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Module Core.SpawnStatic

Core - Spawn statics.

Features:

  • Spawn new statics from a static already defined in the mission editor.
  • Spawn new statics from a given template.
  • Spawn new statics from a given type.
  • Spawn with a custom heading and location.
  • Spawn within a zone.
  • Spawn statics linked to units, .e.g on aircraft carriers.

Demo Missions

SPAWNSTATIC Demo Missions


YouTube Channel

SPAWNSTATIC YouTube Channel [No videos yet!]


Author: FlightControl

Contributions: funkyfranky


Global(s)

Global SPAWNSTATIC

Allows to spawn dynamically new Statics into your mission.

#SPAWNSTATIC SPAWNSTATIC

Allows to spawn dynamically new Statics into your mission.

Through creating a copy of an existing static object template as defined in the Mission Editor (ME), SPAWNSTATIC can retireve the properties of the defined static object template (like type, category etc), and "copy" these properties to create a new static object and place it at the desired coordinate.

New spawned Statics get the same name as the name of the template Static, or gets the given name when a new name is provided at the Spawn method.
By default, spawned Statics will follow a naming convention at run-time:

  • Spawned Statics will have the name StaticName#nnn, where StaticName is the name of the Template Static, and nnn is a counter from 0 to 99999.

SPAWNSTATIC Constructors

Firstly, we need to create a SPAWNSTATIC object that will be used to spawn new statics into the mission. There are three ways to do this.

Use another Static

A new SPAWNSTATIC object can be created using another static by the SPAWNSTATIC.NewFromStatic() function. All parameters such as position, heading, country will be initialized from the static.

From a Template

A SPAWNSTATIC object can also be created from a template table using the SPAWNSTATIC.NewFromTemplate(SpawnTemplate, CountryID) function. All parameters are taken from the template.

From a Type

A very basic method is to create a SPAWNSTATIC object by just giving the type of the static. All parameters must be initialized from the InitXYZ functions described below. Otherwise default values are used. For example, if no spawn coordinate is given, the static will be created at the origin of the map.

Setting Parameters

Parameters such as the spawn position, heading, country etc. can be set via :InitXYZ functions. Note that these functions must be given before the actual spawn command!

Spawning the Statics

Once the SPAWNSTATIC object is created and parameters are initialized, the spawn command can be given. There are different methods where some can be used to directly set parameters such as position and heading.

  • SPAWNSTATIC.Spawn(Heading, NewName) spawns the static with the set parameters. Optionally, heading and name can be given. The name must be unique!
  • SPAWNSTATIC.SpawnFromCoordinate(Coordinate, Heading, NewName) spawn the static at the given coordinate. Optionally, heading and name can be given. The name must be unique!
  • SPAWNSTATIC.SpawnFromPointVec2(PointVec2, Heading, NewName) spawns the static at a POINT_VEC2 coordinate. Optionally, heading and name can be given. The name must be unique!
  • SPAWNSTATIC.SpawnFromZone(Zone, Heading, NewName) spawns the static at the center of a Zone. Optionally, heading and name can be given. The name must be unique!

Type(s)

Fields and Methods inherited from SPAWNSTATIC Description

SPAWNSTATIC.CategoryID

Category ID.

SPAWNSTATIC.CoalitionID

Coalition ID.

SPAWNSTATIC.CountryID

Country ID.

SPAWNSTATIC:InitCargo(IsCargo)

Initialize as cargo.

SPAWNSTATIC:InitCargoMass(Mass)

Initialize cargo mass.

SPAWNSTATIC:InitCoordinate(Coordinate)

Initialize heading of the spawned static.

SPAWNSTATIC:InitCountry(CountryID)

Initialize country of the spawned static.

SPAWNSTATIC:InitDead(IsCargo, IsDead)

Initialize as dead.

SPAWNSTATIC:InitFARP(CallsignID, Frequency, Modulation)

Initialize parameters for spawning FARPs.

SPAWNSTATIC.InitFarp

SPAWNSTATIC.InitFarpCallsignID

SPAWNSTATIC.InitFarpFreq

SPAWNSTATIC.InitFarpModu

SPAWNSTATIC:InitHeading(Heading)

Initialize heading of the spawned static.

