Module Wrapper.Weapon
Wrapper - Weapon functions.
Main Features:
- Convenient access to DCS API functions
- Track weapon and get impact position
- Get launcher and target of weapon
- Define callback function when weapon impacts
- Define callback function when tracking weapon
- Mark impact points on F10 map
- Put coloured smoke on impact points
Additional Material:
- Demo Missions: GitHub
- YouTube videos: None
- Guides: None
Author: funkyfranky
Global(s)
Global WEAPON |
In the long run, the sharpest weapon of all is a kind and gentle spirit. -- Anne Frank The WEAPON ConceptThe WEAPON class offers an easy-to-use wrapper interface to all DCS API functions. |
In the long run, the sharpest weapon of all is a kind and gentle spirit. -- Anne Frank
The WEAPON Concept
The WEAPON class offers an easy-to-use wrapper interface to all DCS API functions.
Probably, the most striking highlight is that the position of the weapon can be tracked and its impact position can be determined, which is not possible with the native DCS scripting engine functions.
Note that this wrapper class is different from most others as weapon objects cannot be found with a DCS API function like getByName()
.
They can only be found in DCS events like the "Shot" event, where the weapon object is contained in the event data.
Tracking
The status of the weapon can be tracked with the WEAPON.StartTrack function. This function will try to determin the position of the weapon in (normally) relatively small time steps. The time step can be set via the WEAPON.SetTimeStepTrack function and is by default set to 0.01 seconds.
Once the position cannot be retrieved any more, the weapon has impacted (or was destroyed otherwise) and the last known position is safed as the impact point. The impact point can be accessed with the WEAPON.GetImpactVec3 or WEAPON.GetImpactCoordinate functions.
Impact Point Marking
You can mark the impact point on the F10 map with WEAPON.SetMarkImpact.
You can also trigger coloured smoke at the impact point via WEAPON.SetSmokeImpact.
Callback functions
It is possible to define functions that are called during the tracking of the weapon and upon impact, which help you to customize further actions.
Callback on Impact
The function called on impact can be set with WEAPON.SetFuncImpact
Callback when Tracking
The function called each time the weapon status is tracked can be set with WEAPON.SetFuncTrack
Target
If the weapon has a specific target, you can get it with the WEAPON.GetTarget function. Note that the object, which is returned can vary. Normally, it is a UNIT but it could also be a STATIC object.
Also note that the weapon does not always have a target, it can loose a target and re-aquire it and the target might change to another unit.
You can get the target name with the WEAPON.GetTargetName function.
The distance to the target is returned by the WEAPON.GetTargetDistance function.
Category
The category (bomb, rocket, missile, shell, torpedo) of the weapon can be retrieved with the WEAPON.GetCategory function.
You can check if the weapon is a
- bomb with WEAPON.IsBomb
- rocket with WEAPON.IsRocket
- missile with WEAPON.IsMissile
- shell with WEAPON.IsShell
- torpedo with WEAPON.IsTorpedo
Parameters
You can get various parameters of the weapon, e.g.
