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Module Wrapper.Scenery

Wrapper - SCENERY models scenery within the DCS simulator.


Author: FlightControl

Contributions: Applevangelist, funkyfranky


Global(s)

Global SCENERY

Wrapper class to handle Scenery objects that are defined on the map.

#SCENERY SCENERY

Wrapper class to handle Scenery objects that are defined on the map.

The Wrapper.Scenery#SCENERY class is a wrapper class to handle the DCS Scenery objects:

  • Wraps the DCS Scenery objects.
  • Support all DCS Scenery APIs.
  • Enhance with Scenery specific APIs not in the DCS API set.

Type(s)

Fields and Methods inherited from SCENERY Description

SCENERY.ClassName

Name of the class.

SCENERY:Destroy()

SCENERY objects cannot be destroyed via the API (at the punishment of game crash).

SCENERY:FindAllByZoneName(ZoneName)

Scan and find all SCENERY objects from a zone by zone-name.

SCENERY:FindByName(Name, Coordinate, Radius, Role)

Find a SCENERY object from its name or id.

SCENERY:FindByNameInZone(Name, Zone, Radius)

Find a SCENERY object from its name or id.

SCENERY:FindByZoneName(ZoneName)

Find a SCENERY object from its zone name.

SCENERY:GetAllProperties()

Returns the scenery Properties table.

SCENERY:GetDCSObject()

Obtain DCS Object from the SCENERY Object.

SCENERY:GetLife()

Get current life points from the SCENERY Object.

SCENERY:GetLife0()

Get initial life points of the SCENERY Object.

SCENERY:GetName()

Obtain object name.

SCENERY:GetProperty(PropertyName)

Returns the Value of the zone with the given PropertyName, or nil if no matching property exists.

SCENERY:GetRelativeLife()

Get SCENERY relative life in percent, e.g.

SCENERY:GetThreatLevel()

Get the threat level of a SCENERY object.

SCENERY:IsAlive(Threshold)

Check if SCENERY Object is alive.

SCENERY:IsDead(Threshold)

Check if SCENERY Object is dead.

SCENERY.Life0

Initial life points.

SCENERY.Properties

SCENERY:Register(SceneryName, SceneryObject)

Register scenery object as POSITIONABLE.

SCENERY.SceneryName

Name of the scenery object.

SCENERY.SceneryObject

DCS scenery object.

SCENERY:SetProperty(PropertyName, PropertyValue)

Set a scenery property

Fields and Methods inherited from POSITIONABLE Description

SCENERY:AddCargo(Cargo)

Add cargo.

SCENERY.CargoBayCapacityValues

SCENERY:CargoItemCount()

Get cargo item count.

SCENERY:ClearCargo()

Clear all cargo.

SCENERY.DefaultInfantryWeight

SCENERY:Destroy(GenerateEvent)

Destroys the POSITIONABLE.

SCENERY:Explode(power, delay)

Triggers an explosion at the coordinates of the positionable.

SCENERY:Flare(FlareColor)

Signal a flare at the position of the POSITIONABLE.

SCENERY:FlareGreen()

Signal a green flare at the position of the POSITIONABLE.

SCENERY:FlareRed()

Signal a red flare at the position of the POSITIONABLE.

SCENERY:FlareWhite()

Signal a white flare at the position of the POSITIONABLE.

SCENERY:FlareYellow()

Signal a yellow flare at the position of the POSITIONABLE.

SCENERY:GetAirspeedIndicated(oatcorr)

Returns the indicated airspeed (IAS).

SCENERY:GetAirspeedTrue()

Returns the true airspeed (TAS).

SCENERY:GetAltitude()

Returns the altitude above sea level of the POSITIONABLE.

SCENERY:GetAoA()

Returns the Angle of Attack of a POSITIONABLE.

SCENERY:GetBeacon()

Create a Core.Beacon#BEACON, to allow this POSITIONABLE to broadcast beacon signals.

SCENERY:GetBoundingBox()

Get the bounding box of the underlying POSITIONABLE DCS Object.

SCENERY:GetBoundingRadius(MinDist)

Get the bounding radius of the underlying POSITIONABLE DCS Object.

SCENERY:GetCargo()

Get all contained cargo.

SCENERY:GetCargoBayFreeWeight()

Get Cargo Bay Free Weight in kg.

SCENERY:GetCargoBayWeightLimit()

Get Cargo Bay Weight Limit in kg.

SCENERY:GetClimbAngle()

Returns the climb or descent angle of the POSITIONABLE.

SCENERY:GetCoord()

Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.

SCENERY:GetCoordinate()

Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.

SCENERY:GetDCSObject()

Returns the DCS object.

SCENERY:GetGroundSpeed()

Returns the horizonal speed relative to eath's surface.

SCENERY:GetHeading()

Returns the POSITIONABLE heading in degrees.

SCENERY:GetHeight()

Returns the POSITIONABLE height above sea level in meters.

SCENERY:GetLaserCode()

Get the last assigned laser code

SCENERY:GetMessage(Message, Duration, Name)

Returns a message with the callsign embedded (if there is one).

