
-
| - |
- Discard chair after ejection. - |
-
| - |
- Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. - |
-
| - |
- Occurs when a dynamic cargo crate is removed. - |
-
| - |
- Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. - |
-
| - |
- Occurs when a pilot ejects from an aircraft -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when any aircraft shuts down its engines. - |
-
| - |
- Occurs when any aircraft starts its engines. - |
-
| - |
- Occurs whenever an object is hit by a weapon. - |
-
| - |
- Occurs when any system fails on a human controlled aircraft. - |
-
| - |
- Occurs on the death of a unit. - |
-
| - |
- Occurs when an aircraft lands at an airbase, farp or ship -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. - |
-
| - |
- Landing quality mark. - |
-
| - |
- Occurs when a new mark was added. - |
-
| - |
- Occurs when a mark text was changed. - |
-
| - |
- Occurs when a mark was removed. - |
-
| - |
- Occurs when a mission ends -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when a mission starts -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. - |
-
| - |
- Weapon add. - |
-
| - |
- Occurs when the pilot of an aircraft is killed. - |
-
| - |
- Occurs when a player enters a slot and takes control of an aircraft. - |
-
| - |
- Occurs when any player assumes direct control of a unit. - |
-
| - |
- Occurs when any player relieves control of a unit to the AI. - |
-
| - |
- Occurs when an aircraft connects with a tanker and begins taking on fuel. - |
-
| - |
- Occurs when an aircraft is finished taking fuel. - |
-
| - |
- Occurs when any modification to the "Score" as seen on the debrief menu would occur. - |
-
| - |
- Occurs when any unit stops firing its weapon. - |
-
| - |
- Occurs when any unit begins firing a weapon that has a high rate of fire. - |
-
| - |
- Occurs whenever any unit in a mission fires a weapon. - |
-
| - |
- Occurs when an aircraft takes off from an airbase, farp, or ship. - |
-
| - |
- Trigger zone. - |
-
| - |
- Occurs when the game thinks an object is destroyed. - |
-
| - | - | -
| - |
- Schedule a new time event. - |
-
CTLD_CARGO:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
-
- Schedule a new time event. - |
-
| - |
- Stops the Schedule. - |
-
| - |
- The scheduler object. - |
-
| - |
- Set the Class Core.Event processing Priority. - |
-
| - |
- Set one property of an object. - |
-
| - |
- Set a state or property of the Object given a Key and a Value. - |
-
| - |
- Trace a function logic level 1. - |
-
| - |
- Trace a function logic level 2. - |
-
| - |
- Trace a function logic level 3. - |
-
| - |
- Trace all methods in MOOSE - |
-
| - |
- Set tracing for a class - |
-
| - |
- Set tracing for a specific method of class - |
-
| - |
- Set trace level - |
-
| - |
- Set trace off. - |
-
| - |
- Set trace on. - |
-
| - |
- Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default. - |
-
| - |
- UnSubscribe to a DCS event. - |
-
| - | - - | -
CTLD_CARGO:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function call. - |
-
| - |
- (Internal) Serialize arguments - |
-
CTLD_CARGO:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function logic. - |
-
| - | - - | -
| - |
- The main event handling function... - |
-
| Fields and Methods inherited from CTLD_CARGO.Enum | -Description | -
|---|---|
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| Fields and Methods inherited from CTLD_ENGINEERING | -Description | -
|---|---|
| - |
- (Internal) Arrived at crates in reach. - |
-
| - |
- (Internal) Set build status. - |
-
| - | - - | -
| - |
- (Internal) Set done status. - |
-
| - |
- (Internal) Get the status - |
-
| - | - - | -
| - | - - | -
| - | - - | -
| - |
- (Internal) Check the negative status - |
-
| - |
- (Internal) Check the status - |
-
| - |
- (Internal) Move towards crates in reach. - |
-
| - | - - | -
| - |
- Create a new instance. - |
-
| - |
- (Internal) Search for crates in reach. - |
-
| - |
- (Internal) Set the status - |
-
| - |
- (Internal) Set start status. - |
-
| - | - - | -
| - |
- (Internal) Set stop status. - |
-
| - | - - | -
| - | - - | -
| - |
- (Internal) Return distance in meters between two coordinates. - |
-
| - | - - | -
| - | - - | -
| - | - - | -
| Fields and Methods inherited from BASE | -Description | -
|---|---|
| - |
- The ID number of the class. - |
-
| - |
- The name of the class. - |
-
| - |
- The name of the class concatenated with the ID number of the class. - |
-
| - |
- Clear the state of an object. - |
-
CTLD_ENGINEERING:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
-
- Creation of a Birth Event. - |
-
CTLD_ENGINEERING:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
-
- Creation of a Crash Event. - |
-
CTLD_ENGINEERING:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
-
- Creation of a Dead Event. - |
-
CTLD_ENGINEERING:CreateEventDynamicCargoLoaded(DynamicCargo) |
-
- Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. - |
-
CTLD_ENGINEERING:CreateEventDynamicCargoRemoved(DynamicCargo) |
-
- Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. - |
-
CTLD_ENGINEERING:CreateEventDynamicCargoUnloaded(DynamicCargo) |
-
- Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. - |
-
| - |
- Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. - |
-
| - |
- Creation of a |
-
CTLD_ENGINEERING:CreateEventRemoveUnit(EventTime, Initiator) |
-
- Creation of a Remove Unit Event. - |
-
| - |
- Creation of a Takeoff Event. - |
-
| - |
- Creation of a Crash Event. - |
-
| - |
- Log an exception which will be traced always. - |
-
| - |
- Returns the event dispatcher - |
-
| - |
- Remove all subscribed events - |
-
| - |
- Trace a function call. - |
-
| - |
- Trace a function call level 2. - |
-
| - |
- Trace a function call level 3. - |
-
| - |
- Get the ClassID of the class instance. - |
-
| - |
- Get the ClassName of the class instance. - |
-
| - |
- Get the ClassName + ClassID of the class instance. - |
-
| - |
- Get the Class Core.Event processing Priority. - |
-
| - |
- This is the worker method to retrieve the Parent class. - |
-
| - |
- Get all of the properties of an object in a table. - |
-
| - |
- Get one property of an object by the key. - |
-
| - |
- Get a Value given a Key from the Object. - |