- position: WEAPON.GetVec3, WEAPON.GetVec2, WEAPON.GetCoordinate
- speed: WEAPON.GetSpeed
- coalition: WEAPON.GetCoalition
- country: WEAPON.GetCountry
Dependencies
This class is used (at least) in the MOOSE classes:
- RANGE (to determine the impact points of bombs and missiles)
- ARTY (to destroy and replace shells with smoke or illumination)
- FOX (to destroy the missile before it hits the target)
Type(s)
Fields and Methods inherited from WEAPON | Description |
---|---|
Name of the class. |
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Destroy the weapon object. |
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Get coalition. |
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Get country. |
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Get DCS object. |
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Get the impact coordinate. |
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Get the heading of the weapon when it impacted. |
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Get the impact position vector. |
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Get the unit that launched the weapon. |
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Get the altitude above ground level at which the weapon was released |
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Get the altitude above sea level at which the weapon was released |
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Get the coordinate where the weapon was released |
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Get the heading on which the weapon was released |
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Get the pitch of the unit when the weapon was released |
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Get speed of weapon. |
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Get the target, which the weapon is guiding to. |
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Get the distance to the current target the weapon is guiding to. |
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Get name the current target the weapon is guiding to. |
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Get type name. |
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Get the current 2D position vector. |
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Get the current 3D position vector. |
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Get velocity vector of weapon. |
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Check if weapon is in the air. |
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Check if weapon is a bomb. |
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Check if weapon object (still) exists. |
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Check if weapon is a Fox One missile (Radar Semi-Active). |
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Check if weapon is a Fox Three missile (Radar Active). |
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Check if weapon is a Fox Two missile (IR guided). |
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Check if weapon is a missile. |
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Check if weapon is a rocket. |
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Check if weapon is a shell. |
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Check if weapon is a torpedo. |
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Create a new WEAPON object from the DCS weapon object. |
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Set distance of intercept point for estimated impact point. |
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Set callback function when weapon impacted or was destroyed otherwise, i.e. cannot be tracked any more. |
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Set callback function when weapon is tracked and still alive. |
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Mark impact point on the F10 map. |
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Put smoke on impact point. |
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Set track position time step. |
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Set verbosity level. |
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Start tracking the weapon until it impacts or is destroyed otherwise. |
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Stop tracking the weapon by removing the scheduler function. |
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Compute estimated intercept/impact point (IP) based on last known position and direction. |
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Track weapon until impact. |
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Weapon category 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB, 4=TORPEDO (Weapon.Category.X). |
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Missile category 0=AAM, 1=SAM, 2=BM, 3=ANTI_SHIP, 4=CRUISE, 5=OTHER (Weapon.MissileCategory.X). |
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Coalition ID. |
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Coordinate object of the weapon. Can be used in other classes. |
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Country ID. |
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Descriptor table. |
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Distance in meters for the intercept point estimation. |
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Time step in seconds for tracking scheduler. |
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Missile guidance descriptor. |
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Optional arguments for the impact callback function. |
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Impact coordinate. |
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If |
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Distance in meters to the estimated impact point. If smaller, then weapon is destroyed. |
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Callback function for weapon impact. |
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If |
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If |
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Colour of impact point smoke. |
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Impact 3D vector. |
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Launcher DCS unit. |
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Name of launcher unit. |
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Launcher Unit. |
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Class id string for output to DCS log file. |
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Name of the weapon object. |
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Last known 3D position and direction vector of the tracked weapon. |
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Last known target. |
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Optional arguments for the track callback function. |
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Callback function when weapon is tracked and alive. |
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Tracking scheduler ID. Can be used to remove/destroy the scheduler function. |
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If |
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Type name of the weapon. |
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Last known 3D position vector of the tracked weapon. |
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Verbosity level. |
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WEAPON class version. |
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The DCS weapon object. |
Fields and Methods inherited from POSITIONABLE | Description |
---|---|
Add cargo. |
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Get cargo item count. |
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Clear all cargo. |
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Destroys the POSITIONABLE. |
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Triggers an explosion at the coordinates of the positionable. |
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Signal a flare at the position of the POSITIONABLE. |
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Signal a green flare at the position of the POSITIONABLE. |
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Signal a red flare at the position of the POSITIONABLE. |
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Signal a white flare at the position of the POSITIONABLE. |
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Signal a yellow flare at the position of the POSITIONABLE. |
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Returns the indicated airspeed (IAS). |
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Returns the true airspeed (TAS). |
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Returns the altitude above sea level of the POSITIONABLE. |
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Returns the Angle of Attack of a POSITIONABLE. |