SCENERY:GetMessageText(Message, Name)

Returns the message text with the callsign embedded (if there is one).

SCENERY:GetMessageType(Message, MessageType, Name)

Returns a message of a specified type with the callsign embedded (if there is one).

SCENERY:GetObjectSize()

Get the object size.

SCENERY:GetOffsetCoordinate(x, y, z)

Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE.

SCENERY:GetOrientation()

Returns a {@DCS#Vec3} table of the objects current orientation in 3D space.

SCENERY:GetOrientationX()

Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e.

SCENERY:GetOrientationY()

Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e.

SCENERY:GetOrientationZ()

Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e.

SCENERY:GetPitch()

Returns the pitch angle of a POSITIONABLE.

SCENERY:GetPointVec2()

Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.

SCENERY:GetPointVec3()

Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.

SCENERY:GetPosition()

Returns a pos3 table of the objects current position and orientation in 3D space.

SCENERY:GetPositionVec3()

Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.

SCENERY:GetRadio()

Create a Sound.Radio#RADIO, to allow radio transmission for this POSITIONABLE.

SCENERY:GetRandomVec3(Radius)

Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.

SCENERY:GetRelativeCoordinate(x, y, z)

Returns a COORDINATE object, which is transformed to be relative to the POSITIONABLE.

SCENERY:GetRelativeVelocity(Positionable)

Get relative velocity with respect to another POSITIONABLE.

SCENERY:GetRoll()

Returns the roll angle of a unit.

SCENERY:GetSize()

SCENERY:GetSpot()

Get the Spot

SCENERY:GetTroopCapacity()

Get the number of infantry soldiers that can be embarked into an aircraft (airplane or helicopter).

SCENERY:GetVec2()

Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission.

SCENERY:GetVec3()

Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission.

SCENERY:GetVelocity()

Returns the Core.Velocity object from the POSITIONABLE.

SCENERY:GetVelocityKMH()

Returns the POSITIONABLE velocity in km/h.

SCENERY:GetVelocityKNOTS()

Returns the POSITIONABLE velocity in knots.

SCENERY:GetVelocityMPS()

Returns the POSITIONABLE velocity in meters per second.

SCENERY:GetVelocityVec3()

Returns the POSITIONABLE velocity Vec3 vector.

SCENERY:GetYaw()

Returns the yaw angle of a POSITIONABLE.

SCENERY:HasCargo(Cargo)

Returns if carrier has given cargo.

SCENERY:InAir()

Returns true if the POSITIONABLE is in the air.

SCENERY:IsAboveRunway()

Returns if the Positionable is located above a runway.

SCENERY:IsAir()

Returns if the unit is of an air category.

SCENERY:IsCargoEmpty()

Is cargo bay empty.

SCENERY:IsGround()

Returns if the unit is of an ground category.

SCENERY:IsInZone(Zone)

Returns true if the unit is within a Core.Zone.

SCENERY:IsLasing()

Check if the POSITIONABLE is lasing a target.

SCENERY:IsNotInZone(Zone)

Returns true if the unit is not within a Core.Zone.

SCENERY:IsShip()

Returns if the unit is of ship category.

SCENERY:IsSubmarine()

Returns if the unit is a submarine.

SCENERY:LaseCoordinate(Coordinate, LaserCode, Duration)

Start Lasing a COORDINATE.

SCENERY:LaseOff()

Stop Lasing a POSITIONABLE.

SCENERY:LaseUnit(Target, LaserCode, Duration)

Start Lasing a POSITIONABLE.

SCENERY.LaserCode

SCENERY:Message(Message, Duration, Name)

Send a message to the players in the Wrapper.Group.

SCENERY:MessageToAll(Message, Duration, Name)

Send a message to all coalitions.

SCENERY:MessageToBlue(Message, Duration, Name)

Send a message to the blue coalition.

SCENERY:MessageToClient(Message, Duration, Client, Name)

Send a message to a client.

SCENERY:MessageToCoalition(Message, Duration, MessageCoalition, Name)

Send a message to a coalition.

SCENERY:MessageToGroup(Message, Duration, MessageGroup, Name)

Send a message to a Wrapper.Group.

SCENERY:MessageToRed(Message, Duration, Name)

Send a message to the red coalition.

SCENERY:MessageToSetGroup(Message, Duration, MessageSetGroup, Name)

Send a message to a Core.Set#SET_GROUP.

SCENERY:MessageToSetUnit(Message, Duration, MessageSetUnit, Name)

Send a message to a Core.Set#SET_UNIT.

SCENERY:MessageToUnit(Message, Duration, MessageUnit, Name)

Send a message to a Wrapper.Unit.

SCENERY:MessageTypeToCoalition(Message, MessageType, MessageCoalition, Name)

Send a message to a coalition.

SCENERY:MessageTypeToGroup(Message, MessageType, MessageGroup, Name)

Send a message of a message type to a Wrapper.Group.