-
| - |
- Subscribe to a DCS Event. - |
-
| - |
- Log an information which will be traced always. - |
-
| - |
- This is the worker method to inherit from a parent class. - |
-
| - |
- This is the worker method to check if an object is an (sub)instance of a class. - |
-
| - |
- Enquires if tracing is on (for the class). - |
-
| - |
- BASE constructor. - |
-
| - |
- Occurs when an Event for an object is triggered. - |
-
| - |
- BDA. - |
-
| - |
- Occurs when a ground unit captures either an airbase or a farp. - |
-
| - |
- Occurs when any object is spawned into the mission. - |
-
| - |
- Occurs when any aircraft crashes into the ground and is completely destroyed. - |
-
| - |
- Occurs when an object is dead. - |
-
| - |
- Unknown precisely what creates this event, likely tied into newer damage model. - |
-
CTLD_ENGINEERING:OnEventDiscardChairAfterEjection(EventData) |
-
- Discard chair after ejection. - |
-
| - |
- Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. - |
-
| - |
- Occurs when a dynamic cargo crate is removed. - |
-
| - |
- Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. - |
-
| - |
- Occurs when a pilot ejects from an aircraft -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when any aircraft shuts down its engines. - |
-
| - |
- Occurs when any aircraft starts its engines. - |
-
| - |
- Occurs whenever an object is hit by a weapon. - |
-
| - |
- Occurs when any system fails on a human controlled aircraft. - |
-
| - |
- Occurs on the death of a unit. - |
-
| - |
- Occurs when an aircraft lands at an airbase, farp or ship -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. - |
-
| - |
- Landing quality mark. - |
-
| - |
- Occurs when a new mark was added. - |
-
| - |
- Occurs when a mark text was changed. - |
-
| - |
- Occurs when a mark was removed. - |
-
| - |
- Occurs when a mission ends -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when a mission starts -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. - |
-
| - |
- Weapon add. - |
-
| - |
- Occurs when the pilot of an aircraft is killed. - |
-
| - |
- Occurs when a player enters a slot and takes control of an aircraft. - |
-
| - |
- Occurs when any player assumes direct control of a unit. - |
-
| - |
- Occurs when any player relieves control of a unit to the AI. - |
-
| - |
- Occurs when an aircraft connects with a tanker and begins taking on fuel. - |
-
| - |
- Occurs when an aircraft is finished taking fuel. - |
-
| - |
- Occurs when any modification to the "Score" as seen on the debrief menu would occur. - |
-
| - |
- Occurs when any unit stops firing its weapon. - |
-
| - |
- Occurs when any unit begins firing a weapon that has a high rate of fire. - |
-
| - |
- Occurs whenever any unit in a mission fires a weapon. - |
-
| - |
- Occurs when an aircraft takes off from an airbase, farp, or ship. - |
-
| - |
- Trigger zone. - |
-
| - |
- Occurs when the game thinks an object is destroyed. - |
-
| - | - - | -
CTLD_ENGINEERING:ScheduleOnce(Start, SchedulerFunction, ...) |
-
- Schedule a new time event. - |
-
CTLD_ENGINEERING:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
-
- Schedule a new time event. - |
-
| - |
- Stops the Schedule. - |
-
| - |
- The scheduler object. - |
-
| - |
- Set the Class Core.Event processing Priority. - |
-
| - |
- Set one property of an object. - |
-
| - |
- Set a state or property of the Object given a Key and a Value. - |
-
| - |
- Trace a function logic level 1. - |
-
| - |
- Trace a function logic level 2. - |
-
| - |
- Trace a function logic level 3. - |
-
| - |
- Trace all methods in MOOSE - |
-
| - |
- Set tracing for a class - |
-
| - |
- Set tracing for a specific method of class - |
-
| - |
- Set trace level - |
-
| - |
- Set trace off. - |
-
| - |
- Set trace on. - |
-
| - |
- Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default. - |
-
| - |
- UnSubscribe to a DCS event. - |
-
| - | - - | -
CTLD_ENGINEERING:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function call. - |
-
| - |
- (Internal) Serialize arguments - |
-
CTLD_ENGINEERING:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function logic. - |
-
| - | - - | -
| - |
- The main event handling function... - |
-
| Fields and Methods inherited from CTLD_HERCULES | -Description | -
|---|---|
| - | - - | -
CTLD_HERCULES:Calculate_Cargo_Drop_initiator_Heading(Cargo_Drop_initiator) |
-
- [Internal] Function to calc initiator heading - |
-
CTLD_HERCULES:Calculate_Cargo_Drop_initiator_NorthCorrection(point) |
-
- [Internal] Function to calc north correction - |
-
| - |
- [Internal] Function to calculate object height - |
-
| - | - - | -
| - |
- [Internal] Function to initialize dropped cargo - |
-
CTLD_HERCULES:Cargo_SpawnDroppedAsCargo(Cargo_Type_name, Cargo_Drop_Position, _name, _pos) |
-
- [Internal] Function to spawn cargo by type at position - |
-
| - |
- [Internal] Function to spawn a group - |
-
| - |
- [Internal] Spawn cargo objects - |
-
| - |
- [Internal] Function to spawn static cargo - |
-
| - |
- [Internal] Function to track cargo objects - |
-
| - |
- [Internal] Function to check availability of templates - |
-
| - |
- [Internal] Function to check surface type - |
-
| - | - - | -
| - | - - | -
| - |
- [User] Instantiate a new object - |
-
| - | - - | -
| - | - - | -
| - |
- [Internal] Function to change cargotype per group (Wrench) - |
-
| - |
- [Internal] Function to spawn a soldier group of 10 units - |
-
| - | - - | -
| - | - - | -
| - |
- [Internal] Function to capture BIRTH event - |
-
| - |
- [Internal] Function to capture SHOT event - |
-
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| Fields and Methods inherited from BASE | -Description | -
|---|---|
| - |
- The ID number of the class. - |
-
| - |
- The name of the class. - |
-
| - |
- The name of the class concatenated with the ID number of the class. - |
-
| - |
- Clear the state of an object. - |
-
CTLD_HERCULES:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
-
- Creation of a Birth Event. - |
-
CTLD_HERCULES:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
-
- Creation of a Crash Event. - |
-
CTLD_HERCULES:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
-
- Creation of a Dead Event. - |
-
| - |
- Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. - |
-
| - |
- Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. - |
-
| - |
- Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. - |
-
| - |
- Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. - |
-
| - |
- Creation of a |
-
| - |
- Creation of a Remove Unit Event. - |
-
| - |
- Creation of a Takeoff Event. - |
-
| - |
- Creation of a Crash Event. - |
-
| - |
- Log an exception which will be traced always. - |
-
| - |
- Returns the event dispatcher - |
-
| - |
- Remove all subscribed events - |
-
| - |
- Trace a function call. - |
-
| - |
- Trace a function call level 2. - |
-
| - |
- Trace a function call level 3. - |
-
| - |
- Get the ClassID of the class instance. - |
-
| - |
- Get the ClassName of the class instance. - |
-
| - |
- Get the ClassName + ClassID of the class instance. - |
-
| - |
- Get the Class Core.Event processing Priority. - |
-
| - |
- This is the worker method to retrieve the Parent class. - |
-
| - |
- Get all of the properties of an object in a table. - |
-
| - |
- Get one property of an object by the key. - |
-
| - |
- Get a Value given a Key from the Object. - |
-
| - |
- Subscribe to a DCS Event. - |
-
| - |
- Log an information which will be traced always. - |
-
| - |
- This is the worker method to inherit from a parent class. - |
-
| - |
- This is the worker method to check if an object is an (sub)instance of a class. - |
-
| - |
- Enquires if tracing is on (for the class). - |
-
| - |
- BASE constructor. - |
-
| - |
- Occurs when an Event for an object is triggered. - |
-
| - |
- BDA. - |
-
| - |
- Occurs when a ground unit captures either an airbase or a farp. - |
-
| - |
- Occurs when any object is spawned into the mission. - |
-
| - |
- Occurs when any aircraft crashes into the ground and is completely destroyed. - |
-
| - |
- Occurs when an object is dead. - |
-
| - |
- Unknown precisely what creates this event, likely tied into newer damage model. - |
-
| - |
- Discard chair after ejection. - |
-
| - |
- Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. - |
-
| - |
- Occurs when a dynamic cargo crate is removed. - |
-
| - |
- Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. - |
-
| - |
- Occurs when a pilot ejects from an aircraft -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when any aircraft shuts down its engines. - |
-
| - |
- Occurs when any aircraft starts its engines. - |
-
| - |
- Occurs whenever an object is hit by a weapon. - |
-
| - |
- Occurs when any system fails on a human controlled aircraft. - |
-
| - |
- Occurs on the death of a unit. - |
-
| - |
- Occurs when an aircraft lands at an airbase, farp or ship -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. - |
-
| - |
- Landing quality mark. - |
-
| - |
- Occurs when a new mark was added. - |
-
| - |
- Occurs when a mark text was changed. - |
-
| - |
- Occurs when a mark was removed. - |
-
| - |
- Occurs when a mission ends -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when a mission starts -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. - |
-
| - |
- Weapon add. - |
-
| - |
- Occurs when the pilot of an aircraft is killed. - |
-
| - |
- Occurs when a player enters a slot and takes control of an aircraft. - |
-
| - |
- Occurs when any player assumes direct control of a unit. - |
-
| - |
- Occurs when any player relieves control of a unit to the AI. - |
-
| - |
- Occurs when an aircraft connects with a tanker and begins taking on fuel. - |
-
| - |
- Occurs when an aircraft is finished taking fuel. - |
-
| - |
- Occurs when any modification to the "Score" as seen on the debrief menu would occur. - |
-
| - |
- Occurs when any unit stops firing its weapon. - |
-
| - |
- Occurs when any unit begins firing a weapon that has a high rate of fire. - |
-
| - |
- Occurs whenever any unit in a mission fires a weapon. - |
-
| - |
- Occurs when an aircraft takes off from an airbase, farp, or ship. - |
-
| - |
- Trigger zone. - |
-
| - |
- Occurs when the game thinks an object is destroyed. - |
-
| - | - - | -
| - |
- Schedule a new time event. - |
-
CTLD_HERCULES:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
-
- Schedule a new time event. - |
-
| - |
- Stops the Schedule. - |
-
| - |
- The scheduler object. - |
-
| - |
- Set the Class Core.Event processing Priority. - |
-
| - |
- Set one property of an object. - |
-
| - |
- Set a state or property of the Object given a Key and a Value. - |
-
| - |
- Trace a function logic level 1. - |
-
| - |
- Trace a function logic level 2. - |
-
| - |
- Trace a function logic level 3. - |
-
| - |
- Trace all methods in MOOSE - |
-
| - |
- Set tracing for a class - |
-
| - |
- Set tracing for a specific method of class - |
-
| - |
- Set trace level - |
-
| - |
- Set trace off. - |
-
| - |
- Set trace on. - |
-
| - |
- Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default. - |
-
| - |
- UnSubscribe to a DCS event. - |
-
| - | - - | -
CTLD_HERCULES:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function call. - |
-
| - |
- (Internal) Serialize arguments - |
-
CTLD_HERCULES:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function logic. - |
-
| - | - - | -
| - |
- The main event handling function... - |
-
| Fields and Methods inherited from CTLD_HERCULES.CargoObject | -Description | -
|---|---|
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
CTLD_HERCULES.CargoObject.destroy_cargo_dropped_without_parachute |
- - - | -
| - | - - | -
| - | - - | -
| Fields and Methods inherited from CTLD_HERCULES.Types | -Description | -
|---|---|
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - |
- Name of cargo type, container (boolean) in container or not. |
Name of the class.
-use as counter
+ +holds #CTLD_ENGINEERING objects
-Beacons
-pack objects in this radius
+Folderpath.
+Smokes and Flares
+#1570
+enfore engineer build only?
- - - -message suppression
- @@ -9844,7 +6872,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defausub categories
- @@ -17361,6 +14397,194 @@ Return true to allow the request, or false to block it. When blocked, _LoadTroop + + + +[User] Set SRS TTS details - see Sound.SRS for details.SetSRS() will try to use as many attributes configured with Sound.SRS#MSRS.LoadConfigFile() as possible.
