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Module Core.Beacon

Core - TACAN and other beacons.


Features:

  • Provide beacon functionality to assist pilots.

Authors: Hugues "Grey_Echo" Bousquet, funkyfranky

Global(s)

Global BEACON

Type(s)

Fields and Methods inherited from BEACON Description

BEACON:AATACAN(TACANChannel, Message, Bearing, BeaconDuration)

DEPRECATED: Please use BEACON() instead.

BEACON:ActivateICLS(Channel, Callsign, Duration)

Activates an ICLS BEACON.

BEACON:ActivateTACAN(Channel, Mode, Message, Bearing, Duration)

Activates a TACAN BEACON.

BEACON.ClassName

Name of the class "BEACON".

BEACON:New(Positionable)

Create a new BEACON Object.

BEACON.Positionable

The #CONTROLLABLE that will receive radio capabilities.

BEACON:RadioBeacon(FileName, Frequency, Modulation, Power, BeaconDuration)

Activates a general purpose Radio Beacon This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency.

BEACON:StopAATACAN()

Stops the AA TACAN BEACON

BEACON:StopRadioBeacon()

Stops the Radio Beacon

BEACON.System

BEACON.Type

BEACON:_TACANToFrequency(TACANChannel, TACANMode)

Converts a TACAN Channel/Mode couple into a frequency in Hz

BEACON.name

Fields and Methods inherited from BASE Description

BEACON.ClassID

The ID number of the class.

BEACON.ClassName

The name of the class.

BEACON.ClassNameAndID

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

BEACON:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

BEACON:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

BEACON:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

BEACON:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

BEACON:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

BEACON:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

BEACON:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

BEACON:E(Arguments)

Log an exception which will be traced always.

BEACON:EventDispatcher()

Returns the event dispatcher

BEACON:EventRemoveAll()

Remove all subscribed events

BEACON:F(Arguments)

Trace a function call.

BEACON:F2(Arguments)

Trace a function call level 2.

BEACON:F3(Arguments)

Trace a function call level 3.

BEACON:GetClassID()

Get the ClassID of the class instance.

BEACON:GetClassName()

Get the ClassName of the class instance.

BEACON:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

BEACON:GetEventPriority()

Get the Class Event processing Priority.

BEACON:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

BEACON:GetState(Object, Key)

Get a Value given a Key from the Object.

BEACON:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

BEACON:I(Arguments)

Log an information which will be traced always.

BEACON:Inherit(Child, Parent)

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

BEACON:IsInstanceOf(ClassName)

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

BEACON:IsTrace()

Enquires if tracing is on (for the class).

BEACON:New()

BASE constructor.

BEACON:OnEvent(EventData)

Occurs when an Event for an object is triggered.

BEACON:OnEventBDA(EventData)

BDA.

BEACON:OnEventBaseCaptured(EventData)

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

BEACON:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

BEACON:OnEventCrash(EventData)

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

BEACON:OnEventDead(EventData)

Occurs when an object is dead.

BEACON:OnEventDetailedFailure(EventData)

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

BEACON:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

BEACON: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.

BEACON:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

BEACON:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

BEACON:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

BEACON:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

BEACON:OnEventKill(EventData)

Occurs on the death of a unit.

BEACON: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.

BEACON:OnEventLandingAfterEjection(EventData)

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

BEACON:OnEventLandingQualityMark(EventData)

Landing quality mark.

BEACON:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

BEACON:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

BEACON:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

BEACON:OnEventMissionEnd(EventData)

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

BEACON:OnEventMissionStart(EventData)

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

BEACON:OnEventParatrooperLanding(EventData)

Weapon add.

BEACON:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

BEACON:OnEventPlayerEnterAircraft(EventData)

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

BEACON:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

BEACON:OnEventPlayerLeaveUnit(EventData)

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

BEACON:OnEventRefueling(EventData)

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

BEACON:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

BEACON:OnEventScore(EventData)

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

BEACON:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

BEACON:OnEventShootingStart(EventData)

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

BEACON:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

BEACON:OnEventTakeoff(EventData)

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

BEACON:OnEventTriggerZone(EventData)

Trigger zone.

BEACON:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

BEACON:ScheduleStop(SchedulerID)

Stops the Schedule.

BEACON.Scheduler

BEACON:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

BEACON:SetState(Object, Key, Value)

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

BEACON:T(Arguments)

Trace a function logic level 1.

BEACON:T2(Arguments)

Trace a function logic level 2.

BEACON:T3(Arguments)

Trace a function logic level 3.

BEACON:TraceAll(TraceAll)

Trace all methods in MOOSE

BEACON:TraceClass(Class)

Set tracing for a class

BEACON:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

BEACON:TraceLevel(Level)

Set trace level

BEACON:TraceOff()

Set trace off.

BEACON:TraceOn()

Set trace on.

BEACON: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.