SCENERY:New(PositionableName)

Create a new POSITIONABLE from a DCSPositionable

SCENERY.PositionableName

SCENERY:RemoveCargo(Cargo)

Remove cargo.

SCENERY:SetCargoBayWeightLimit(WeightLimit)

Set Cargo Bay Weight Limit in kg.

SCENERY:Smoke(SmokeColor, Range, AddHeight)

Smoke the POSITIONABLE.

SCENERY:SmokeBlue()

Smoke the POSITIONABLE Blue.

SCENERY:SmokeGreen()

Smoke the POSITIONABLE Green.

SCENERY:SmokeOrange()

Smoke the POSITIONABLE Orange.

SCENERY:SmokeRed()

Smoke the POSITIONABLE Red.

SCENERY:SmokeWhite()

Smoke the POSITIONABLE White.

SCENERY.Spot

SCENERY.__

SCENERY.coordinate

Coordinate object.

SCENERY.pointvec3

Point Vec3 object.

Fields and Methods inherited from IDENTIFIABLE Description

SCENERY:GetCallsign()

Gets the CallSign of the IDENTIFIABLE, which is a blank by default.

SCENERY:GetCategory()

Returns object category of the DCS Identifiable.

SCENERY:GetCategoryName()

Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.

SCENERY:GetCoalition()

Returns coalition of the Identifiable.

SCENERY:GetCoalitionName()

Returns the name of the coalition of the Identifiable.

SCENERY:GetCountry()

Returns country of the Identifiable.

SCENERY:GetCountryName()

Returns country name of the Identifiable.

SCENERY:GetDesc()

Returns Identifiable descriptor.

SCENERY:GetName()

Returns DCS Identifiable object name.

SCENERY:GetThreatLevel()

Gets the threat level.

SCENERY:GetTypeName()

Returns the type name of the DCS Identifiable.

SCENERY:HasAttribute(AttributeName)

Check if the Object has the attribute.

SCENERY.IdentifiableName

The name of the identifiable.

SCENERY:IsAlive()

Returns if the Identifiable is alive.

SCENERY:New(IdentifiableName)

Create a new IDENTIFIABLE from a DCSIdentifiable

Fields and Methods inherited from OBJECT Description

SCENERY:Destroy()

Destroys the OBJECT.

SCENERY:GetID()

Returns the unit's unique identifier.

SCENERY:New(ObjectName)

Create a new OBJECT from a DCSObject

SCENERY.ObjectName

The name of the Object.

Fields and Methods inherited from BASE Description

SCENERY.ClassID

The ID number of the class.

SCENERY.ClassName

The name of the class.

SCENERY.ClassNameAndID

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

SCENERY:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

SCENERY:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

SCENERY:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

SCENERY:CreateEventDynamicCargoLoaded(DynamicCargo)

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

SCENERY:CreateEventDynamicCargoRemoved(DynamicCargo)

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

SCENERY:CreateEventDynamicCargoUnloaded(DynamicCargo)

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

SCENERY:CreateEventNewDynamicCargo(DynamicCargo)

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

SCENERY:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

SCENERY:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

SCENERY:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

SCENERY:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

SCENERY:E(Arguments)

Log an exception which will be traced always.

SCENERY:EventDispatcher()

Returns the event dispatcher

SCENERY:EventRemoveAll()

Remove all subscribed events

SCENERY:F(Arguments)

Trace a function call.

SCENERY:F2(Arguments)

Trace a function call level 2.

SCENERY:F3(Arguments)

Trace a function call level 3.

SCENERY:GetClassID()

Get the ClassID of the class instance.

SCENERY:GetClassName()

Get the ClassName of the class instance.

SCENERY:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

SCENERY:GetEventPriority()

Get the Class Core.Event processing Priority.

SCENERY:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

SCENERY:GetState(Object, Key)

Get a Value given a Key from the Object.

SCENERY:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

SCENERY:I(Arguments)

Log an information which will be traced always.

SCENERY:Inherit(Child, Parent)

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

SCENERY:IsInstanceOf(ClassName)

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

SCENERY:IsTrace()

Enquires if tracing is on (for the class).

SCENERY:New()

BASE constructor.

SCENERY:OnEvent(EventData)

Occurs when an Event for an object is triggered.

SCENERY:OnEventBDA(EventData)

BDA.

SCENERY:OnEventBaseCaptured(EventData)

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

SCENERY:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

SCENERY:OnEventCrash(EventData)

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

SCENERY:OnEventDead(EventData)

Occurs when an object is dead.

SCENERY:OnEventDetailedFailure(EventData)

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

SCENERY:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

SCENERY:OnEventDynamicCargoLoaded(EventData)

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

SCENERY:OnEventDynamicCargoRemoved(EventData)

Occurs when a dynamic cargo crate is removed.

SCENERY:OnEventDynamicCargoUnloaded(EventData)

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

SCENERY: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.

SCENERY:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

SCENERY:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

SCENERY:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

SCENERY:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

SCENERY:OnEventKill(EventData)

Occurs on the death of a unit.