CTLD
++ #number + Frequency +
+Frequency to be used. Can also be given as a table of multiple frequencies, e.g. 30 or {30,124.5}. Defaults to {30,124.5}. There needs to be exactly the same number of modulations!
+ ++ #number + Modulation +
+Modulation to be used. Can also be given as a table of multiple modulations, e.g. radio.modulation.AM or {radio.modulation.FM,radio.modulation.AM}. There needs to be exactly the same number of frequencies!
+ ++ #string + PathToSRS +
+Defaults to "C:\Program Files\DCS-SimpleRadio-Standalone\ExternalAudio"
+ ++ #string + Gender +
+(Optional) Defaults to "male"
+ ++ #string + Culture +
+(Optional) Defaults to "en-US"
+ ++ #number + Port +
+(Optional) Defaults to 5002
+ ++ #string + Voice +
+(Optional) Use a specifc voice with the Sound.SRS#SetVoice function, e.g, :SetVoice("Microsoft Hedda Desktop").
+Note that this must be installed on your windows system. Can also be Google voice types, if you are using Google TTS. Or Piper voice types with HOUND backend.
+ #number + Volume +
+(Optional) Volume - between 0.0 (silent) and 1.0 (loudest)
+ ++ #string + PathToGoogleKey +
+(Optional) Path to your google key if you want to use google TTS; if you use a config file for MSRS, hand in nil here.
+ ++ #string + AccessKey +
+(Optional) Your Google API access key. This is necessary if DCS-gRPC is used as backend; if you use a config file for MSRS, hand in nil here.
+ ++ #string + Backend +
+(Optional) MSRS Backend to be used, can be MSRS.Backend.SRSEXE or MSRS.Backend.GRPC; if you use a config file for MSRS, hand in nil here.
+ ++ #string + Provider +
+(Optional) MSRS Provider to be used, can be MSRS.Provider.Google or MSRS.Provider.WINDOWS etc; if you use a config file for MSRS, hand in nil here.
+ +self
+ +[Internal] Init localization
+ +(Internal) Function to message a group.
@@ -21803,6 +19057,19 @@ However, if you create a new folder inside the miz file, which contains the sounThe group receiving the message.
++ #boolean + Silent +
+If true, do not speak out messages via SRS/TTS (if SRS is set up)
+Name of the class.
-use as counter
+ +holds #CTLD_ENGINEERING objects
-Beacons
-pack objects in this radius
+Folderpath.
+Smokes and Flares
+#1570
+ + + +enfore engineer build only?
- - - -message suppression
- @@ -25146,7 +22468,7 @@ However, if you create a new folder inside the miz file, which contains the sounsub categories
- @@ -26715,6 +24045,39 @@ However, if you create a new folder inside the miz file, which contains the sounName of the class.
-use as counter
+ +holds #CTLD_ENGINEERING objects
-Beacons
-pack objects in this radius
+Folderpath.
+Smokes and Flares
+#1570
+ + + +enfore engineer build only?
- - - -message suppression
- @@ -27876,7 +25261,7 @@ However, if you create a new folder inside the miz file, which contains the sounsub categories
- @@ -32624,87 +30017,16 @@ When moose is loading dynamically (for moose class development), tracing is switEnumerator of Type.
- -Class name.
- -Crates needed to build.
- -Display name for menu/messages.
- -Show this item in menu or not.
- -True if dropped from heli.
+Flag for moving.
- -ID of this cargo.
-Flag for direct loading.
- -Name for menu.
- -Mass in kg.
- -Representation of cargo in the mission.
- -Resource Map information table if it has been set for static cargo items.
- -Individual static category if set.
- -Individual shape if set.
- -Individual type if set.
- -Number of builds available, -1 for unlimited.
- -Initial stock, if any given.
- -Sub-category name.
- -Table of #POSITIONABLE objects.
- -Table of unit types able to pick this cargo up.
- -Add mark
- -CTLD_CARGO
-- Mark -
-self
- -Add Stock.
- -CTLD_CARGO
-- #number - Number -
-to add, none if nil.
- -self
- -Add specific unit types to this CARGO (restrict what types can pick this up).
- -CTLD_CARGO
-- #string - UnitTypes -
-Unit type name, can also be a #list<#string> table of unit type names.
- -self
- -Query directly loadable.
- -CTLD_CARGO
-#boolean:
-loadable
- -Query number of crates or troopsize.
- -CTLD_CARGO
-#number:
-Crates or size of troops.
- -Query display name.
- -CTLD_CARGO
-#string:
-Display name, or Name if not set
- -Query ID.
- -CTLD_CARGO
-#number:
-ID
- -Query Location.
- -CTLD_CARGO
-location or nil if not set
Get mark
- -CTLD_CARGO
-- Mark -
-#string:
-Mark
- -Query Mass.
- -CTLD_CARGO
-#number:
-Mass in kg
- -Query Name.
- -CTLD_CARGO
-#string:
-Name
- -Get overall mass of a cargo object, i.e.
- - -crates needed x mass per crate
- -CTLD_CARGO
-#number:
-mass
- -Query type.
- -CTLD_CARGO
-Positionable
- -Get relative Stock.
- -CTLD_CARGO
-#number:
-Stock Percentage like 75, or -1 if unlimited.
- -Get Resource Map information table
- -CTLD_CARGO
-#table:
-ResourceMap
- -Get the specific static type and shape from this CARGO if set.
- -CTLD_CARGO
-#string:
-Category
- -#string:
-TypeName
- -#string:
-ShapeName
- -Get Stock.
- -CTLD_CARGO
-#number:
-Stock or -1 if unlimited.
- -Get Stock0.
- -CTLD_CARGO
-#number:
-Stock0 or -1 if unlimited.
- -Query Subcategory
- -CTLD_CARGO
-#string:
-SubCategory
- -Query Templates.
- -CTLD_CARGO
-#table:
-Templates
- -Query type.
- -Query has moved.
- -CTLD_CARGO
-#boolean:
-Has moved
- -Query crate type for REPAIR
- -CTLD_CARGO
-Query crate type for STATIC
- -CTLD_CARGO
-#boolean:
-Query if cargo has been loaded.
- -CTLD_CARGO
-- #boolean - loaded -
-Function to create new CTLD_CARGO object.