BEACON:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

BEACON._

BEACON:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

BEACON:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

BEACON.__

BEACON:onEvent(event)

The main event handling function...

Fields and Methods inherited from BEACON.System Description

BEACON.System.BROADCAST_STATION

Broadcast station.

BEACON.System.ICLS_GLIDESLOPE

Carrier landing system.

BEACON.System.ICLS_LOCALIZER

Carrier landing system.

BEACON.System.ILS_GLIDESLOPE

ILS glideslope.

BEACON.System.ILS_LOCALIZER

ILS localizer

BEACON.System.PAR_10

?

BEACON.System.PRGM_GLIDESLOPE

PRGM glideslope.

BEACON.System.PRGM_LOCALIZER

PRGM localizer.

BEACON.System.PRMG_GLIDESLOPE

BEACON.System.PRMG_LOCALIZER

BEACON.System.RSBN_5

Russian VOR/DME system.

BEACON.System.TACAN

TACtical Air Navigation system on ground.

BEACON.System.TACAN_AA_MODE_X

TACtical Air Navigation for aircraft on X band.

BEACON.System.TACAN_AA_MODE_Y

TACtical Air Navigation for aircraft on Y band.

BEACON.System.TACAN_TANKER_X

TACtical Air Navigation system for tankers on X band.

BEACON.System.TACAN_TANKER_Y

TACtical Air Navigation system for tankers on Y band.

BEACON.System.VOR

Very High Frequency Omni-Directional Range

BEACON.System.VORDME

Radio beacon that combines a VHF omnidirectional range (VOR) with a distance measuring equipment (DME).

BEACON.System.VORTAC

Radio-based navigational aid for aircraft pilots consisting of a co-located VHF omnidirectional range (VOR) beacon and a tactical air navigation system (TACAN) beacon.

In order for the light to shine so brightly, the darkness must be present. -- Francis Bacon

After attaching a #BEACON to your Wrapper.Positionable#POSITIONABLE, you need to select the right function to activate the kind of beacon you want.

There are two types of BEACONs available : the (aircraft) TACAN Beacon and the general purpose Radio Beacon. Note that in both case, you can set an optional parameter : the BeaconDuration. This can be very usefull to simulate the battery time if your BEACON is attach to a cargo crate, for exemple.

Aircraft TACAN Beacon usage

This beacon only works with airborne Wrapper.Unit#UNIT or a Wrapper.Group#GROUP. Use BEACON.ActivateTACAN() to set the beacon parameters and start the beacon. Use BEACON.StopRadioBeacon() to stop it.

General Purpose Radio Beacon usage

This beacon will work with any Wrapper.Positionable#POSITIONABLE, but **it won't follow the Wrapper.Positionable#POSITIONABLE** ! This means that you should only use it with Wrapper.Positionable#POSITIONABLE that don't move, or move very slowly. Use BEACON.RadioBeacon() to set the beacon parameters and start the beacon. Use BEACON.StopRadioBeacon() to stop it.

Field(s)

#string BEACON.ClassName

Name of the class "BEACON".

Wrapper.Controllable#CONTROLLABLE BEACON.Positionable

The #CONTROLLABLE that will receive radio capabilities.

Function(s)

DEPRECATED: Please use BEACON() instead.

Activates a TACAN BEACON on an Aircraft.

Defined in:

BEACON

Parameters:

#number TACANChannel

(the "10" part in "10Y"). Note that AA TACAN are only available on Y Channels

#string Message

The Message that is going to be coded in Morse and broadcasted by the beacon

#boolean Bearing

Can the BEACON be homed on ?

#number BeaconDuration

How long will the beacon last in seconds. Omit for forever.

Return value:

self

Usage:

-- Let's create a TACAN Beacon for a tanker
local myUnit = UNIT:FindByName("MyUnit") 
local myBeacon = myUnit:GetBeacon() -- Creates the beacon

myBeacon:AATACAN(20, "TEXACO", true) -- Activate the beacon

Activates an ICLS BEACON.

The unit the BEACON is attached to should be an aircraft carrier supporting this system.

Defined in:

BEACON

Parameters:

#number Channel

ICLS channel.

#string Callsign

The Message that is going to be coded in Morse and broadcasted by the beacon.

#number Duration

How long will the beacon last in seconds. Omit for forever.

Return value:

self

Activates a TACAN BEACON.

Defined in:

BEACON

Parameters:

#number Channel

TACAN channel, i.e. the "10" part in "10Y".

#string Mode

TACAN mode, i.e. the "Y" part in "10Y".

#string Message

The Message that is going to be coded in Morse and broadcasted by the beacon.

#boolean Bearing

If true, beacon provides bearing information. If false (or nil), only distance information is available.

#number Duration

How long will the beacon last in seconds. Omit for forever.