SPAWNSTATIC:InitLinkToUnit(Unit, OffsetX, OffsetY, OffsetAngle)

Init link to a unit.

SPAWNSTATIC.InitLinkUnit

The unit the static is linked to.

SPAWNSTATIC:InitLivery(LiveryName)

Initialize livery of the spawned static.

SPAWNSTATIC:InitNamePrefix(NamePrefix)

Initialize name prefix statics get.

SPAWNSTATIC.InitOffsetAngle

Link offset angle in degrees.

SPAWNSTATIC.InitOffsetX

Link offset X coordinate.

SPAWNSTATIC.InitOffsetY

Link offset Y coordinate.

SPAWNSTATIC:InitShape(StaticShape)

Initialize shape of the spawned static.

SPAWNSTATIC.InitStaticCargo

If true, static can act as cargo.

SPAWNSTATIC.InitStaticCargoMass

Mass of cargo in kg.

SPAWNSTATIC.InitStaticCategory

Categrory of the static.

SPAWNSTATIC.InitStaticCoordinate

Coordinate where to spawn the static.

SPAWNSTATIC.InitStaticDead

Set static to be dead if true.

SPAWNSTATIC.InitStaticHeading

Heading of the static.

SPAWNSTATIC.InitStaticLivery

Livery for aircraft.

SPAWNSTATIC.InitStaticName

Name of the static.

SPAWNSTATIC.InitStaticShape

Shape of the static.

SPAWNSTATIC.InitStaticType

Type of the static.

SPAWNSTATIC:InitType(StaticType)

Initialize type of the spawned static.

SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID)

Creates the main object to spawn a Static defined in the mission editor (ME).

SPAWNSTATIC:NewFromTemplate(SpawnTemplate, CountryID)

Creates the main object to spawn a Static given a template table.

SPAWNSTATIC:NewFromType(StaticType, StaticCategory, CountryID)

Creates the main object to spawn a Static from a given type.

SPAWNSTATIC:Spawn(Heading, NewName)

Spawn a new STATIC object.

SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName)

Creates a new Static from a COORDINATE.

SPAWNSTATIC:SpawnFromPointVec2(PointVec2, Heading, NewName)

Creates a new Static from a POINT_VEC2.

SPAWNSTATIC:SpawnFromZone(Zone, Heading, NewName)

Creates a new Static from a Zone.

SPAWNSTATIC.SpawnIndex

Running number increased with each new Spawn.

SPAWNSTATIC.SpawnTemplatePrefix

Name of the template group.

SPAWNSTATIC.TemplateStaticUnit

SPAWNSTATIC:_SpawnStatic(Template, CountryID)

Spawns a new static using a given template.

SPAWNSTATIC.heliport_callsign_id

SPAWNSTATIC.heliport_frequency

SPAWNSTATIC.heliport_modulation

Fields and Methods inherited from BASE Description

SPAWNSTATIC.ClassID

The ID number of the class.

SPAWNSTATIC.ClassName

The name of the class.

SPAWNSTATIC.ClassNameAndID

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

SPAWNSTATIC:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

SPAWNSTATIC:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

SPAWNSTATIC:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

SPAWNSTATIC:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

SPAWNSTATIC:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

SPAWNSTATIC:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

SPAWNSTATIC:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

SPAWNSTATIC:E(Arguments)

Log an exception which will be traced always.

SPAWNSTATIC:EventDispatcher()

Returns the event dispatcher

SPAWNSTATIC:EventRemoveAll()

Remove all subscribed events

SPAWNSTATIC:F(Arguments)

Trace a function call.

SPAWNSTATIC:F2(Arguments)

Trace a function call level 2.

SPAWNSTATIC:F3(Arguments)

Trace a function call level 3.

SPAWNSTATIC:GetClassID()

Get the ClassID of the class instance.

SPAWNSTATIC:GetClassName()

Get the ClassName of the class instance.

SPAWNSTATIC:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

SPAWNSTATIC:GetEventPriority()

Get the Class Event processing Priority.

SPAWNSTATIC:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

SPAWNSTATIC:GetState(Object, Key)

Get a Value given a Key from the Object.

SPAWNSTATIC:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

SPAWNSTATIC:I(Arguments)

Log an information which will be traced always.