- -CTLD_CARGO
-- #number - ID -
-ID of this #CTLD_CARGO
- -- #string - Name -
-Name for menu.
- -- #table - Templates -
-Table of #POSITIONABLE objects.
- -- #CTLD_CARGO.Enum - Sorte -
-Enumerator of Type.
- -- #boolean - HasBeenMoved -
-Flag for moving.
- -- #boolean - LoadDirectly -
-Flag for direct loading.
- -- #number - CratesNeeded -
-Crates needed to build.
- -- Wrapper.Positionable#POSITIONABLE - Positionable -
-Representation of cargo in the mission.
- -- #boolean - Dropped -
-Cargo/Troops have been unloaded from a chopper.
- -- #number - PerCrateMass -
-Mass in kg
- -- #number - Stock -
-Number of builds available, nil for unlimited
- -- #string - Subcategory -
-Name of subcategory, handy if using > 10 types to load.
- -- #boolean - DontShowInMenu -
-Show this item in menu or not (default: false == show it).
- -- Core.Zone#ZONE - Location -
-(optional) Where the cargo is available (one location only).
- -self
- -Remove Stock.
- -CTLD_CARGO
-- #number - Number -
-to reduce, none if nil.
- -self
- -Set display name.
- -CTLD_CARGO
-- #string - DisplayName -
-Display label used in menus/messages (optional).
- -self
- -Set HasMoved.
- -CTLD_CARGO
-- #boolean - moved -
-Add Resource Map information table
- -CTLD_CARGO
-- #table - ResourceMap -
-self
- -Add specific static type and shape to this CARGO.
- -CTLD_CARGO
-- #string - TypeName -
-- #string - ShapeName -
-- Category -
-self
- -Set Stock.
- -CTLD_CARGO
-- #number - Number -
-to set, nil means unlimited.
- -self
- -Set WasDropped.
- -CTLD_CARGO
-- #boolean - dropped -
-- #boolean - isHercDrop -
-set when _GetCrates is used by the herc
- -Check if a specific unit can carry this CARGO (restrict what types can pick this up).
- -CTLD_CARGO
-- Wrapper.Unit#UNIT - Unit -
-#boolean:
-Outcome
- -Query was dropped.
- -CTLD_CARGO
-- #boolean - hercOnly -
-If true, only treat Herc drops as 'dropped'.
- -#boolean:
-Has been dropped.
- -Wipe mark
- -Enumerator of Type.
- -Class name.
- -Crates needed to build.
- -Display name for menu/messages.
- -Show this item in menu or not.
- -True if dropped from heli.
- -Flag for moving.
- -ID of this cargo.
- -Flag for direct loading.
- -Name for menu.
- -Mass in kg.
- -Representation of cargo in the mission.
- -Resource Map information table if it has been set for static cargo items.
- -Individual static category if set.
- -Individual shape if set.
- -Individual type if set.
- -Number of builds available, -1 for unlimited.
- -Initial stock, if any given.
- -Sub-category name.
- -Table of #POSITIONABLE objects.
- -Table of unit types able to pick this cargo up.
- -Clear the state of an object.
- -- Object -
-The object that holds the Value set by the Key.
- -- StateName -
-The key that is should be cleared.
- -Creation of a Birth Event.
- -- 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.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -- IniObjectCategory -
-Creation of a Dead Event.
- -- 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.
- -- Wrapper.DynamicCargo#DYNAMICCARGO - DynamicCargo -
-the dynamic cargo object
- -Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
- -- Wrapper.DynamicCargo#DYNAMICCARGO - DynamicCargo -
-the dynamic cargo object
- -Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
- -- Wrapper.DynamicCargo#DYNAMICCARGO - DynamicCargo -
-the dynamic cargo object
- -Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
- -- Wrapper.DynamicCargo#DYNAMICCARGO - DynamicCargo -
-the dynamic cargo object
- -Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
- Wrapper.Unit#UNIT - PlayerUnit -
-The aircraft unit the player entered.
- -Creation of a Remove Unit Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Takeoff Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Crash Event.
- -- 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.
- -- Arguments -
-A #table or any field.
- -Returns the event dispatcher
- -Remove all subscribed events
- -Trace a function call.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 2.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 3.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Get the ClassID of the class instance.
- -#string:
-The ClassID of the class instance.
- -Get the ClassName of the class instance.
- -#string:
-The ClassName of the class instance.
- -Get the ClassName + ClassID of the class instance.
- - -The ClassName + ClassID is formatted as '%s#%09d'.
- -#string:
-The ClassName + ClassID of the class instance.
- -Get the Class Core.Event processing Priority.
- - -The Event processing Priority is a number from 1 to 10, -reflecting the order of the classes subscribed to the Event to be processed.
- -This is the worker method to retrieve the Parent class.
- - -Note that the Parent class must be passed to call the parent class method.
- -self:GetParent(self):ParentMethod()
-
-
-
-
-
-Get all of the properties of an object in a table.
- -#table:
-of values, indexed by keys.
- -Get one property of an object 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 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.
- -- 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!
- -The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
- -Subscribe to a DCS Event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -- #function - EventFunction -
-(optional) The function to be called when the event occurs for the unit.
- -Log an information which will be traced always.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -This is the worker method to inherit from a parent class.
- -- Child -
-is the Child class that inherits.
- -- #BASE - Parent -
-is the Parent class that the Child inherits from.
- -Child
- -This is the worker method to check if an object is an (sub)instance of a class.
- - - -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
- ClassName -
-is the name of the class or the class itself to run the check against
- -#boolean:
-Enquires if tracing is on (for the class).
- -BASE constructor.
- - - -This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
- -function EVENT:New()
- local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
- return self
-end
-
-
-
-Occurs when an Event for an object is triggered.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that triggered the event.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -BDA.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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.
- -- 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
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- 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.
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Trigger zone.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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.
- -- 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.
- -- #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, ... }.
- -#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.
- -- #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, ... }.
- -#string:
-The Schedule ID of the planned schedule.
- -Stops the Schedule.
- -- #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.
- -- #number - EventPriority -
-The Core.Event processing Priority.
- -self
- -Set one property of an object.
- -- 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.
- -- 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.
- -The Value set.
- -Trace a function logic level 1.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 2.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 3.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace all methods in MOOSE
- -- #boolean - TraceAll -
-true = trace all methods in MOOSE.