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Create a Core.Beacon#BEACON, to allow this POSITIONABLE to broadcast beacon signals. |
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Get the bounding box of the underlying POSITIONABLE DCS Object. |
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Get the bounding radius of the underlying POSITIONABLE DCS Object. |
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Get all contained cargo. |
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Get Cargo Bay Free Weight in kg. |
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Get Cargo Bay Weight Limit in kg. |
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Returns the climb or descent angle of the POSITIONABLE. |
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Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission. |
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Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission. |
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Returns the DCS object. |
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Returns the horizonal speed relative to eath's surface. |
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Returns the POSITIONABLE heading in degrees. |
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Returns the POSITIONABLE height above sea level in meters. |
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Get the last assigned laser code |
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Returns a message with the callsign embedded (if there is one). |
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Returns the message text with the callsign embedded (if there is one). |
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Returns a message of a specified type with the callsign embedded (if there is one). |
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Get the object size. |
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Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE. |
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Returns a {@DCS#Vec3} table of the objects current orientation in 3D space. |
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Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e. |
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Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e. |
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Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e. |
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Returns the pitch angle of a POSITIONABLE. |
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Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission. |
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Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission. |
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Returns a pos3 table of the objects current position and orientation in 3D space. |
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Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission. |
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Create a Sound.Radio#RADIO, to allow radio transmission for this POSITIONABLE. |
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Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission. |
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Returns a COORDINATE object, which is transformed to be relative to the POSITIONABLE. |
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Get relative velocity with respect to another POSITIONABLE. |
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Returns the roll angle of a unit. |
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Get the Spot |
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Get the number of infantry soldiers that can be embarked into an aircraft (airplane or helicopter). |
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Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission. |
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Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission. |
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Returns the Core.Velocity object from the POSITIONABLE. |
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Returns the POSITIONABLE velocity in km/h. |
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Returns the POSITIONABLE velocity in knots. |
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Returns the POSITIONABLE velocity in meters per second. |
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Returns the POSITIONABLE velocity Vec3 vector. |
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Returns the yaw angle of a POSITIONABLE. |
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Returns if carrier has given cargo. |
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Returns true if the POSITIONABLE is in the air. |
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Returns if the Positionable is located above a runway. |
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Returns if the unit is of an air category. |
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Is cargo bay empty. |
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Returns if the unit is of an ground category. |
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Returns true if the unit is within a Core.Zone. |
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Check if the POSITIONABLE is lasing a target. |
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Returns true if the unit is not within a Core.Zone. |
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Returns if the unit is of ship category. |
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Returns if the unit is a submarine. |
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Start Lasing a COORDINATE. |
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Stop Lasing a POSITIONABLE. |
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Start Lasing a POSITIONABLE. |
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Send a message to the players in the Wrapper.Group. |
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Send a message to all coalitions. |
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Send a message to the blue coalition. |
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Send a message to a client. |
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WEAPON:MessageToCoalition(Message, Duration, MessageCoalition, Name) |
Send a message to a coalition. |
WEAPON:MessageToGroup(Message, Duration, MessageGroup, Name) |
Send a message to a Wrapper.Group. |
Send a message to the red coalition. |
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WEAPON:MessageToSetGroup(Message, Duration, MessageSetGroup, Name) |
Send a message to a Core.Set#SET_GROUP. |
WEAPON:MessageToSetUnit(Message, Duration, MessageSetUnit, Name) |
Send a message to a Core.Set#SET_UNIT. |
Send a message to a Wrapper.Unit. |
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WEAPON:MessageTypeToCoalition(Message, MessageType, MessageCoalition, Name) |
Send a message to a coalition. |
WEAPON:MessageTypeToGroup(Message, MessageType, MessageGroup, Name) |
Send a message of a message type to a Wrapper.Group. |
Create a new POSITIONABLE from a DCSPositionable |
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Remove cargo. |
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Set Cargo Bay Weight Limit in kg. |
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Smoke the POSITIONABLE. |
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Smoke the POSITIONABLE Blue. |
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Smoke the POSITIONABLE Green. |
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Smoke the POSITIONABLE Orange. |
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Smoke the POSITIONABLE Red. |
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Smoke the POSITIONABLE White. |
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Coordinate object. |
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Point Vec3 object. |
Fields and Methods inherited from IDENTIFIABLE | Description |
---|---|
Gets the CallSign of the IDENTIFIABLE, which is a blank by default. |
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Returns object category of the DCS Identifiable. |
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Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor. |
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Returns coalition of the Identifiable. |
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Returns the name of the coalition of the Identifiable. |
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Returns country of the Identifiable. |
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Returns country name of the Identifiable. |
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Returns Identifiable descriptor. |
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Returns DCS Identifiable object name. |
