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
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Author: FlightControl
Contributions: funkyfranky
Global(s)
Global SPAWNSTATIC |
Allows to spawn dynamically new Wrapper.Statics into your mission. |
Allows to spawn dynamically new Wrapper.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 Wrapper.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 Wrapper.Statics will follow a naming convention at run-time:
- Spawned Wrapper.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!
- SPAWNSTATIC.InitCoordinate(Coordinate) Sets the coordinate where the static is spawned. Statics are always spawnd on the ground.
- SPAWNSTATIC.InitHeading(Heading) sets the orientation of the static.
- SPAWNSTATIC.InitLivery(LiveryName) sets the livery of the static. Not all statics support this.
- SPAWNSTATIC.InitType(StaticType) sets the type of the static.
- SPAWNSTATIC.InitShape(StaticType) sets the shape of the static. Not all statics have this parameter.
- SPAWNSTATIC.InitNamePrefix(NamePrefix) sets the name prefix of the spawned statics.
- SPAWNSTATIC.InitCountry(CountryID) sets the country and therefore the coalition of the spawned statics.
- SPAWNSTATIC.InitLinkToUnit(Unit, OffsetX, OffsetY, OffsetAngle) links the static to a unit, e.g. to an aircraft carrier.
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 Core.Zone. Optionally, heading and name can be given. The name must be unique!
Type(s)
Fields and Methods inherited from SPAWNSTATIC | Description |
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SPAWNSTATIC:AddCargoResource(Type, Name, Amount, CombinedWeight) |
(User/Cargo) Add to resource table for STATIC object that should be spawned containing storage objects. |
Category ID. |
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Coalition ID. |
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Country ID. |
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Initialize as cargo. |
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Initialize cargo mass. |
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Initialize heading of the spawned static. |
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Initialize country of the spawned static. |
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Initialize as dead. |
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Initialize parameters for spawning FARPs. |
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Initialize heading of the spawned static. |
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SPAWNSTATIC:InitLinkToUnit(Unit, OffsetX, OffsetY, OffsetAngle) |
Init link to a unit. |
The unit the static is linked to. |
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Initialize livery of the spawned static. |
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Initialize name prefix statics get. |
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Link offset angle in degrees. |
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Link offset X coordinate. |
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Link offset Y coordinate. |
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Initialize shape of the spawned static. |
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If true, static can act as cargo. |
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Mass of cargo in kg. |
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Categrory of the static. |
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Coordinate where to spawn the static. |
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Set static to be dead if true. |
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Heading of the static. |
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Livery for aircraft. |
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Name of the static. |
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Shape of the static. |
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Type of the static. |
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Initialize type of the spawned static. |
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SPAWNSTATIC:NewFromStatic(SpawnTemplateName, SpawnCountryID) |
Creates the main object to spawn a Wrapper.Static defined in the mission editor (ME). |
Creates the main object to spawn a Wrapper.Static given a template table. |
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SPAWNSTATIC:NewFromType(StaticType, StaticCategory, CountryID) |
Creates the main object to spawn a Wrapper.Static from a given type. |
SPAWNSTATIC:OnSpawnStatic(SpawnCallBackFunction, SpawnFunctionArguments, ...) |
Allows to place a CallFunction hook when a new static spawns. |
(User/Cargo) Resets resource table to zero for STATIC object that should be spawned containing storage objects. |
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Spawn a new STATIC object. |
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SPAWNSTATIC:SpawnFromCoordinate(Coordinate, Heading, NewName) |
Creates a new Wrapper.Static from a COORDINATE. |
Creates a new Wrapper.Static from a POINT_VEC2. |
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Creates a new Wrapper.Static from a Core.Zone. |
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Running number increased with each new Spawn. |
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Name of the template group. |
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(Internal/Cargo) Init the resource table for STATIC object that should be spawned containing storage objects. |
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Spawns a new static using a given template. |
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Fields and Methods inherited from BASE | Description |
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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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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. |
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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SPAWNSTATIC:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
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The scheduler object. |
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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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SPAWNSTATIC:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
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SPAWNSTATIC:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from SPAWNSTATIC.TemplateData | Description |
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Static can be a cargo. |
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Category of the static. |
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Static is dead if true. |
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Group ID. |
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Heading in rad. |
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Livery name. |
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Cargo mass in kg. |
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Name of the static. |
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Offset parameters when linked to a unit. |
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Type of the static. |
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Unit ID. |
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X-coordinate of the static. |
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Y-coordinate of teh static. |
Field(s)
Category ID.
