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Module Functional.Shorad

Functional - Short Range Air Defense System.


Features:

  • Short Range Air Defense System
  • Controls a network of short range air/missile defense groups.

Missions:

SHORAD - Short Range Air Defense


Author : *applevangelist *

Global(s)

Global SHORAD

Good friends are worth defending. Mr Tushman, Wonder (the Movie)

Simple Class for a more intelligent Short Range Air Defense System

SHORAD

Moose derived missile intercepting short range defense system.

#SHORAD SHORAD

Good friends are worth defending. Mr Tushman, Wonder (the Movie)

Simple Class for a more intelligent Short Range Air Defense System

SHORAD

Moose derived missile intercepting short range defense system.

Protects a network of SAM sites. Uses events to switch on the defense groups closest to the enemy. Easily integrated with Functional.Mantis#MANTIS to complete the defensive system setup.

Usage

Set up a #SET_GROUP for the SAM sites to be protected:

   `local SamSet = SET_GROUP:New():FilterPrefixes("Red SAM"):FilterCoalitions("red"):FilterStart()`   

By default, SHORAD will defense against both HARMs and AG-Missiles with short to medium range. The default defense probability is 70-90%. When a missile is detected, SHORAD will activate defense groups in the given radius around the target for 10 minutes. It will not react to friendly fire.

Start a new SHORAD system, parameters are:

  • Name: Name of this SHORAD.

  • ShoradPrefix: Filter for the Shorad #SET_GROUP.

  • Samset: The #SET_GROUP of SAM sites to defend.

  • Radius: Defense radius in meters.

  • ActiveTimer: Determines how many seconds the systems stay on red alert after wake-up call.

  • Coalition: Coalition, i.e. "blue", "red", or "neutral".*

    myshorad = SHORAD:New("RedShorad", "Red SHORAD", SamSet, 25000, 600, "red")

Customization options

  • myshorad:SwitchDebug(debug)
  • myshorad:SwitchHARMDefense(onoff)
  • myshorad:SwitchAGMDefense(onoff)
  • myshorad:SetDefenseLimits(low,high)
  • myshorad:SetActiveTimer(seconds)
  • myshorad:SetDefenseRadius(meters)
  • myshorad:AddScootZones(ZoneSet,Number,Random,Formation)

Type(s)

Fields and Methods inherited from SHORAD Description

SHORAD.ActiveGroups

Table for the timer function

SHORAD.ActiveTimer

How long a Shorad stays active after wake-up in seconds

SHORAD:AddScootZones(ZoneSet, Number, Random, Formation)

Add a SET_ZONE of zones for Shoot&Scoot

SHORAD.ClassName

SHORAD.Coalition

The coalition of this Shorad

SHORAD.DefendHarms

Default true, intercept incoming HARMS

SHORAD.DefendMavs

Default true, intercept incoming AG-Missiles

SHORAD.DefenseHighProb

Default 90, maximum detection limit

SHORAD.DefenseLowProb

Default 70, minimum detection limit

SHORAD.Groupset

The set of Shorad groups

SHORAD:HandleEventShot(EventData)

Main function - work on the EventData

SHORAD.Harms

SHORAD.Mavs

TODO complete list?

SHORAD:New(Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition, UseEmOnOff)

Instantiates a new SHORAD object

SHORAD.Prefixes

String to be used to build the Core.Set

SHORAD.Radius

Shorad defense radius in meters

SHORAD.Samset

The set of SAM groups to defend

SHORAD:SetActiveTimer(seconds)

Set the number of seconds a SHORAD site will stay active

SHORAD:SetDefenseLimits(low, high)

Set defense probability limits

SHORAD:SetDefenseRadius(meters)

Set the number of meters for the SHORAD defense zone

SHORAD:SetUsingEmOnOff(switch)

Set using Emission on/off instead of changing alarm state

SHORAD.SkateNumber

Number of zones to consider

SHORAD.SkateZones

Zones in this set are considered

SHORAD:SwitchAGMDefense(onoff)