Return value:

self

Usage:

-- Let's create a TACAN Beacon for a tanker
local myUnit = UNIT:FindByName("MyUnit") 
local myBeacon = myUnit:GetBeacon() -- Creates the beacon

myBeacon:ActivateTACAN(20, "Y", "TEXACO", true) -- Activate the beacon

Create a new BEACON Object.

This doesn't activate the beacon, though, use BEACON.ActivateTACAN etc. If you want to create a BEACON, you probably should use Wrapper.Positionable#POSITIONABLE.GetBeacon() instead.

Defined in:

BEACON

Parameter:

The Positionable that will receive radio capabilities.

Return value:

Beacon object or #nil if the positionable is invalid.

Activates a general purpose Radio Beacon This uses the very generic singleton function "trigger.action.radioTransmission()" provided by DCS to broadcast a sound file on a specific frequency.

Although any frequency could be used, only 2 DCS Modules can home on radio beacons at the time of writing : the Huey and the Mi-8. They can home in on these specific frequencies : Mi8 R-828 -> 20-60MHz * ARKUD -> 100-150MHz (canal 1 : 114166, canal 2 : 114333, canal 3 : 114583, canal 4 : 121500, canal 5 : 123100, canal 6 : 124100) AM * ARK9 -> 150-1300KHz Huey AN/ARC-131 -> 30-76 Mhz FM

Defined in:

BEACON

Parameters:

#string FileName

The name of the audio file

#number Frequency

in MHz

#number Modulation

either radio.modulation.AM or radio.modulation.FM

#number Power

in W

#number BeaconDuration

How long will the beacon last in seconds. Omit for forever.

Return value:

self

Usage:

-- Let's create a beacon for a unit in distress.
-- Frequency will be 40MHz FM (home-able by a Huey's AN/ARC-131)
-- The beacon they use is battery-powered, and only lasts for 5 min
local UnitInDistress = UNIT:FindByName("Unit1")
local UnitBeacon = UnitInDistress:GetBeacon()

-- Set the beacon and start it
UnitBeacon:RadioBeacon("MySoundFileSOS.ogg", 40, radio.modulation.FM, 20, 5*60)

Stops the AA TACAN BEACON

Defined in:

BEACON

Return value:

self

Stops the Radio Beacon

Defined in:

BEACON

Return value:

self

Converts a TACAN Channel/Mode couple into a frequency in Hz

Defined in:

BEACON

Parameters:

#number TACANChannel

#string TACANMode

Return values:

#number:

Frequecy

#nil:

if parameters are invalid

Field(s)

#string BEACON.ClassName

Name of the class "BEACON".

Wrapper.Controllable#CONTROLLABLE BEACON.Positionable

The #CONTROLLABLE that will receive radio capabilities.

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.

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

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

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class 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 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, nillified or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

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

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

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

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

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

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

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

Defined in:

Parameter:

ClassName

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

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

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

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

Defined in:

Return value:

Occurs when an Event for an object is triggered.

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

Defined in:

Parameter:

The EventData structure.

BDA.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

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

Defined in:

Parameter:

The EventData structure.

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

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

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

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

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

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

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

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Weapon add.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

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

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#number Repeat

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

#number RandomizeFactor

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

#number Stop

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

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

Set the Class 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 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, nillified 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

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

Beacon systems supported by DCS.

https://wiki.hoggitworld.com/view/DCS_command_activateBeacon

Field(s)

#number BEACON.System.BROADCAST_STATION

Broadcast station.

#number BEACON.System.ICLS_GLIDESLOPE

Carrier landing system.

#number BEACON.System.ICLS_LOCALIZER

Carrier landing system.

#number BEACON.System.ILS_GLIDESLOPE

ILS glideslope.

#number BEACON.System.ILS_LOCALIZER

ILS localizer

#number BEACON.System.PRGM_GLIDESLOPE

PRGM glideslope.

#number BEACON.System.PRGM_LOCALIZER

PRGM localizer.

#number BEACON.System.RSBN_5

Russian VOR/DME system.

#number BEACON.System.TACAN

TACtical Air Navigation system on ground.

#number BEACON.System.TACAN_AA_MODE_X

TACtical Air Navigation for aircraft on X band.

#number BEACON.System.TACAN_AA_MODE_Y

TACtical Air Navigation for aircraft on Y band.

#number BEACON.System.TACAN_TANKER_X

TACtical Air Navigation system for tankers on X band.

#number BEACON.System.TACAN_TANKER_Y

TACtical Air Navigation system for tankers on Y band.

#number BEACON.System.VOR

Very High Frequency Omni-Directional Range

#number BEACON.System.VORDME

Radio beacon that combines a VHF omnidirectional range (VOR) with a distance measuring equipment (DME).

#number BEACON.System.VORTAC

Radio-based navigational aid for aircraft pilots consisting of a co-located VHF omnidirectional range (VOR) beacon and a tactical air navigation system (TACAN) beacon.

Function(s)