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Gets the threat level. |
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Returns the type name of the DCS Identifiable. |
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Check if the Object has the attribute. |
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The name of the identifiable. |
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Returns if the Identifiable is alive. |
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Create a new IDENTIFIABLE from a DCSIdentifiable |
Fields and Methods inherited from OBJECT | Description |
---|---|
Destroys the OBJECT. |
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Returns the unit's unique identifier. |
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Create a new OBJECT from a DCSObject |
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The name of the Object. |
Fields and Methods inherited from BASE | Description |
---|---|
The ID number of the class. |
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The name of the class. |
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The name of the class concatenated with the ID number of the class. |
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Clear the state of an object. |
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WEAPON:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
WEAPON:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
WEAPON:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
Creation of a Dead Event. |
Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. |
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Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. |
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Creation of a |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Creation of a Crash Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Core.Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
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Log an information which will be traced always. |
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This is the worker method to inherit from a parent class. |
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This is the worker method to check if an object is an (sub)instance of a class. |
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Enquires if tracing is on (for the class). |
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BASE constructor. |
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Occurs when an Event for an object is triggered. |
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BDA. |
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Occurs when a ground unit captures either an airbase or a farp. |
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Occurs when any object is spawned into the mission. |
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Occurs when any aircraft crashes into the ground and is completely destroyed. |
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Occurs when an object is dead. |
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Unknown precisely what creates this event, likely tied into newer damage model. |
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Discard chair after ejection. |
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Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. |
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Occurs when a dynamic cargo crate is removed. |
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Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. |
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Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when any aircraft shuts down its engines. |
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Occurs when any aircraft starts its engines. |
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Occurs whenever an object is hit by a weapon. |
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Occurs when any system fails on a human controlled aircraft. |
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Occurs on the death of a unit. |
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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. |
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Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
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Landing quality mark. |
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Occurs when a new mark was added. |
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Occurs when a mark text was changed. |
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Occurs when a mark was removed. |
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Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. |
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Weapon add. |
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Occurs when the pilot of an aircraft is killed. |
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Occurs when a player enters a slot and takes control of an aircraft. |
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Occurs when any player assumes direct control of a unit. |
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Occurs when any player relieves control of a unit to the AI. |
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Occurs when an aircraft connects with a tanker and begins taking on fuel. |
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Occurs when an aircraft is finished taking fuel. |
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Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
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Occurs when any unit stops firing its weapon. |
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Occurs when any unit begins firing a weapon that has a high rate of fire. |
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Occurs whenever any unit in a mission fires a weapon. |
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Occurs when an aircraft takes off from an airbase, farp, or ship. |
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Trigger zone. |
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Occurs when the game thinks an object is destroyed. |
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Schedule a new time event. |
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WEAPON:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
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Set the Class Core.Event processing Priority. |
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Set a state or property of the Object given a Key and a Value. |
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Trace a function logic level 1. |
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Trace a function logic level 2. |
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Trace a function logic level 3. |
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Trace all methods in MOOSE |
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Set tracing for a class |
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Set tracing for a specific method of class |
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Set trace level |
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Set trace off. |
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Set trace on. |
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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. |
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UnSubscribe to a DCS event. |
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WEAPON:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
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WEAPON:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
WEAPON class.
Field(s)
Name of the class.
Weapon category 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB, 4=TORPEDO (Weapon.Category.X).
Missile category 0=AAM, 1=SAM, 2=BM, 3=ANTI_SHIP, 4=CRUISE, 5=OTHER (Weapon.MissileCategory.X).
Coalition ID.
Coordinate object of the weapon. Can be used in other classes.
Country ID.
Distance in meters for the intercept point estimation.
Time step in seconds for tracking scheduler.
Optional arguments for the impact callback function.
If true
, destroy weapon before impact. Requires tracking to be started and sufficiently small time step.
Distance in meters to the estimated impact point. If smaller, then weapon is destroyed.
Callback function for weapon impact.
Safe impact heading, using last_velocity because self:GetVelocityVec3() is no longer possible
If true
, the impact point is marked on the F10 map. Requires tracking to be started.
If true
, the impact point is marked by smoke. Requires tracking to be started.
Colour of impact point smoke.
Safe the last velocity of the weapon. This is needed to get the impact heading
Name of launcher unit.
Class id string for output to DCS log file.
Name of the weapon object.