Coalition ID.
Country ID.
Link offset angle in degrees.
Link offset X coordinate.
Link offset Y coordinate.
If true, static can act as cargo.
Mass of cargo in kg.
Categrory of the static.
Set static to be dead if true.
Heading of the static.
Livery for aircraft.
Name of the static.
Shape of the static.
Type of the static.
Running number increased with each new Spawn.
Name of the template group.
Function(s)
(User/Cargo) Add to resource table for STATIC object that should be spawned containing storage objects.
Inits the object table if necessary and sets it to be cargo for helicopters.
Defined in:
SPAWNSTATIC
Parameters:
#string Type
Type of cargo. Known types are: STORAGE.Type.WEAPONS, STORAGE.Type.LIQUIDS, STORAGE.Type.AIRCRAFT. Liquids are fuel.
#string Name
Name of the cargo type. Liquids can be STORAGE.LiquidName.JETFUEL, STORAGE.LiquidName.GASOLINE, STORAGE.LiquidName.MW50 and STORAGE.LiquidName.DIESEL. The currently available weapon items are available in the ENUMS.Storage.weapons
, e.g. ENUMS.Storage.weapons.bombs.Mk_82Y
. Aircraft go by their typename.
#number Amount
of tons (liquids) or number (everything else) to add.
#number CombinedWeight
Combined weight to be set to this static cargo object. NOTE - some static cargo objects have fixed weights!
Return value:
self
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:
Core.Point#COORDINATE Coordinate
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
Parameter:
#boolean IsDead
If true, this static is dead.
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:
Wrapper.Unit#UNIT Unit
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 Wrapper.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 Wrapper.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 Wrapper.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
Allows to place a CallFunction hook when a new static spawns.
The provided method will be called when a new group is spawned, including its given parameters. The first parameter of the SpawnFunction is the Wrapper.Static#STATIC that was spawned.
Defined in:
SPAWNSTATIC
Parameters:
#function SpawnCallBackFunction
The function to be called when a group spawns.
SpawnFunctionArguments
A random amount of arguments to be provided to the function when the group spawns.
...
Return value:
self
(User/Cargo) Resets resource table to zero for STATIC object that should be spawned containing storage objects.
Inits the object table if necessary and sets it to be cargo for helicopters. Handy if you spawn from cargo statics which have resources already set.
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 Wrapper.Static from a COORDINATE.
Defined in:
SPAWNSTATIC
Parameters:
Core.Point#COORDINATE Coordinate
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 Wrapper.Static from a POINT_VEC2.
Defined in:
SPAWNSTATIC
Parameters:
Core.Point#POINT_VEC2 PointVec2
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 Wrapper.Static from a Core.Zone.
Defined in:
SPAWNSTATIC
Parameters:
Core.Zone#ZONE_BASE Zone
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.
(Internal/Cargo) Init the resource table for STATIC object that should be spawned containing storage objects.
NOTE that you have to init many other parameters as the resources.
Defined in:
SPAWNSTATIC
Parameter:
#number CombinedWeight
The weight this cargo object should have (some have fixed weights!), defaults to 1kg.
Return value:
self
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:
#SPAWNSTATIC.TemplateData Template
Spawn unit template.
#number CountryID
The country ID.
Return value:
The static spawned.
Field(s)
Category ID.
Coalition ID.
Country ID.
Link offset angle in degrees.
Link offset X coordinate.
Link offset Y coordinate.
If true, static can act as cargo.
Mass of cargo in kg.
Categrory of the static.
Set static to be dead if true.
Heading of the static.
Livery for aircraft.
Name of the static.
Shape of the static.
Type of the static.
Running number increased with each new Spawn.
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_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.
Static template table data.
Field(s)
Static can be a cargo.
Category of the static.
Static is dead if true.
Group ID.
Heading in rad.
Livery name.
Cargo mass in kg.
Name of the static.
Offset parameters when linked to a unit.
Type of the static.
Unit ID.
X-coordinate of the static.
Y-coordinate of teh static.