- -Set tracing for a class
- -Set tracing for a specific method of class
- -- #string - Class -
-Class name.
- -- #string - Method -
-Method.
- -Set trace level
- -Set trace off.
- -Set trace on.
- -Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default.
- - -So tracing must be switched on manually in your mission if you are using Moose statically. -When moose is loading dynamically (for moose class development), tracing is switched on by default.
- -- #boolean - TraceOnOff -
-Switch the tracing on or off.
- -
- -- Switch the tracing On
- BASE:TraceOnOff( true )
-
- -- Switch the tracing Off
- BASE:TraceOnOff( false )
-
-
-UnSubscribe to a DCS event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -Trace a function call.
- - -This function is private.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-(Internal) Serialize arguments
- -- #table - Arguments -
-#string:
-Text
- -Trace a function logic.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-The main event handling function...
- - -This function captures all events generated for the class.
- -Define cargo types.
- -wait this many secs before trying a crate again
- -(Internal) Arrived at crates in reach.
- - -Stop group.
- -(Internal) Set build status.
- -(Internal) Set done status.
- -(Internal) Get the status
- -CTLD_ENGINEERING
-#string:
-State
- -(Internal) Check the negative status
- -CTLD_ENGINEERING
-- #string - State -
-#boolean:
-Outcome
- -(Internal) Check the status
- -CTLD_ENGINEERING
-- #string - State -
-#boolean:
-Outcome
- -(Internal) Move towards crates in reach.
- -Create a new instance.
- -CTLD_ENGINEERING
-- #string - Name -
-- #string - GroupName -
-Name of Engineering #GROUP object
- -- Wrapper.Group#GROUP - HeliGroup -
-HeliGroup
- -- Wrapper.Unit#UNIT - HeliUnit -
-HeliUnit
- -self
- -(Internal) Search for crates in reach.
- -CTLD_ENGINEERING
-- #table - crates -
-Table of found crate Ops.CTLD#CTLD_CARGO objects.
- -- #number - number -
-Number of crates found.
- -self
- -(Internal) Set the status
- -CTLD_ENGINEERING
-- #string - State -
-self
- -(Internal) Set start status.
- -(Internal) Set stop status.
- -(Internal) Return distance in meters between two coordinates.
- -CTLD_ENGINEERING
-- Core.Point#COORDINATE - _point1 -
-Coordinate one
- -- Core.Point#COORDINATE - _point2 -
-Coordinate two
- -#number:
-Distance in meters or -1
- -wait this many secs before trying a crate again
- -Clear the state of an object.
- -- Object -
-The object that holds the Value set by the Key.
- -- StateName -
-The key that is should be cleared.
- -Creation of a Birth Event.
- -- 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.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -- IniObjectCategory -
-Creation of a Dead Event.
- -- 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.
- -- Wrapper.DynamicCargo#DYNAMICCARGO - DynamicCargo -
-the dynamic cargo object
- -Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
- -- Wrapper.DynamicCargo#DYNAMICCARGO - DynamicCargo -
-the dynamic cargo object
- -Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
- -- Wrapper.DynamicCargo#DYNAMICCARGO - DynamicCargo -
-the dynamic cargo object
- -Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
- -- Wrapper.DynamicCargo#DYNAMICCARGO - DynamicCargo -
-the dynamic cargo object
- -Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
- Wrapper.Unit#UNIT - PlayerUnit -
-The aircraft unit the player entered.
- -Creation of a Remove Unit Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Takeoff Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Crash Event.
- -- 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.
- -- Arguments -
-A #table or any field.
- -Returns the event dispatcher
- -Remove all subscribed events
- -Trace a function call.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 2.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 3.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Get the ClassID of the class instance.
- -#string:
-The ClassID of the class instance.
- -Get the ClassName of the class instance.
- -#string:
-The ClassName of the class instance.
- -Get the ClassName + ClassID of the class instance.
- - -The ClassName + ClassID is formatted as '%s#%09d'.
- -#string:
-The ClassName + ClassID of the class instance.
- -Get the Class Core.Event processing Priority.
- - -The Event processing Priority is a number from 1 to 10, -reflecting the order of the classes subscribed to the Event to be processed.
- -This is the worker method to retrieve the Parent class.
- - -Note that the Parent class must be passed to call the parent class method.
- -self:GetParent(self):ParentMethod()
-
-
-
-
-
-Get all of the properties of an object in a table.
- -#table:
-of values, indexed by keys.
- -Get one property of an object 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 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.
- -- 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!
- -The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
- -Subscribe to a DCS Event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -- #function - EventFunction -
-(optional) The function to be called when the event occurs for the unit.
- -Log an information which will be traced always.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -This is the worker method to inherit from a parent class.
- -- Child -
-is the Child class that inherits.
- -- #BASE - Parent -
-is the Parent class that the Child inherits from.
- -Child
- -This is the worker method to check if an object is an (sub)instance of a class.
- - - -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
- ClassName -
-is the name of the class or the class itself to run the check against
- -#boolean:
-Enquires if tracing is on (for the class).
- -BASE constructor.
- - - -This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
- -function EVENT:New()
- local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
- return self
-end
-
-
-
-Occurs when an Event for an object is triggered.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that triggered the event.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -BDA.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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.
- -- 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
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- 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.
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Trigger zone.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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.
- -- 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.
- -- #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, ... }.
- -#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.
- -- #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, ... }.
- -#string:
-The Schedule ID of the planned schedule.
- -Stops the Schedule.
- -- #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.
- -- #number - EventPriority -
-The Core.Event processing Priority.
- -self
- -Set one property of an object.
- -- 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.
- -- 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.
- -The Value set.
- -Trace a function logic level 1.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 2.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 3.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace all methods in MOOSE
- -- #boolean - TraceAll -
-true = trace all methods in MOOSE.
- -Set tracing for a class
- -Set tracing for a specific method of class
- -- #string - Class -
-Class name.
- -- #string - Method -
-Method.
- -Set trace level
- -Set trace off.
- -Set trace on.
- -Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default.
- - -So tracing must be switched on manually in your mission if you are using Moose statically. -When moose is loading dynamically (for moose class development), tracing is switched on by default.