Optional arguments for the track callback function.
Callback function when weapon is tracked and alive.
Tracking scheduler ID. Can be used to remove/destroy the scheduler function.
If true
, scheduler will keep tracking. Otherwise, function will return nil and stop tracking.
Type name of the weapon.
Verbosity level.
WEAPON class version.
Function(s)
Destroy the weapon object.
Defined in:
WEAPON
Parameter:
#number Delay
Delay before destroy in seconds.
Return value:
self
Get DCS object.
Get the impact coordinate.
Note that this might not exist if the weapon has not impacted yet!
Get the heading of the weapon when it impacted.
Note that this might not exist if the weapon has not impacted yet!
Defined in:
WEAPON
Parameter:
#bool AccountForMagneticInclination
(Optional) If true will account for the magnetic declination of the current map. Default is true
Return value:
#number:
Heading
Get the impact position vector.
Note that this might not exist if the weapon has not impacted yet!
Get the unit that launched the weapon.
Get the altitude above ground level at which the weapon was released
Defined in:
WEAPON
Return value:
#number:
Altitude in meters
Get the altitude above sea level at which the weapon was released
Defined in:
WEAPON
Return value:
#number:
Altitude in meters
Get the coordinate where the weapon was released
Get the heading on which the weapon was released
Defined in:
WEAPON
Parameter:
#bool AccountForMagneticInclination
(Optional) If true will account for the magnetic declination of the current map. Default is true
Return value:
#number:
Heading
Get the pitch of the unit when the weapon was released
Defined in:
WEAPON
Return value:
#number:
Degrees
Get speed of weapon.
Defined in:
WEAPON
Parameter:
#function ConversionFunction
(Optional) Conversion function from m/s to desired unit, e.g. UTILS.MpsToKmph
.
Return value:
#number:
Speed in meters per second.
Get the target, which the weapon is guiding to.
Defined in:
WEAPON
Return value:
The target object, which can be a UNIT or STATIC object.
Get the distance to the current target the weapon is guiding to.
Defined in:
WEAPON
Parameter:
#function ConversionFunction
(Optional) Conversion function from meters to desired unit, e.g. UTILS.MpsToKmph
.
Return value:
#number:
Distance from weapon to target in meters.
Get name the current target the weapon is guiding to.
Defined in:
WEAPON
Return value:
#string:
Name of the target or "None" if no target.
Get the current 2D position vector.
Get the current 3D position vector.
Get velocity vector of weapon.
Defined in:
WEAPON
Return value:
Velocity vector with x, y and z components in meters/second.
Check if weapon is in the air.
Obviously not really useful for torpedos. Well, then again, this is DCS...
Defined in:
WEAPON
Return value:
#boolean:
If true
, weapon is in the air and false
if not. Returns nil
if weapon object itself is nil
.
Check if weapon is a bomb.
Defined in:
WEAPON
Return value:
#boolean:
If true
, is a bomb.
Check if weapon object (still) exists.
Defined in:
WEAPON
Return value:
#boolean:
If true
, the weapon object still exists and false
otherwise. Returns nil
if weapon object itself is nil
.
Check if weapon is a Fox One missile (Radar Semi-Active).
Defined in:
WEAPON
Return value:
#boolean:
If true
, is a Fox One.
Check if weapon is a Fox Three missile (Radar Active).
Defined in:
WEAPON
Return value:
#boolean:
If true
, is a Fox Three.
Check if weapon is a Fox Two missile (IR guided).
Defined in:
WEAPON
Return value:
#boolean:
If true
, is a Fox Two.
Check if weapon is a missile.
Defined in:
WEAPON
Return value:
#boolean:
If true
, is a missile.
Check if weapon is a rocket.
Defined in:
WEAPON
Return value:
#boolean:
If true
, is a missile.
Check if weapon is a shell.
Defined in:
WEAPON
Return value:
#boolean:
If true
, is a shell.
Check if weapon is a torpedo.
Defined in:
WEAPON
Return value:
#boolean:
If true
, is a torpedo.
Create a new WEAPON object from the DCS weapon object.
Set distance of intercept point for estimated impact point.