SPAWNSTATIC:Inherit(Child, Parent)

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

SPAWNSTATIC:IsInstanceOf(ClassName)

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

SPAWNSTATIC:IsTrace()

Enquires if tracing is on (for the class).

SPAWNSTATIC:New()

BASE constructor.

SPAWNSTATIC:OnEvent(EventData)

Occurs when an Event for an object is triggered.

SPAWNSTATIC:OnEventBDA(EventData)

BDA.

SPAWNSTATIC:OnEventBaseCaptured(EventData)

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

SPAWNSTATIC:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

SPAWNSTATIC:OnEventCrash(EventData)

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

SPAWNSTATIC:OnEventDead(EventData)

Occurs when an object is dead.

SPAWNSTATIC:OnEventDetailedFailure(EventData)

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

SPAWNSTATIC:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

SPAWNSTATIC: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.

SPAWNSTATIC:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

SPAWNSTATIC:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

SPAWNSTATIC:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

SPAWNSTATIC:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

SPAWNSTATIC:OnEventKill(EventData)

Occurs on the death of a unit.

SPAWNSTATIC: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.

SPAWNSTATIC:OnEventLandingAfterEjection(EventData)

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

SPAWNSTATIC:OnEventLandingQualityMark(EventData)

Landing quality mark.

SPAWNSTATIC:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

SPAWNSTATIC:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

SPAWNSTATIC:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

SPAWNSTATIC:OnEventMissionEnd(EventData)

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

SPAWNSTATIC:OnEventMissionStart(EventData)

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

SPAWNSTATIC:OnEventParatrooperLanding(EventData)

Weapon add.

SPAWNSTATIC:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

SPAWNSTATIC:OnEventPlayerEnterAircraft(EventData)

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

SPAWNSTATIC:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

SPAWNSTATIC:OnEventPlayerLeaveUnit(EventData)

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

SPAWNSTATIC:OnEventRefueling(EventData)

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

SPAWNSTATIC:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

SPAWNSTATIC:OnEventScore(EventData)

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

SPAWNSTATIC:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

SPAWNSTATIC:OnEventShootingStart(EventData)

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

SPAWNSTATIC:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

SPAWNSTATIC:OnEventTakeoff(EventData)

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

SPAWNSTATIC:OnEventTriggerZone(EventData)

Trigger zone.

SPAWNSTATIC:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

SPAWNSTATIC:ScheduleStop(SchedulerID)

Stops the Schedule.

SPAWNSTATIC.Scheduler

SPAWNSTATIC:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

SPAWNSTATIC:SetState(Object, Key, Value)

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

SPAWNSTATIC:T(Arguments)

Trace a function logic level 1.

SPAWNSTATIC:T2(Arguments)

Trace a function logic level 2.

SPAWNSTATIC:T3(Arguments)

Trace a function logic level 3.

SPAWNSTATIC:TraceAll(TraceAll)

Trace all methods in MOOSE

SPAWNSTATIC:TraceClass(Class)

Set tracing for a class

SPAWNSTATIC:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

SPAWNSTATIC:TraceLevel(Level)

Set trace level

SPAWNSTATIC:TraceOff()

Set trace off.

SPAWNSTATIC:TraceOn()

Set trace on.

SPAWNSTATIC: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.

SPAWNSTATIC:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

SPAWNSTATIC._

SPAWNSTATIC:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

SPAWNSTATIC:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

SPAWNSTATIC.__

SPAWNSTATIC:onEvent(event)

The main event handling function...

Field(s)

#number SPAWNSTATIC.CategoryID

Category ID.

#number SPAWNSTATIC.CoalitionID

Coalition ID.

#number SPAWNSTATIC.CountryID

Country ID.

Wrapper.Unit#UNIT SPAWNSTATIC.InitLinkUnit

The unit the static is linked to.

#number SPAWNSTATIC.InitOffsetAngle

Link offset angle in degrees.

#number SPAWNSTATIC.InitOffsetX

Link offset X coordinate.

#number SPAWNSTATIC.InitOffsetY

Link offset Y coordinate.

#boolean SPAWNSTATIC.InitStaticCargo

If true, static can act as cargo.

#number SPAWNSTATIC.InitStaticCargoMass

Mass of cargo in kg.

#string SPAWNSTATIC.InitStaticCategory

Categrory of the static.