SCENERY: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.

SCENERY:OnEventLandingAfterEjection(EventData)

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

SCENERY:OnEventLandingQualityMark(EventData)

Landing quality mark.

SCENERY:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

SCENERY:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

SCENERY:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

SCENERY:OnEventMissionEnd(EventData)

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

SCENERY:OnEventMissionStart(EventData)

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

SCENERY:OnEventNewDynamicCargo(EventData)

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

SCENERY:OnEventParatrooperLanding(EventData)

Weapon add.

SCENERY:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

SCENERY:OnEventPlayerEnterAircraft(EventData)

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

SCENERY:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

SCENERY:OnEventPlayerLeaveUnit(EventData)

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

SCENERY:OnEventRefueling(EventData)

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

SCENERY:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

SCENERY:OnEventScore(EventData)

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

SCENERY:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

SCENERY:OnEventShootingStart(EventData)

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

SCENERY:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

SCENERY:OnEventTakeoff(EventData)

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

SCENERY:OnEventTriggerZone(EventData)

Trigger zone.

SCENERY:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

SCENERY:ScheduleStop(SchedulerID)

Stops the Schedule.

SCENERY.Scheduler

SCENERY:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

SCENERY:SetState(Object, Key, Value)

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

SCENERY:T(Arguments)

Trace a function logic level 1.

SCENERY:T2(Arguments)

Trace a function logic level 2.

SCENERY:T3(Arguments)

Trace a function logic level 3.

SCENERY:TraceAll(TraceAll)

Trace all methods in MOOSE

SCENERY:TraceClass(Class)

Set tracing for a class

SCENERY:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

SCENERY:TraceLevel(Level)

Set trace level

SCENERY:TraceOff()

Set trace off.

SCENERY:TraceOn()

Set trace on.

SCENERY: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.

SCENERY:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

SCENERY._

SCENERY:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

SCENERY:_Serialize(Arguments)

(Internal) Serialize arguments

SCENERY:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

SCENERY.__

SCENERY:onEvent(event)

The main event handling function...

SCENERY Class

Field(s)

#string SCENERY.ClassName

Name of the class.

#number SCENERY.Life0

Initial life points.

#string SCENERY.SceneryName

Name of the scenery object.

DCS#Object SCENERY.SceneryObject

DCS scenery object.

Function(s)

SCENERY objects cannot be destroyed via the API (at the punishment of game crash).

Defined in:

SCENERY

Return value:

self

Scan and find all SCENERY objects from a zone by zone-name.

Since SCENERY isn't registered in the Moose database (just too many objects per map), we need to do a scan first to find the correct object.

Defined in:

SCENERY

Parameter:

#string ZoneName

The name of the zone, can be handed as ZONE_RADIUS or ZONE_POLYGON object

Return value:

#table:

of SCENERY Objects, or nil if nothing found

Find a SCENERY object from its name or id.

Since SCENERY isn't registered in the Moose database (just too many objects per map), we need to do a scan first to find the correct object.

Defined in:

SCENERY

Parameters:

#string Name

The name/id of the scenery object as taken from the ME. Ex. '595785449'

Where to find the scenery object

#number Radius

(optional) Search radius around coordinate, defaults to 100

Role

Return value:

Scenery Object or nil if it cannot be found

Find a SCENERY object from its name or id.

Since SCENERY isn't registered in the Moose database (just too many objects per map), we need to do a scan first to find the correct object.

Defined in:

SCENERY

Parameters:

#string Name

The name or id of the scenery object as taken from the ME. Ex. '595785449'

Where to find the scenery object. Can be handed as zone name.

#number Radius

(optional) Search radius around coordinate, defaults to 100

Return value:

Scenery Object or nil if it cannot be found

Find a SCENERY object from its zone name.

Since SCENERY isn't registered in the Moose database (just too many objects per map), we need to do a scan first to find the correct object.

Defined in:

SCENERY

Parameter:

#string ZoneName

The name of the scenery zone as created with a right-click on the map in the mission editor and select "assigned to...". Can be handed over as ZONE object.

Return value:

First found Scenery Object or nil if it cannot be found

Returns the scenery Properties table.

Defined in:

SCENERY

Return value:

#table:

The Key:Value table of QuadZone properties of the zone from the scenery assignment .

Obtain DCS Object from the SCENERY Object.

Defined in:

SCENERY

Return value:

DCS scenery object.

Get current life points from the SCENERY Object.

CAVEAT: Some objects change their life value or "hitpoints" after the first hit. Hence we will adjust the life0 value to 120% of the last life value if life exceeds life0 (initial life) at any point. Thus will will get a smooth percentage decrease, if you use this e.g. as success criteria for a bombing task.

Defined in:

SCENERY

Return value:

#number:

life

Get initial life points of the SCENERY Object.

Defined in:

SCENERY

Return value:

#number:

life

Obtain object name.

Defined in:

SCENERY

Return value:

#string:

Name

Returns the Value of the zone with the given PropertyName, or nil if no matching property exists.