Switch defense for AGMs

SHORAD:SwitchDebug(debug, onoff)

Switch debug state on

SHORAD:SwitchDebugOff()

Switch debug state off

SHORAD:SwitchDebugOn()

Switch debug state on

SHORAD:SwitchHARMDefense(onoff)

Switch defense for HARMs

SHORAD.UseEmOnOff

Decide if we are using Emission on/off (default) or AlarmState red/green

SHORAD:_CheckCoalition(Coalition)

Check the coalition of the attacker

SHORAD:_CheckHarms(WeaponName)

Check if a HARM was fired

SHORAD:_CheckMavs(WeaponName)

Check if an AGM was fired

SHORAD:_CheckShotAtSams(TargetGroupName)

Check if the missile is aimed at a SAM site

SHORAD:_CheckShotAtShorad(TargetGroupName)

Check if the missile is aimed at a SHORAD

SHORAD:_InitState()

Initially set all groups to alarm state GREEN

SHORAD:_ShotIsDetected()

Calculate if the missile shot is detected

SHORAD.debug

Set the debug state

SHORAD.lid

The log ID for the dcs.log

SHORAD.maxscootdist

Max distance of the next zone

SHORAD.minscootdist

Min distance of the next zone

SHORAD.name

Name of this Shorad

SHORAD:onafterCalculateHitZone(SEADWeapon, pos0, height, SEADGroup, From, Event, To)

(Internal) Calculate hit zone of an AGM-88

SHORAD:onafterShootAndScoot(From, Event, To, Shorad)

(Internal) Shoot and Scoot

SHORAD:onafterWakeUpShorad(TargetGroup, Radius, ActiveTimer, TargetCat, From, Event, To)

Wake up #SHORADs in a zone with diameter Radius for ActiveTimer seconds

SHORAD.scootformation

Formation to take for scooting, e.g. "Vee" or "Cone"

SHORAD.scootrandomcoord

If true, use a random coordinate in the zone and not the center

SHORAD.shootandscoot

If true, shoot and scoot between zones

Fields and Methods inherited from BASE Description

SHORAD.ClassID

The ID number of the class.

SHORAD.ClassName

The name of the class.

SHORAD.ClassNameAndID

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

SHORAD:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

SHORAD:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

SHORAD:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

SHORAD:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

SHORAD:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

SHORAD:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

SHORAD:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

SHORAD:E(Arguments)

Log an exception which will be traced always.

SHORAD:EventDispatcher()

Returns the event dispatcher

SHORAD:EventRemoveAll()

Remove all subscribed events

SHORAD:F(Arguments)

Trace a function call.

SHORAD:F2(Arguments)

Trace a function call level 2.

SHORAD:F3(Arguments)

Trace a function call level 3.

SHORAD:GetClassID()

Get the ClassID of the class instance.

SHORAD:GetClassName()

Get the ClassName of the class instance.

SHORAD:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

SHORAD:GetEventPriority()

Get the Class Core.Event processing Priority.

SHORAD:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

SHORAD:GetState(Object, Key)

Get a Value given a Key from the Object.

SHORAD:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

SHORAD:I(Arguments)

Log an information which will be traced always.

SHORAD:Inherit(Child, Parent)

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

SHORAD:IsInstanceOf(ClassName)

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

SHORAD:IsTrace()

Enquires if tracing is on (for the class).

SHORAD:New()

BASE constructor.

SHORAD:OnEvent(EventData)

Occurs when an Event for an object is triggered.

SHORAD:OnEventBDA(EventData)

BDA.

SHORAD:OnEventBaseCaptured(EventData)

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

SHORAD:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

SHORAD:OnEventCrash(EventData)

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

SHORAD:OnEventDead(EventData)

Occurs when an object is dead.

SHORAD:OnEventDetailedFailure(EventData)

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

SHORAD:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

SHORAD:OnEventEjection(EventData)

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

SHORAD:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

SHORAD:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

SHORAD:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

SHORAD:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

SHORAD:OnEventKill(EventData)

Occurs on the death of a unit.