Core.Point#COORDINATE SPAWNSTATIC.InitStaticCoordinate

Coordinate where to spawn the static.

#boolean SPAWNSTATIC.InitStaticDead

Set static to be dead if true.

#number SPAWNSTATIC.InitStaticHeading

Heading of the static.

#string SPAWNSTATIC.InitStaticLivery

Livery for aircraft.

#string SPAWNSTATIC.InitStaticName

Name of the static.

#string SPAWNSTATIC.InitStaticShape

Shape of the static.

#string SPAWNSTATIC.InitStaticType

Type of the static.

#number SPAWNSTATIC.SpawnIndex

Running number increased with each new Spawn.

#string SPAWNSTATIC.SpawnTemplatePrefix

Name of the template group.

Function(s)

Initialize as cargo.

Defined in:

SPAWNSTATIC

Parameter:

#boolean IsCargo

If true, this static can act as cargo.

Return value:

self

Initialize cargo mass.

Defined in:

SPAWNSTATIC

Parameter:

#number Mass

Mass of the cargo in kg.

Return value:

self

Initialize heading of the spawned static.

Defined in:

SPAWNSTATIC

Parameter:

Position where the static is spawned.

Return value:

self

Initialize country of the spawned static.

This determines the category.

Defined in:

SPAWNSTATIC

Parameter:

#string CountryID

The country ID, e.g. country.id.USA.

Return value:

self

Initialize as dead.

Defined in:

SPAWNSTATIC

Parameters:

#boolean IsCargo

If true, this static is dead.

IsDead

Return value:

self

Initialize parameters for spawning FARPs.

Defined in:

SPAWNSTATIC

Parameters:

#number CallsignID

Callsign ID. Default 1 (="London").

#number Frequency

Frequency in MHz. Default 127.5 MHz.

#number Modulation

Modulation 0=AM, 1=FM.

Return value:

self

Initialize heading of the spawned static.

Defined in:

SPAWNSTATIC

Parameter:

#number Heading

The heading in degrees.

Return value:

self

Init link to a unit.

Defined in:

SPAWNSTATIC

Parameters:

The unit to which the static is linked.

#number OffsetX

Offset in X.

#number OffsetY

Offset in Y.

#number OffsetAngle

Offset angle in degrees.

Return value:

self

Initialize livery of the spawned static.

Defined in:

SPAWNSTATIC

Parameter:

#string LiveryName

Name of the livery to use.

Return value:

self

Initialize name prefix statics get.

This will be appended by "#0001", "#0002" etc.

Defined in:

SPAWNSTATIC

Parameter:

#string NamePrefix

Name prefix of statics spawned. Will append #0001, etc to the name.

Return value:

self

Initialize shape of the spawned static.

Required by some but not all statics.

Defined in:

SPAWNSTATIC

Parameter:

#string StaticShape

Shape of the static, e.g. "carrier_tech_USA".

Return value:

self

Initialize type of the spawned static.

Defined in:

SPAWNSTATIC

Parameter:

#string StaticType

Type of the static, e.g. "FA-18C_hornet".

Return value:

self

Creates the main object to spawn a Static defined in the mission editor (ME).

Defined in:

SPAWNSTATIC

Parameters:

#string SpawnTemplateName

Name of the static object in the ME. Each new static will have the name starting with this prefix.

DCS#country.id SpawnCountryID

(Optional) The ID of the country.

Return value:

self

Creates the main object to spawn a Static given a template table.

Defined in:

SPAWNSTATIC

Parameters:

#table SpawnTemplate

Template used for spawning.

DCS#country.id CountryID

The ID of the country. Default country.id.USA.

Return value:

self

Creates the main object to spawn a Static from a given type.

NOTE that you have to init many other parameters as spawn coordinate etc.

Defined in:

SPAWNSTATIC

Parameters:

#string StaticType

Type of the static.

#string StaticCategory

Category of the static, e.g. "Planes".

DCS#country.id CountryID

The ID of the country. Default country.id.USA.

Return value:

self

Spawn a new STATIC object.

Defined in:

SPAWNSTATIC

Parameters:

#number Heading

(Optional) The heading of the static, which is a number in degrees from 0 to 360. Default is the heading of the template.

#string NewName

(Optional) The name of the new static.