Defined in:

SCENERY

Parameter:

#string PropertyName

The name of a the QuadZone Property from the scenery assignment to be retrieved.

Return value:

#string:

The Value of the QuadZone Property from the scenery assignment with the given PropertyName, or nil if absent.

Get SCENERY relative life in percent, e.g.

75.

Defined in:

SCENERY

Return value:

#number:

rlife

Get the threat level of a SCENERY object.

Always 0 as scenery does not pose a threat to anyone.

Defined in:

SCENERY

Return values:

#number:

Threat level 0.

#string:

"Scenery".

Check if SCENERY Object is alive.

Defined in:

SCENERY

Parameter:

#number Threshold

(Optional) If given, SCENERY counts as alive above this relative life in percent (1..100).

Return value:

#number:

life

Check if SCENERY Object is dead.

Defined in:

SCENERY

Parameter:

#number Threshold

(Optional) If given, SCENERY counts as dead below this relative life in percent (1..100).

Return value:

#number:

life

Register scenery object as POSITIONABLE.

Defined in:

SCENERY

Parameters:

#string SceneryName

Scenery name.

DCS#Object SceneryObject

DCS scenery object.

Return value:

Scenery object.

Set a scenery property

Defined in:

SCENERY

Parameters:

#string PropertyName

#string PropertyValue

Return value:

self

Field(s)

#string SCENERY.ClassName

Name of the class.

#number SCENERY.Life0

Initial life points.

#string SCENERY.SceneryName

Name of the scenery object.

DCS#Object SCENERY.SceneryObject

DCS scenery object.

Function(s)

Add cargo.

Defined in:

Parameter:

Return value:

Get cargo item count.

Defined in:

Return value:

Destroys the POSITIONABLE.

Defined in:

Parameter:

#boolean GenerateEvent

(Optional) If true, generates a crash or dead event for the unit. If false, no event generated. If nil, a remove event is generated.

Return value:

#nil:

The DCS Unit is not existing or alive.

Usages:

  • 
    Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group.
    Helicopter = UNIT:FindByName( "Helicopter" )
    Helicopter:Destroy( true )
    
  • -- Ground unit example: destroy the Tanks and generate a S_EVENT_DEAD for each unit in the Tanks group.
    Tanks = UNIT:FindByName( "Tanks" )
    Tanks:Destroy( true )
    
  • -- Ship unit example: destroy the Ship silently.
    Ship = STATIC:FindByName( "Ship" )
    Ship:Destroy()
    
  • -- Destroy without event generation example.
    Ship = STATIC:FindByName( "Boat" )
    Ship:Destroy( false ) -- Don't generate an event upon destruction.
    

Triggers an explosion at the coordinates of the positionable.

Defined in:

Parameters:

#number power

Power of the explosion in kg TNT. Default 100 kg TNT.

#number delay

(Optional) Delay of explosion in seconds.

Return value:

Signal a flare at the position of the POSITIONABLE.

Signal a green flare at the position of the POSITIONABLE.

Signal a red flare at the position of the POSITIONABLE.

Signal a white flare at the position of the POSITIONABLE.

Signal a yellow flare at the position of the POSITIONABLE.

Returns the indicated airspeed (IAS).

The IAS is calculated from the TAS under the approximation that TAS increases by ~2% with every 1000 feet altitude ASL.

Defined in:

Parameter:

#number oatcorr

(Optional) Outside air temperature (OAT) correction factor. Default 0.017 (=1.7%).

Return value:

#number:

IAS in m/s. Returns 0 if the POSITIONABLE does not exist.

Returns the true airspeed (TAS).

This is calculated from the current velocity minus wind in 3D.

Defined in:

Return value:

#number:

TAS in m/s. Returns 0 if the POSITIONABLE does not exist.

Returns the altitude above sea level of the POSITIONABLE.

Defined in:

Return values:

The altitude of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns the Angle of Attack of a POSITIONABLE.

Defined in:

Return values:

#number:

Angle of attack in degrees.

#nil:

The POSITIONABLE is not existing or alive.

Create a Core.Beacon#BEACON, to allow this POSITIONABLE to broadcast beacon signals.

Defined in:

Return value:

Get the bounding box of the underlying POSITIONABLE DCS Object.

Defined in:

Return values:

The bounding box of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Get the bounding radius of the underlying POSITIONABLE DCS Object.

Defined in:

Parameter:

#number MinDist

(Optional) If bounding box is smaller than this value, MinDist is returned.

Return values:

The bounding radius of the POSITIONABLE

#nil:

The POSITIONABLE is not existing or alive.

Get all contained cargo.

Get Cargo Bay Free Weight in kg.

Defined in:

Return value:

#number:

CargoBayFreeWeight

Get Cargo Bay Weight Limit in kg.

Defined in:

Return value:

#number:

Max cargo weight in kg.

Returns the climb or descent angle of the POSITIONABLE.

Defined in:

Return values:

#number:

Climb or descent angle in degrees. Or 0 if velocity vector norm is zero.