SHORAD:OnEventLand(EventData)

Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes.

SHORAD:OnEventLandingAfterEjection(EventData)

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

SHORAD:OnEventLandingQualityMark(EventData)

Landing quality mark.

SHORAD:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

SHORAD:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

SHORAD:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

SHORAD:OnEventMissionEnd(EventData)

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

SHORAD:OnEventMissionStart(EventData)

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

SHORAD:OnEventParatrooperLanding(EventData)

Weapon add.

SHORAD:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

SHORAD:OnEventPlayerEnterAircraft(EventData)

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

SHORAD:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

SHORAD:OnEventPlayerLeaveUnit(EventData)

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

SHORAD:OnEventRefueling(EventData)

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

SHORAD:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

SHORAD:OnEventScore(EventData)

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

SHORAD:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

SHORAD:OnEventShootingStart(EventData)

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

SHORAD:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

SHORAD:OnEventTakeoff(EventData)

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

SHORAD:OnEventTriggerZone(EventData)

Trigger zone.

SHORAD:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

SHORAD:ScheduleStop(SchedulerID)

Stops the Schedule.

SHORAD.Scheduler

SHORAD:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

SHORAD:SetState(Object, Key, Value)

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

SHORAD:T(Arguments)

Trace a function logic level 1.

SHORAD:T2(Arguments)

Trace a function logic level 2.

SHORAD:T3(Arguments)

Trace a function logic level 3.

SHORAD:TraceAll(TraceAll)

Trace all methods in MOOSE

SHORAD:TraceClass(Class)

Set tracing for a class

SHORAD:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

SHORAD:TraceLevel(Level)

Set trace level

SHORAD:TraceOff()

Set trace off.

SHORAD:TraceOn()

Set trace on.

SHORAD:TraceOnOff(TraceOnOff)

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

SHORAD:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

SHORAD._

SHORAD:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

SHORAD:_Serialize(Arguments)

(Internal) Serialize arguments

SHORAD:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

SHORAD.__

SHORAD:onEvent(event)

The main event handling function...

  • SHORAD class, extends Core.Base#BASE

Field(s)

#table SHORAD.ActiveGroups

Table for the timer function

#number SHORAD.ActiveTimer

How long a Shorad stays active after wake-up in seconds

#string SHORAD.Coalition

The coalition of this Shorad

#boolean SHORAD.DefendHarms

Default true, intercept incoming HARMS

#boolean SHORAD.DefendMavs

Default true, intercept incoming AG-Missiles

#number SHORAD.DefenseHighProb

Default 90, maximum detection limit

#number SHORAD.DefenseLowProb

Default 70, minimum detection limit

Core.Set#SET_GROUP SHORAD.Groupset

The set of Shorad groups

#table SHORAD.Harms

TODO Complete list? - Missile enumerators @field Harms

#table SHORAD.Mavs

TODO complete list?

#string SHORAD.Prefixes

String to be used to build the Core.Set

#number SHORAD.Radius

Shorad defense radius in meters

Core.Set#SET_GROUP SHORAD.Samset

The set of SAM groups to defend

#number SHORAD.SkateNumber

Number of zones to consider

Core.Set#SET_ZONE SHORAD.SkateZones

Zones in this set are considered

#boolean SHORAD.UseEmOnOff

Decide if we are using Emission on/off (default) or AlarmState red/green

#boolean SHORAD.debug

Set the debug state

#string SHORAD.lid

The log ID for the dcs.log

#number SHORAD.maxscootdist

Max distance of the next zone

#number SHORAD.minscootdist

Min distance of the next zone

#string SHORAD.name

Name of this Shorad

#string SHORAD.scootformation

Formation to take for scooting, e.g. "Vee" or "Cone"

#boolean SHORAD.scootrandomcoord

If true, use a random coordinate in the zone and not the center

#boolean SHORAD.shootandscoot

If true, shoot and scoot between zones

Function(s)

Add a SET_ZONE of zones for Shoot&Scoot

Defined in:

SHORAD

Parameters:

Set of zones to be used. Units will move around to the next (random) zone between 100m and 3000m away.