Return value:

The static spawned.

Creates a new Static from a COORDINATE.

Defined in:

SPAWNSTATIC

Parameters:

The 3D coordinate where to spawn the static.

#number Heading

(Optional) Heading The heading of the static in degrees. Default is 0 degrees.

#string NewName

(Optional) The name of the new static.

Return value:

The spawned STATIC object.

Creates a new Static from a POINT_VEC2.

Defined in:

SPAWNSTATIC

Parameters:

The 2D coordinate where to spawn the static.

#number Heading

The heading of the static, which is a number in degrees from 0 to 360.

#string NewName

(Optional) The name of the new static.

Return value:

The static spawned.

Creates a new Static from a Zone.

Defined in:

SPAWNSTATIC

Parameters:

The Zone where to spawn the static.

#number Heading

(Optional)The heading of the static in degrees. Default is the heading of the template.

#string NewName

(Optional) The name of the new static.

Return value:

The static spawned.

Spawns a new static using a given template.

Additionally, the country ID needs to be specified, which also determines the coalition of the spawned static.

Defined in:

SPAWNSTATIC

Parameters:

Spawn unit template.

#number CountryID

The country ID.

Return value:

The static spawned.

Field(s)

#number SPAWNSTATIC.CategoryID

Category ID.

#number SPAWNSTATIC.CoalitionID

Coalition ID.

#number SPAWNSTATIC.CountryID

Country ID.

Wrapper.Unit#UNIT SPAWNSTATIC.InitLinkUnit

The unit the static is linked to.

#number SPAWNSTATIC.InitOffsetAngle

Link offset angle in degrees.

#number SPAWNSTATIC.InitOffsetX

Link offset X coordinate.

#number SPAWNSTATIC.InitOffsetY

Link offset Y coordinate.

#boolean SPAWNSTATIC.InitStaticCargo

If true, static can act as cargo.

#number SPAWNSTATIC.InitStaticCargoMass

Mass of cargo in kg.

#string SPAWNSTATIC.InitStaticCategory

Categrory of the static.

Core.Point#COORDINATE SPAWNSTATIC.InitStaticCoordinate

Coordinate where to spawn the static.

#boolean SPAWNSTATIC.InitStaticDead

Set static to be dead if true.

#number SPAWNSTATIC.InitStaticHeading

Heading of the static.

#string SPAWNSTATIC.InitStaticLivery

Livery for aircraft.

#string SPAWNSTATIC.InitStaticName

Name of the static.

#string SPAWNSTATIC.InitStaticShape

Shape of the static.

#string SPAWNSTATIC.InitStaticType

Type of the static.

#number SPAWNSTATIC.SpawnIndex

Running number increased with each new Spawn.

#string SPAWNSTATIC.SpawnTemplatePrefix

Name of the template group.

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

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

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

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

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

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

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

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

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

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

Defined in:

Parameter:

ClassName

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

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

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

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

Defined in:

Return value:

Occurs when an Event for an object is triggered.

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

Defined in:

Parameter:

The EventData structure.

BDA.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

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

Defined in:

Parameter:

The EventData structure.

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

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

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

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

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

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

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

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Weapon add.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

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

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#number Repeat

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

#number RandomizeFactor

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

#number Stop

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

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

Set the Class 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, set to nil, or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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

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

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


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

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

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

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

Static template table data.

Field(s)

#boolean SPAWNSTATIC.TemplateData.canCargo

Static can be a cargo.

#string SPAWNSTATIC.TemplateData.category

Category of the static.

#boolean SPAWNSTATIC.TemplateData.dead

Static is dead if true.

#number SPAWNSTATIC.TemplateData.heading

Heading in rad.

#string SPAWNSTATIC.TemplateData.livery_id

Livery name.

#number SPAWNSTATIC.TemplateData.mass

Cargo mass in kg.

#string SPAWNSTATIC.TemplateData.name

Name of the static.

#table SPAWNSTATIC.TemplateData.offsets

Offset parameters when linked to a unit.

#string SPAWNSTATIC.TemplateData.type

Type of the static.

#number SPAWNSTATIC.TemplateData.x

X-coordinate of the static.

#number SPAWNSTATIC.TemplateData.y

Y-coordinate of teh static.

Function(s)