#nil:

The POSITIONABLE is not existing or alive.

Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.

This function works similar to POSITIONABLE.GetCoordinate(), however, this function caches, updates and re-uses the same COORDINATE object stored within the POSITIONABLE. This has higher performance, but comes with all considerations associated with the possible referencing to the same COORDINATE object. This should only be used when performance is critical and there is sufficient awareness of the possible pitfalls. However, in most instances, GetCoordinate() is preferred as it will return a fresh new COORDINATE and thus avoid potentially unexpected issues.

Defined in:

Return value:

A reference to the COORDINATE object of the POSITIONABLE.

Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.

Defined in:

Return value:

A new COORDINATE object of the POSITIONABLE.

Returns the DCS object.

Polymorphic for other classes like UNIT, STATIC, GROUP, AIRBASE.

Defined in:

Return value:

The DCS object.

Returns the horizonal speed relative to eath's surface.

The vertical component of the velocity vector is projected out (set to zero).

Defined in:

Return value:

#number:

Ground speed in m/s. Returns 0 if the POSITIONABLE does not exist.

Returns the POSITIONABLE heading in degrees.

Defined in:

Return values:

#number:

The POSITIONABLE heading in degrees.

#nil:

The POSITIONABLE is not existing or alive.

Returns the POSITIONABLE height above sea level in meters.

Defined in:

Return value:

Height of the positionable in meters (or nil, if the object does not exist).

Get the last assigned laser code

Defined in:

Return value:

#number:

The laser code

Returns a message with the callsign embedded (if there is one).

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Return value:

Returns the message text with the callsign embedded (if there is one).

Defined in:

Parameters:

#string Message

The message text.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Return values:

#string:

The message text.

#nil:

The POSITIONABLE is not existing or alive.

Returns a message of a specified type with the callsign embedded (if there is one).

Defined in:

Parameters:

#string Message

The message text

Core.Message#MESSAGE MessageType

MessageType The message type.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Return value:

Get the object size.

Defined in:

Return values:

Max size of object in x, z or 0 if bounding box could not be obtained.

Length x or 0 if bounding box could not be obtained.

Height y or 0 if bounding box could not be obtained.

Width z or 0 if bounding box could not be obtained.

Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE.

Defined in:

Parameters:

#number x

Offset in the direction "the nose" of the unit is pointing in meters. Default 0 m.

#number y

Offset "above" the unit in meters. Default 0 m.

#number z

Offset in the direction "the wing" of the unit is pointing in meters. z>0 starboard, z<0 port. Default 0 m.

Return value:

The COORDINATE of the offset with respect to the orientation of the POSITIONABLE.

Returns a {@DCS#Vec3} table of the objects current orientation in 3D space.

X, Y, Z values are unit vectors defining the objects orientation. X is the orientation parallel to the movement of the object, Z perpendicular and Y vertical orientation.

Defined in:

Return values:

X orientation, i.e. parallel to the direction of movement.

Y orientation, i.e. vertical.

Z orientation, i.e. perpendicular to the direction of movement.

#nil:

The POSITIONABLE is not existing or alive.

Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e.

along the direction of movement.

Defined in:

Return values:

X orientation, i.e. parallel to the direction of movement.

#nil:

The POSITIONABLE is not existing or alive.

Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e.

vertical orientation.

Defined in:

Return values:

Y orientation, i.e. vertical.

#nil:

The POSITIONABLE is not existing or alive.

Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e.

perpendicular to direction of movement.

Defined in:

Return values:

Z orientation, i.e. perpendicular to movement.

#nil:

The POSITIONABLE is not existing or alive.

Returns the pitch angle of a POSITIONABLE.

Defined in:

Return values:

#number:

Pitch angle in degrees.

#nil:

The POSITIONABLE is not existing or alive.

Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.

Defined in:

Return values:

The 2D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.

Defined in:

Return values:

The 3D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns a pos3 table of the objects current position and orientation in 3D space.

X, Y, Z values are unit vectors defining the objects orientation. Coordinates are dependent on the position of the maps origin.

Defined in:

Return value:

Table consisting of the point and orientation tables.

Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.

Defined in:

Return values:

The 3D position vectors of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Create a Sound.Radio#RADIO, to allow radio transmission for this POSITIONABLE.

Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message

Defined in:

Return value:

Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.

Defined in:

Parameter:

#number Radius

Return values:

The 3D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Usage:

-- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP

Returns a COORDINATE object, which is transformed to be relative to the POSITIONABLE.

Inverse of POSITIONABLE.GetOffsetCoordinate.

Defined in:

Parameters:

#number x

Offset along the world x-axis in meters. Default 0 m.

#number y

Offset along the world y-axis in meters. Default 0 m.

#number z

Offset along the world z-axis in meters. Default 0 m.

Return value:

The relative COORDINATE with respect to the orientation of the POSITIONABLE.

Get relative velocity with respect to another POSITIONABLE.

Defined in:

Parameter:

#POSITIONABLE Positionable

Other POSITIONABLE.

Return value:

#number:

Relative velocity in m/s.