- -- #boolean - TraceOnOff -
-Switch the tracing on or off.
- -
- -- Switch the tracing On
- BASE:TraceOnOff( true )
-
- -- Switch the tracing Off
- BASE:TraceOnOff( false )
-
-
-UnSubscribe to a DCS event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -Trace a function call.
- - -This function is private.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-(Internal) Serialize arguments
- -- #table - Arguments -
-#string:
-Text
- -Trace a function logic.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-The main event handling function...
- - -This function captures all events generated for the class.
- -template for a group of 10 paratroopers
- -[Internal] Function to calc initiator heading
- -CTLD_HERCULES
-- Wrapper.Group#GROUP - Cargo_Drop_initiator -
-#number:
-north corrected heading
- -[Internal] Function to calc north correction
- -CTLD_HERCULES
-- Core.Point#POINT_Vec3 - point -
-Position Vec3
- -#number:
-north correction
- -[Internal] Function to calculate object height
- -CTLD_HERCULES
-- Wrapper.Group#GROUP - group -
-The group for which to calculate the height
- -#number:
-height over ground
- -[Internal] Function to initialize dropped cargo
- -CTLD_HERCULES
-- Wrapper.Group#GROUP - Initiator -
-- #table - Cargo_Contents -
-Table 'weapon' from event data
- -- #string - Cargo_Type_name -
-Name of this cargo
- -- #boolean - Container_Enclosed -
-Is container?
- -- #boolean - SoldierGroup -
-Is soldier group?
- -- #boolean - ParatrooperGroupSpawnInit -
-Is paratroopers?
- -self
- -[Internal] Function to spawn cargo by type at position
- -CTLD_HERCULES
-- #string - Cargo_Type_name -
-- Core.Point#COORDINATE - Cargo_Drop_Position -
-- _name -
-- _pos -
-self
- -[Internal] Function to spawn a group
- -CTLD_HERCULES
-- Wrapper.Group#GROUP - Cargo_Drop_initiator -
-- Core.Point#COORDINATE - Cargo_Drop_Position -
-- #string - Cargo_Type_name -
-- #number - CargoHeading -
-- #number - Cargo_Country -
-self
- -[Internal] Spawn cargo objects
- -CTLD_HERCULES
-- Wrapper.Group#GROUP - Cargo_Drop_initiator -
-- #number - Cargo_Drop_Direction -
-- Core.Point#COORDINATE - Cargo_Content_position -
-- #string - Cargo_Type_name -
-- #boolean - Cargo_over_water -
-- #boolean - Container_Enclosed -
-- #boolean - ParatrooperGroupSpawn -
-- #boolean - offload_cargo -
-- #boolean - all_cargo_survive_to_the_ground -
-- #boolean - all_cargo_gets_destroyed -
-- #boolean - destroy_cargo_dropped_without_parachute -
-- #number - Cargo_Country -
-self
- -[Internal] Function to spawn static cargo
- -CTLD_HERCULES
-- Wrapper.Group#GROUP - Cargo_Drop_initiator -
-- Core.Point#COORDINATE - Cargo_Drop_Position -
-- #string - Cargo_Type_name -
-- #number - CargoHeading -
-- #boolean - dead -
-- #number - Cargo_Country -
-self
- -[Internal] Function to track cargo objects
- -CTLD_HERCULES
-- #CTLD_HERCULES.CargoObject - cargo -
-- Wrapper.Group#GROUP - initiator -
-#number:
-height over ground
- -[Internal] Function to check availability of templates
- -[Internal] Function to check surface type
- -CTLD_HERCULES
-- Wrapper.Group#GROUP - group -
-The group for which to calculate the height
- -- object -
-#number:
-height over ground
- -[User] Instantiate a new object
- -CTLD_HERCULES
-- #string - Coalition -
-Coalition side, "red", "blue" or "neutral"
- -- #string - Alias -
-Name of this instance
- -- Ops.CTLD#CTLD - CtldObject -
-CTLD instance to link into
- -self
- -Integrate to your CTLD instance like so, where `my_ctld` is a previously created CTLD instance:
-
- my_ctld.enableFixedWing = false -- avoid dual loading via CTLD F10 and F8 ground crew
- local herccargo = CTLD_HERCULES:New("blue", "Hercules Test", my_ctld)
-
-You also need:
-* A template called "Infantry" for 10 Paratroopers (as set via herccargo.infantrytemplate).
-* Depending on what you are loading with the help of the ground crew, there are 42 more templates for the various vehicles that are loadable.
-There's a **quick check output in the `dcs.log`** which tells you what's there and what not.
-E.g.:
- ...Checking template for APC BTR-82A Air [24998lb] (BTR-82A) ... MISSING)
- ...Checking template for ART 2S9 NONA Skid [19030lb] (SAU 2-C9) ... MISSING)
- ...Checking template for EWR SBORKA Air [21624lb] (Dog Ear radar) ... MISSING)
- ...Checking template for Transport Tigr Air [15900lb] (Tigr_233036) ... OK)
-
-Expected template names are the ones in the rounded brackets.
-
-### HINTS
-
-The script works on the EVENTS.Shot trigger, which is used by the mod when you **drop cargo from the Hercules while flying**. Unloading on the ground does
-not achieve anything here. If you just want to unload on the ground, use the normal Moose CTLD.
-**Do not use** the **splash damage** script together with this, your cargo will just explode when reaching the ground!
-
-### Airdrops
-
-There are two ways of airdropping:
-1) Very low and very slow (>5m and <10m AGL) - here you can drop stuff which has "Skid" at the end of the cargo name (loaded via F8 Ground Crew menu)
-2) Higher up and slow (>100m AGL) - here you can drop paratroopers and cargo which has "Air" at the end of the cargo name (loaded via F8 Ground Crew menu)
-
-### General
-
-Use either this method to integrate the Hercules **or** the one from the "normal" CTLD. Never both!