If the weapon cannot be tracked any more, the intercept point from its last known position and direction is used to get a better approximation of the impact point. Can be useful when using longer time steps in the tracking and still achieve a good result on the impact point. It uses the DCS function getIP.
Defined in:
WEAPON
Parameter:
#number Distance
Distance in meters. Default is 50 m. Set to 0 to deactivate.
Return value:
self
Set callback function when weapon impacted or was destroyed otherwise, i.e. cannot be tracked any more.
Defined in:
WEAPON
Parameters:
#function FuncImpact
Function called once the weapon impacted.
...
Optional function arguments.
Return value:
self
Usage:
-- Function called on impact.
local function OnImpact(Weapon)
Weapon:GetImpactCoordinate():MarkToAll("Impact Coordinate of weapon")
end
-- Set which function to call.
myweapon:SetFuncImpact(OnImpact)
-- Start tracking.
myweapon:Track()
Set callback function when weapon is tracked and still alive.
The first argument will be the WEAPON object. Note that this can be called many times per second. So be careful for performance reasons.
Defined in:
WEAPON
Parameters:
#function FuncTrack
Function called during tracking.
...
Optional function arguments.
Return value:
self
Mark impact point on the F10 map.
This requires that the tracking has been started.
Defined in:
WEAPON
Parameter:
#boolean Switch
If true
or nil, impact is marked.
Return value:
self
Put smoke on impact point.
This requires that the tracking has been started.
Defined in:
WEAPON
Parameters:
#boolean Switch
If true
or nil, impact is smoked.
#number SmokeColor
Color of smoke. Default is SMOKECOLOR.Red
.
Return value:
self
Set track position time step.
Defined in:
WEAPON
Parameter:
#number TimeStep
Time step in seconds when the position is updated. Default 0.01 sec ==> 100 evaluations per second.
Return value:
self
Set verbosity level.
Defined in:
WEAPON
Parameter:
#number VerbosityLevel
Level of output (higher=more). Default 0.
Return value:
self
Start tracking the weapon until it impacts or is destroyed otherwise.
The position of the weapon is monitored in small time steps. Once the position cannot be determined anymore, the monitoring is stopped and the last known position is the (approximate) impact point. Of course, the smaller the time step, the better the position can be determined. However, this can hit the performance as many calculations per second need to be carried out.
Defined in:
WEAPON
Parameter:
#number Delay
Delay in seconds before the tracking starts. Default 0.001 sec.
Return value:
self
Stop tracking the weapon by removing the scheduler function.
Defined in:
WEAPON
Parameter:
#number Delay
(Optional) Delay in seconds before the tracking is stopped.
Return value:
self
Compute estimated intercept/impact point (IP) based on last known position and direction.
Defined in:
WEAPON
Parameter:
#number Distance
Distance in meters. Default 50 m.
Return value:
Estimated intercept/impact point. Can also return nil
, if no IP can be determined.
Track weapon until impact.
Defined in:
WEAPON
Parameter:
DCS#Time time
Time in seconds.
Return value:
#number:
Time when called next or nil if not called again.
Field(s)
Name of the class.
Weapon category 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB, 4=TORPEDO (Weapon.Category.X).
Missile category 0=AAM, 1=SAM, 2=BM, 3=ANTI_SHIP, 4=CRUISE, 5=OTHER (Weapon.MissileCategory.X).
Coalition ID.
Coordinate object of the weapon. Can be used in other classes.
Country ID.
Distance in meters for the intercept point estimation.
Time step in seconds for tracking scheduler.
Optional arguments for the impact callback function.
If true
, destroy weapon before impact. Requires tracking to be started and sufficiently small time step.
Distance in meters to the estimated impact point. If smaller, then weapon is destroyed.
Callback function for weapon impact.
Safe impact heading, using last_velocity because self:GetVelocityVec3() is no longer possible
If true
, the impact point is marked on the F10 map. Requires tracking to be started.
If true
, the impact point is marked by smoke. Requires tracking to be started.
Colour of impact point smoke.
Safe the last velocity of the weapon. This is needed to get the impact heading
Name of launcher unit.
Class id string for output to DCS log file.
Name of the weapon object.
Optional arguments for the track callback function.
Callback function when weapon is tracked and alive.