Returns the roll angle of a unit.

Defined in:

Return values:

#number:

Pitch angle in degrees.

#nil:

The POSITIONABLE is not existing or alive.

Get the Spot

Defined in:

Return value:

The Spot

Get the number of infantry soldiers that can be embarked into an aircraft (airplane or helicopter).

Returns nil for ground or ship units.

Defined in:

Return value:

#number:

Descent number of soldiers that fit into the unit. Returns #nil for ground and ship units.

Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission.

Defined in:

Return values:

The 2D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission.

Defined in:

Return values:

The 3D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns the Core.Velocity object from the POSITIONABLE.

Defined in:

Return values:

Velocity The Velocity object.

#nil:

The POSITIONABLE is not existing or alive.

Returns the POSITIONABLE velocity in km/h.

Defined in:

Return value:

#number:

The velocity in km/h.

Returns the POSITIONABLE velocity in knots.

Defined in:

Return value:

#number:

The velocity in knots.

Returns the POSITIONABLE velocity in meters per second.

Defined in:

Return value:

#number:

The velocity in meters per second.

Returns the POSITIONABLE velocity Vec3 vector.

Defined in:

Return values:

The velocity Vec3 vector

#nil:

The POSITIONABLE is not existing or alive.

Returns the yaw angle of a POSITIONABLE.

Defined in:

Return values:

#number:

Yaw angle in degrees.

#nil:

The POSITIONABLE is not existing or alive.

Returns if carrier has given cargo.

Defined in:

Parameter:

Cargo

Return value:

Returns true if the POSITIONABLE is in the air.

Polymorphic, is overridden in GROUP and UNIT.

Defined in:

Return values:

#boolean:

true if in the air.

#nil:

The POSITIONABLE is not existing or alive.

Returns if the Positionable is located above a runway.

Defined in:

Return values:

#boolean:

true if Positionable is above a runway.

#nil:

The POSITIONABLE is not existing or alive.

Returns if the unit is of an air category.

If the unit is a helicopter or a plane, then this method will return true, otherwise false.

Defined in:

Return values:

#boolean:

Air category evaluation result.

#nil:

The POSITIONABLE is not existing or alive.

Returns if the unit is of an ground category.

If the unit is a ground vehicle or infantry, this method will return true, otherwise false.

Defined in:

Return values:

#boolean:

Ground category evaluation result.

#nil:

The POSITIONABLE is not existing or alive.

Returns true if the unit is within a Core.Zone.

Defined in:

Parameter:

The zone to test.

Return value:

#boolean:

Returns true if the unit is within the Core.Zone#ZONE_BASE

Check if the POSITIONABLE is lasing a target.

Defined in:

Return value:

#boolean:

true if it is lasing a target

Returns true if the unit is not within a Core.Zone.

Defined in:

Parameter:

The zone to test.

Return value:

#boolean:

Returns true if the unit is not within the Core.Zone#ZONE_BASE

Returns if the unit is of ship category.

Defined in:

Return values:

#boolean:

Ship category evaluation result.

#nil:

The POSITIONABLE is not existing or alive.

Returns if the unit is a submarine.

Defined in:

Return value:

#boolean:

Submarines attributes result.

Start Lasing a COORDINATE.

Defined in:

Parameters:

The coordinate where the lase is pointing at.

#number LaserCode

Laser code or random number in [1000, 9999].

#number Duration

Duration of lasing in seconds.

Return value:

Stop Lasing a POSITIONABLE.

Start Lasing a POSITIONABLE.

Defined in:

Parameters:

#POSITIONABLE Target

The target to lase.

#number LaserCode

Laser code or random number in [1000, 9999].

#number Duration

Duration of lasing in seconds.

Return value:

Send a message to the players in the Wrapper.Group.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to all coalitions.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to the blue coalition.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to a client.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

The client object receiving the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to a coalition.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

DCS#coalition MessageCoalition

The Coalition receiving the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to a Wrapper.Group.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

Wrapper.Group#GROUP MessageGroup

The GROUP object receiving the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to the red coalition.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to a Core.Set#SET_GROUP.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

Core.Set#SET_GROUP MessageSetGroup

The SET_GROUP collection receiving the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to a Core.Set#SET_UNIT.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

Core.Set#SET_UNIT MessageSetUnit

The SET_UNIT collection receiving the message.

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Send a message to a Wrapper.Unit.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

Wrapper.Unit#UNIT MessageUnit

The UNIT object receiving the message.

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Send a message to a coalition.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

The message type that determines the duration.

DCS#coalition MessageCoalition

The Coalition receiving the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message of a message type to a Wrapper.Group.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

The message type that determines the duration.

Wrapper.Group#GROUP MessageGroup

The GROUP object receiving the message.

#string Name

(Optional) The Name of the sender. If not provided, the Name is the type of the POSITIONABLE.

Create a new POSITIONABLE from a DCSPositionable

Defined in:

Parameter:

#string PositionableName

The POSITIONABLE name

Return value:

Remove cargo.