-
-[Internal] Function to change cargotype per group (Wrench)
- -CTLD_HERCULES
-- #number - key -
-Carrier key id
- -- #string - cargoType -
-Type of cargo
- -- #number - cargoNum -
-Number of cargo objects
- -self
- -[Internal] Function to spawn a soldier group of 10 units
- -CTLD_HERCULES
-- Wrapper.Group#GROUP - Cargo_Drop_initiator -
-- Core.Point#COORDINATE - Cargo_Drop_Position -
-- #string - Cargo_Type_name -
-- #number - CargoHeading -
-- #number - Cargo_Country -
-- #number - GroupSpacing -
-self
- -[Internal] Function to capture BIRTH event
- -CTLD_HERCULES
-- Core.Event#EVENTDATA - event -
-The event data
- -self
- -[Internal] Function to capture SHOT event
- -CTLD_HERCULES
-- Core.Event#EVENTDATA - Cargo_Drop_Event -
-The event data
- -self
- -template for a group of 10 paratroopers
- -Clear the state of an object.
- -- Object -
-The object that holds the Value set by the Key.
- -- StateName -
-The key that is should be cleared.
- -Creation of a Birth Event.
- -- 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.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -- IniObjectCategory -
-Creation of a Dead Event.
- -- 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.
- -- Wrapper.DynamicCargo#DYNAMICCARGO - DynamicCargo -
-the dynamic cargo object
- -Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
- -- Wrapper.DynamicCargo#DYNAMICCARGO - DynamicCargo -
-the dynamic cargo object
- -Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
- -- Wrapper.DynamicCargo#DYNAMICCARGO - DynamicCargo -
-the dynamic cargo object
- -Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
- -- Wrapper.DynamicCargo#DYNAMICCARGO - DynamicCargo -
-the dynamic cargo object
- -Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
- Wrapper.Unit#UNIT - PlayerUnit -
-The aircraft unit the player entered.
- -Creation of a Remove Unit Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Takeoff Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Crash Event.
- -- 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.
- -- Arguments -
-A #table or any field.
- -Returns the event dispatcher
- -Remove all subscribed events
- -Trace a function call.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 2.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 3.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Get the ClassID of the class instance.
- -#string:
-The ClassID of the class instance.
- -Get the ClassName of the class instance.
- -#string:
-The ClassName of the class instance.
- -Get the ClassName + ClassID of the class instance.
- - -The ClassName + ClassID is formatted as '%s#%09d'.
- -#string:
-The ClassName + ClassID of the class instance.
- -Get the Class Core.Event processing Priority.
- - -The Event processing Priority is a number from 1 to 10, -reflecting the order of the classes subscribed to the Event to be processed.
- -This is the worker method to retrieve the Parent class.
- - -Note that the Parent class must be passed to call the parent class method.
- -self:GetParent(self):ParentMethod()
-
-
-
-
-
-Get all of the properties of an object in a table.
- -#table:
-of values, indexed by keys.
- -Get one property of an object 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 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.
- -- 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!
- -The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
- -Subscribe to a DCS Event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -- #function - EventFunction -
-(optional) The function to be called when the event occurs for the unit.
- -Log an information which will be traced always.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -This is the worker method to inherit from a parent class.
- -- Child -
-is the Child class that inherits.
- -- #BASE - Parent -
-is the Parent class that the Child inherits from.
- -Child
- -This is the worker method to check if an object is an (sub)instance of a class.
- - - -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
- ClassName -
-is the name of the class or the class itself to run the check against
- -#boolean:
-Enquires if tracing is on (for the class).
- -BASE constructor.
- - - -This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
- -function EVENT:New()
- local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
- return self
-end
-
-
-
-Occurs when an Event for an object is triggered.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that triggered the event.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -BDA.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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.
- -- 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
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- 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.
- -- 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
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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.
- -- 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
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Trigger zone.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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.
- -- 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.
- -- #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, ... }.
- -#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.
- -- #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, ... }.
- -#string:
-The Schedule ID of the planned schedule.
- -Stops the Schedule.
- -- #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.
- -- #number - EventPriority -
-The Core.Event processing Priority.
- -self
- -Set one property of an object.
- -- 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.
- -- 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.
- -The Value set.
- -Trace a function logic level 1.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 2.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 3.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace all methods in MOOSE
- -- #boolean - TraceAll -
-true = trace all methods in MOOSE.
- -Set tracing for a class
- -Set tracing for a specific method of class
- -- #string - Class -
-Class name.
- -- #string - Method -
-Method.
- -Set trace level
- -Set trace off.
- -Set trace on.
- -Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default.
- - -So tracing must be switched on manually in your mission if you are using Moose statically. -When moose is loading dynamically (for moose class development), tracing is switched on by default.
- -- #boolean - TraceOnOff -
-Switch the tracing on or off.
- -
- -- Switch the tracing On
- BASE:TraceOnOff( true )
-
- -- Switch the tracing Off
- BASE:TraceOnOff( false )
-
-
-UnSubscribe to a DCS event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -Trace a function call.
- - -This function is private.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-(Internal) Serialize arguments
- -- #table - Arguments -
-#string:
-Text
- -Trace a function logic.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-The main event handling function...
- - -This function captures all events generated for the class.
- -Cargo Object
- -pallets gets destroyed in water
- -Define cargo types.
- -Name of cargo type, container (boolean) in container or not.
Destroy a unit of the group.
+Flight is ready for takeoff. This is for FLIGHTCONTROL.
+ + + +Flight is ready for takeoff. This is for FLIGHTCONTROL.
+ + + +Flight is ready for takeoff. This is for FLIGHTCONTROL.
+ + + +Flight is ready for takeoff. This is for FLIGHTCONTROL.
+ + + +Destroy a unit of the group.
+Destroy a unit of the group.
+Name of the class.
+ + + +Name of the class.
+ + + +Name of the class.
+ + + +Contested.
+ @@ -7336,6 +7339,9 @@ myopszone = OPSZONE:New(ZONE_AIRBASE:New("Batumi",6000),coalition.side.BLUE) -- + +Contested.
+ @@ -9290,6 +9296,9 @@ myopszone = OPSZONE:New(ZONE_AIRBASE:New("Batumi",6000),coalition.side.BLUE) -- + +Contested.
+ diff --git a/Documentation/Ops.PlayerTask.html b/Documentation/Ops.PlayerTask.html index 8f5dccbad..51214725f 100644 --- a/Documentation/Ops.PlayerTask.html +++ b/Documentation/Ops.PlayerTask.html @@ -16506,7 +16506,7 @@ When moose is loading dynamically (for moose class development), tracing is swit