#number Number

Number of closest zones to be considered, defaults to 3.

#boolean Random

If true, use a random coordinate inside the next zone to scoot to.

#string Formation

Formation to use, defaults to "Cone". See mission editor dropdown for options.

Return value:

self

Main function - work on the EventData

Defined in:

SHORAD

Parameter:

The event details table data set

Return value:

self

Instantiates a new SHORAD object

Defined in:

SHORAD

Parameters:

#string Name

Name of this SHORAD

#string ShoradPrefix

Filter for the Shorad #SET_GROUP

The #SET_GROUP of SAM sites to defend

#number Radius

Defense radius in meters, used to switch on SHORAD groups within this radius

#number ActiveTimer

Determines how many seconds the systems stay on red alert after wake-up call

#string Coalition

Coalition, i.e. "blue", "red", or "neutral"

#boolean UseEmOnOff

Use Emissions On/Off rather than Alarm State Red/Green (default: use Emissions switch)

Return value:

self

Set the number of seconds a SHORAD site will stay active

Defined in:

SHORAD

Parameter:

#number seconds

Number of seconds systems stay active

Return value:

self

Set defense probability limits

Defined in:

SHORAD

Parameters:

#number low

Minimum detection limit, integer 1-100

#number high

Maximum detection limit integer 1-100

Return value:

self

Set the number of meters for the SHORAD defense zone

Defined in:

SHORAD

Parameter:

#number meters

Radius of the defense search zone in meters. #SHORADs in this range around a targeted group will go active

Return value:

self

Set using Emission on/off instead of changing alarm state

Defined in:

SHORAD

Parameter:

#boolean switch

Decide if we are changing alarm state or AI state

Return value:

self

Switch defense for AGMs

Defined in:

SHORAD

Parameter:

#boolean onoff

Return value:

self

Switch debug state on

Defined in:

SHORAD

Parameters:

#boolean debug

Switch debug on (true) or off (false)

onoff

Return value:

self

Switch debug state off

Defined in:

SHORAD

Return value:

self

Switch debug state on

Defined in:

SHORAD

Return value:

self

Switch defense for HARMs

Defined in:

SHORAD

Parameter:

#boolean onoff

Return value:

self

Check the coalition of the attacker

Defined in:

SHORAD

Parameter:

#string Coalition

name

Return value:

#boolean:

Returns false for a match

Check if a HARM was fired

Defined in:

SHORAD

Parameter:

#string WeaponName

Return value:

#boolean:

Returns true for a match

Check if an AGM was fired

Defined in:

SHORAD

Parameter:

#string WeaponName

Return value:

#boolean:

Returns true for a match

Check if the missile is aimed at a SAM site

Defined in:

SHORAD

Parameter:

#string TargetGroupName

Name of the target group

Return value:

#boolean:

Returns true for a match, else false

Check if the missile is aimed at a SHORAD

Defined in:

SHORAD

Parameter:

#string TargetGroupName

Name of the target group

Return value:

#boolean:

Returns true for a match, else false

Initially set all groups to alarm state GREEN

Defined in:

SHORAD

Return value:

self

Calculate if the missile shot is detected

Defined in:

SHORAD

Return value:

#boolean:

Returns true for a detection, else false

(Internal) Calculate hit zone of an AGM-88

Defined in:

SHORAD

Parameters:

#table SEADWeapon

DCS.Weapon object

Position of the plane when it fired

#number height

Height when the missile was fired

Attacker group

From

Event

To

Return value:

self

(Internal) Shoot and Scoot

Defined in:

SHORAD

Parameters:

#string From

#string Event

#string To

Shorad group

Return value:

self

Wake up #SHORADs in a zone with diameter Radius for ActiveTimer seconds

Defined in:

SHORAD

Parameters:

#string TargetGroup

Name of the target group used to build the #ZONE

#number Radius

Radius of the #ZONE

#number ActiveTimer

Number of seconds to stay active

#number TargetCat

(optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC

From

Event

To

Return value:

self

Usage:

Use this function to integrate with other systems, example   

local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
myshorad = SHORAD:New("BlueShorad", "Blue SHORAD", SamSet, 22000, 600, "blue")
myshorad:SwitchDebug(true)
mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
mymantis:AddShorad(myshorad,720)
mymantis:Start()

Field(s)

#table SHORAD.ActiveGroups

Table for the timer function

#number SHORAD.ActiveTimer

How long a Shorad stays active after wake-up in seconds

#string SHORAD.Coalition

The coalition of this Shorad

#boolean SHORAD.DefendHarms

Default true, intercept incoming HARMS

#boolean SHORAD.DefendMavs

Default true, intercept incoming AG-Missiles

#number SHORAD.DefenseHighProb

Default 90, maximum detection limit

#number SHORAD.DefenseLowProb

Default 70, minimum detection limit

Core.Set#SET_GROUP SHORAD.Groupset

The set of Shorad groups

#table SHORAD.Harms

TODO Complete list? - Missile enumerators @field Harms

#table SHORAD.Mavs

TODO complete list?

#string SHORAD.Prefixes

String to be used to build the Core.Set

#number SHORAD.Radius

Shorad defense radius in meters

Core.Set#SET_GROUP SHORAD.Samset

The set of SAM groups to defend

#number SHORAD.SkateNumber

Number of zones to consider

Core.Set#SET_ZONE SHORAD.SkateZones

Zones in this set are considered

#boolean SHORAD.UseEmOnOff

Decide if we are using Emission on/off (default) or AlarmState red/green

#boolean SHORAD.debug

Set the debug state

#string SHORAD.lid

The log ID for the dcs.log

#number SHORAD.maxscootdist

Max distance of the next zone

#number SHORAD.minscootdist

Min distance of the next zone

#string SHORAD.name

Name of this Shorad

#string SHORAD.scootformation

Formation to take for scooting, e.g. "Vee" or "Cone"

#boolean SHORAD.scootrandomcoord

If true, use a random coordinate in the zone and not the center

#boolean SHORAD.shootandscoot

If true, shoot and scoot between zones

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

The ClassName + ClassID is formatted as '%s#%09d'.

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.Event processing Priority.

The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

Return value:

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

(optional) The function to be called when the event occurs for the unit.

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

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

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

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

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

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

Defined in:

Parameter:

ClassName

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

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

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

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

Defined in:

Return value:

Occurs when an Event for an object is triggered.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that triggered the event.

Defined in:

Parameter:

The EventData structure.

BDA.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was spawned

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that has crashed

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is dead.

Defined in:

Parameter:

The EventData structure.

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

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is stopping its engines.

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is starting its engines.

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that had the failure

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: The unit that killed the target
  • target: Target Object
  • weapon: Weapon Object

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes.

initiator : The unit that has landed place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

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

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
  • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
  • subplace: is always 0 for unknown reasons.

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Weapon add.

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the pilot has died in.

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

Note - not Mulitplayer safe. Use PlayerEnterAircraft. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the player left.

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was receiving fuel.

Defined in:

Parameter:

The EventData structure.

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

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

Event will always correspond with a shooting start event. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was doing the shooting.

Defined in:

Parameter:

The EventData structure.

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

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is doing the shooting. target: The unit that is being targeted.

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

Trigger zone.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#function SchedulerFunction

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#string:

The Schedule ID of the planned schedule.

Schedule a new time event.

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#number Repeat

Specifies the interval in seconds when the scheduler will call the event function.

#number RandomizeFactor

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

#number Stop

Specifies the amount of seconds when the scheduler will be stopped.

#function SchedulerFunction

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

Set the Class Core.Event processing Priority.

The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

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

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that will hold the Value set by the Key.

Key

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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

So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


  -- Switch the tracing On
  BASE:TraceOnOff( true )

  -- Switch the tracing Off
  BASE:TraceOnOff( false )

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event