Defined in:

Parameter:

Return value:

Set Cargo Bay Weight Limit in kg.

Defined in:

Parameter:

#number WeightLimit

(Optional) Weight limit in kg. If not given, the value is taken from the descriptors or hard coded.

Smoke the POSITIONABLE.

Defined in:

Parameters:

The smoke color.

#number Range

The range in meters to randomize the smoking around the POSITIONABLE.

#number AddHeight

The height in meters to add to the altitude of the POSITIONABLE.

Smoke the POSITIONABLE Blue.

Smoke the POSITIONABLE Green.

Smoke the POSITIONABLE Orange.

Smoke the POSITIONABLE Red.

Smoke the POSITIONABLE White.

Field(s)

#string SCENERY.ClassName

Name of the class.

#number SCENERY.Life0

Initial life points.

#string SCENERY.SceneryName

Name of the scenery object.

DCS#Object SCENERY.SceneryObject

DCS scenery object.

Function(s)

Gets the CallSign of the IDENTIFIABLE, which is a blank by default.

Defined in:

Return value:

#string:

The CallSign of the IDENTIFIABLE.

Returns object category of the DCS Identifiable.

One of

  • Object.Category.UNIT = 1
  • Object.Category.WEAPON = 2
  • Object.Category.STATIC = 3
  • Object.Category.BASE = 4
  • Object.Category.SCENERY = 5
  • Object.Category.Cargo = 6

For UNITs this returns a second value, one of

Unit.Category.AIRPLANE = 0
Unit.Category.HELICOPTER = 1
Unit.Category.GROUND_UNIT = 2
Unit.Category.SHIP = 3
Unit.Category.STRUCTURE = 4

Defined in:

Return values:

The category ID, i.e. a number.

The unit category ID, i.e. a number. For units only.

Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.

Defined in:

Return value:

#string:

The DCS Identifiable Category Name

Returns coalition of the Identifiable.

Defined in:

Return value:

The side of the coalition or #nil The DCS Identifiable is not existing or alive.

Returns the name of the coalition of the Identifiable.

Defined in:

Return values:

#string:

The name of the coalition.

#nil:

The DCS Identifiable is not existing or alive.

Returns country of the Identifiable.

Defined in:

Return value:

The country identifier or #nil The DCS Identifiable is not existing or alive.

Returns country name of the Identifiable.

Defined in:

Return value:

#string:

Name of the country.

Returns Identifiable descriptor.

Descriptor type depends on Identifiable category.

Defined in:

Return value:

The Identifiable descriptor or #nil The DCS Identifiable is not existing or alive.

Returns DCS Identifiable object name.

The function provides access to non-activated objects too.

Defined in:

Return value:

#string:

The name of the DCS Identifiable or #nil.

Gets the threat level.

Defined in:

Return values:

#number:

Threat level.

#string:

Type.

Returns the type name of the DCS Identifiable.

Defined in:

Return value:

#string:

The type name of the DCS Identifiable.

Check if the Object has the attribute.

Defined in:

Parameter:

#string AttributeName

The attribute name.

Return value:

#boolean:

true if the attribute exists or #nil The DCS Identifiable is not existing or alive.

Returns if the Identifiable is alive.

If the Identifiable is not alive, nil is returned.
If the Identifiable is alive, true is returned.

Defined in:

Return value:

#boolean:

true if Identifiable is alive or #nil if the Identifiable is not existing or is not alive.

Create a new IDENTIFIABLE from a DCSIdentifiable

Defined in:

Parameter:

#string IdentifiableName

The DCS Identifiable name

Return value:

Field(s)

#string SCENERY.ClassName

Name of the class.

#number SCENERY.Life0

Initial life points.

#string SCENERY.SceneryName

Name of the scenery object.

DCS#Object SCENERY.SceneryObject

DCS scenery object.

Function(s)

Destroys the OBJECT.

Defined in:

Return value:

#boolean:

Returns true if the object is destroyed or #nil if the object is nil.

Returns the unit's unique identifier.

Defined in:

Return value:

ObjectID or #nil if the DCS Object is not existing or alive. Note that the ID is passed as a string and not a number.

Create a new OBJECT from a DCSObject

Defined in:

Parameter:

DCS#Object ObjectName

The Object name

Return value:

self

Field(s)

#string SCENERY.ClassName

Name of the class.

#number SCENERY.Life0

Initial life points.

#string SCENERY.SceneryName

Name of the scenery object.

DCS#Object SCENERY.SceneryObject

DCS scenery object.

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

Defined in:

Parameter:

the dynamic cargo object

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

Defined in:

Parameter:

the dynamic cargo object

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

Defined in:

Parameter:

the dynamic cargo object

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

Defined in:

Parameter:

the dynamic cargo object

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

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

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

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

Defined in:

Parameter:

The EventData structure.

Occurs when a dynamic cargo crate is removed.

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

Defined in:

Parameter:

The EventData structure.

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

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

Defined in:

Parameter:

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.

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

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

Defined in:

Parameter:

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