Tracking scheduler ID. Can be used to remove/destroy the scheduler function.
If true
, scheduler will keep tracking. Otherwise, function will return nil and stop tracking.
Type name of the weapon.
Verbosity level.
WEAPON class version.
Function(s)
Add cargo.
Get cargo item count.
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:
self
Signal a flare at the position of the POSITIONABLE.
Signal a green flare at the position of the POSITIONABLE.
Defined in:
Signal a red flare at the position of the POSITIONABLE.
Defined in:
Signal a white flare at the position of the POSITIONABLE.
Defined in:
Signal a yellow flare at the position of the POSITIONABLE.
Defined in:
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:
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.
Get the bounding box of the underlying POSITIONABLE DCS Object.
Defined in:
Return values:
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.
Get Cargo Bay Weight Limit 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.
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
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:
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:
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
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:
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.
Defined in:
Get 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:
Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission.
Defined in:
Return values:
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.
Returns the POSITIONABLE 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:
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:
Cargo
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:
Core.Zone#ZONE_BASE Zone
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.
Returns true if the unit is not within a Core.Zone.
Defined in:
Parameter:
Core.Zone#ZONE_BASE Zone
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.
Start Lasing a COORDINATE.
Defined in:
Parameters:
Core.Point#COORDINATE Coordinate
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.
Wrapper.Client#CLIENT Client
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
Core.Message#MESSAGE.Type MessageType
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
Core.Message#MESSAGE.Type MessageType
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:
self
Remove cargo.
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:
Utilities.Utils#SMOKECOLOR SmokeColor
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.
Field(s)
Name of the class.
Weapon category 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB, 4=TORPEDO (Weapon.Category.X).
Missile category 0=AAM, 1=SAM, 2=BM, 3=ANTI_SHIP, 4=CRUISE, 5=OTHER (Weapon.MissileCategory.X).
Coalition ID.
Coordinate object of the weapon. Can be used in other classes.
Country ID.
Distance in meters for the intercept point estimation.
Time step in seconds for tracking scheduler.
Optional arguments for the impact callback function.
If true
, destroy weapon before impact. Requires tracking to be started and sufficiently small time step.
Distance in meters to the estimated impact point. If smaller, then weapon is destroyed.
Callback function for weapon impact.
Safe impact heading, using last_velocity because self:GetVelocityVec3() is no longer possible
If true
, the impact point is marked on the F10 map. Requires tracking to be started.
If true
, the impact point is marked by smoke. Requires tracking to be started.
Colour of impact point smoke.
Safe the last velocity of the weapon. This is needed to get the impact heading
Name of launcher unit.
Class id string for output to DCS log file.
Name of the weapon object.
Optional arguments for the track callback function.
Callback function when weapon is tracked and alive.
Tracking scheduler ID. Can be used to remove/destroy the scheduler function.
If true
, scheduler will keep tracking. Otherwise, function will return nil and stop tracking.
Type name of the weapon.
Verbosity level.
WEAPON class version.
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.
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.
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:
self
Field(s)
Name of the class.
Weapon category 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB, 4=TORPEDO (Weapon.Category.X).
Missile category 0=AAM, 1=SAM, 2=BM, 3=ANTI_SHIP, 4=CRUISE, 5=OTHER (Weapon.MissileCategory.X).
Coalition ID.
Coordinate object of the weapon. Can be used in other classes.
Country ID.
Distance in meters for the intercept point estimation.
Time step in seconds for tracking scheduler.
Optional arguments for the impact callback function.
If true
, destroy weapon before impact. Requires tracking to be started and sufficiently small time step.
Distance in meters to the estimated impact point. If smaller, then weapon is destroyed.
Callback function for weapon impact.
Safe impact heading, using last_velocity because self:GetVelocityVec3() is no longer possible
If true
, the impact point is marked on the F10 map. Requires tracking to be started.
If true
, the impact point is marked by smoke. Requires tracking to be started.
Colour of impact point smoke.
Safe the last velocity of the weapon. This is needed to get the impact heading
Name of launcher unit.
Class id string for output to DCS log file.
Name of the weapon object.
Optional arguments for the track callback function.
Callback function when weapon is tracked and alive.
Tracking scheduler ID. Can be used to remove/destroy the scheduler function.
If true
, scheduler will keep tracking. Otherwise, function will return nil and stop tracking.
Type name of the weapon.
Verbosity level.
WEAPON class version.
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
Field(s)
Name of the class.
Weapon category 0=SHELL, 1=MISSILE, 2=ROCKET, 3=BOMB, 4=TORPEDO (Weapon.Category.X).
Missile category 0=AAM, 1=SAM, 2=BM, 3=ANTI_SHIP, 4=CRUISE, 5=OTHER (Weapon.MissileCategory.X).
Coalition ID.
Coordinate object of the weapon. Can be used in other classes.
Country ID.
Distance in meters for the intercept point estimation.
Time step in seconds for tracking scheduler.
Optional arguments for the impact callback function.
If true
, destroy weapon before impact. Requires tracking to be started and sufficiently small time step.
Distance in meters to the estimated impact point. If smaller, then weapon is destroyed.
Callback function for weapon impact.
Safe impact heading, using last_velocity because self:GetVelocityVec3() is no longer possible
If true
, the impact point is marked on the F10 map. Requires tracking to be started.
If true
, the impact point is marked by smoke. Requires tracking to be started.
Colour of impact point smoke.
Safe the last velocity of the weapon. This is needed to get the impact heading
Name of launcher unit.
Class id string for output to DCS log file.
Name of the weapon object.
Optional arguments for the track callback function.
Callback function when weapon is tracked and alive.
Tracking scheduler ID. Can be used to remove/destroy the scheduler function.
If true
, scheduler will keep tracking. Otherwise, function will return nil and stop tracking.
Type name of the weapon.
Verbosity level.
WEAPON class version.
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.
Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT
event.
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.
Returns the event dispatcher
Remove all subscribed events
Trace a function call.
Must be at the beginning of the function logic.
Trace a function call level 2.
Must be at the beginning of the function logic.
Trace a function call level 3.
Must be at the beginning of the function logic.
Get the ClassID of the class instance.
Get the ClassName of the class instance.
Get the ClassName + ClassID of the class instance.
The ClassName + ClassID is formatted as '%s#%09d'.
Get the Class Core.Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
This is the worker method to retrieve the Parent class.
Note that the Parent class must be passed to call the parent class method.
self:GetParent(self):ParentMethod()
Get a Value given a Key from the Object.
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
Key
The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
Return value:
The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
Subscribe to a DCS Event.
Defined in:
Parameters:
Core.Event#EVENTS EventID
Event ID.
#function EventFunction
(optional) The function to be called when the event occurs for the unit.
Return value:
Log an information which will be traced always.
Can be anywhere within the function logic.
This is the worker method to inherit from a parent class.
Defined in:
Parameters:
Child
is the Child class that inherits.
#BASE Parent
is the Parent class that the Child inherits from.
Return value:
Child
This is the worker method to check if an object is an (sub)instance of a class.
Examples:
ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
Defined in:
Parameter:
ClassName
is the name of the class or the class itself to run the check against
Return value:
#boolean:
Enquires if tracing is on (for the class).
BASE constructor.
This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
function EVENT:New()
local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
return self
end
Occurs when an Event for an object is triggered.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that triggered the event.
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.
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
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
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.
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.
Discard chair after ejection.
Have a look at the class Core.Event#EVENT as these are just the prototypes.
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.
Occurs when a dynamic cargo crate is removed.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
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.
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
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.
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.
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.
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
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
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
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.
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.
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.
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.
Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
Trace a function logic level 2.
Can be anywhere within the function logic.
Trace a function logic level 3.
Can be anywhere within the function logic.
Trace all methods in MOOSE
Set tracing for a class
Set tracing for a specific method of class
Set trace off.
Set trace on.
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.
So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.
Defined in:
Parameter:
#boolean TraceOnOff
Switch the tracing on or off.
Usage:
-- Switch the tracing On
BASE:TraceOnOff( true )
-- Switch the tracing Off
BASE:TraceOnOff( false )
UnSubscribe to a DCS event.
Trace a function call.
This function is private.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
(Internal) Serialize arguments
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.