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Module Functional.ATC_Ground

Functional - Monitor airbase traffic and regulate speed while taxiing.


Features:

  • Monitor speed of the airplanes of players during taxi.
  • Communicate ATC ground operations.
  • Kick speeding players during taxi.

Missions: None


Contributions: Dutch Baron - Concept & Testing

Author: FlightControl - Framework Design & Programming

Refactoring to use the Runway auto-detection: Applevangelist

Global(s)

Global ATC_GROUND

[DEPRECATED, use ATC_GROUND_UNIVERSAL] Base class for ATC_GROUND implementations.

#ATC_GROUND ATC_GROUND

[DEPRECATED, use ATC_GROUND_UNIVERSAL] Base class for ATC_GROUND implementations.

Global ATC_GROUND_CAUCASUS

ATC_GROUND_CAUCASUS, extends #ATC_GROUND_UNIVERSAL

The ATC_GROUND_CAUCASUS class monitors the speed of the airplanes at the airbase during taxi.

#ATC_GROUND_CAUCASUS ATC_GROUND_CAUCASUS

ATC_GROUND_CAUCASUS, extends #ATC_GROUND_UNIVERSAL

The ATC_GROUND_CAUCASUS class monitors the speed of the airplanes at the airbase during taxi.

The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned.


Banner Image


The default maximum speed for the airbases at Caucasus is 50 km/h. Warnings are given if this speed limit is trespassed. Players will be immediately kicked when driving faster than 150 km/h on the taxi way.

The pilot will receive 3 times a warning during speeding. After the 3rd warning, if the pilot is still driving faster than the maximum allowed speed, the pilot will be kicked.

Different airbases have different maximum speeds, according safety regulations.

Airbases monitored

The following airbases are monitored at the Caucasus region. Use the Wrapper.Airbase#AIRBASE.Caucasus enumeration to select the airbases to be monitored.

  • AIRBASE.Caucasus.Anapa_Vityazevo
  • AIRBASE.Caucasus.Batumi
  • AIRBASE.Caucasus.Beslan
  • AIRBASE.Caucasus.Gelendzhik
  • AIRBASE.Caucasus.Gudauta
  • AIRBASE.Caucasus.Kobuleti
  • AIRBASE.Caucasus.Krasnodar_Center
  • AIRBASE.Caucasus.Krasnodar_Pashkovsky
  • AIRBASE.Caucasus.Krymsk
  • AIRBASE.Caucasus.Kutaisi
  • AIRBASE.Caucasus.Maykop_Khanskaya
  • AIRBASE.Caucasus.Mineralnye_Vody
  • AIRBASE.Caucasus.Mozdok
  • AIRBASE.Caucasus.Nalchik
  • AIRBASE.Caucasus.Novorossiysk
  • AIRBASE.Caucasus.Senaki_Kolkhi
  • AIRBASE.Caucasus.Sochi_Adler
  • AIRBASE.Caucasus.Soganlug
  • AIRBASE.Caucasus.Sukhumi_Babushara
  • AIRBASE.Caucasus.Tbilisi_Lochini
  • AIRBASE.Caucasus.Vaziani

Installation

In Single Player Missions

ATC_GROUND is fully functional in single player.

In Multi Player Missions

ATC_GROUND is functional in multi player, however ...

Due to a bug in DCS since release 1.5, the despawning of clients are not anymore working in multi player. To work around this problem, a much better solution has been made, using the slot blocker script designed by Ciribob.

With the help of Ciribob, this script has been extended to also kick client players while in flight. ATC_GROUND is communicating with this modified script to kick players!

Install the file SimpleSlotBlockGameGUI.lua on the server, following the installation instructions described by Ciribob.

Simple Slot Blocker from Ciribob & FlightControl

Script it!

1. ATC_GROUND_CAUCASUS Constructor

Creates a new ATC_GROUND_CAUCASUS object that will monitor pilots taxiing behaviour.

-- This creates a new ATC_GROUND_CAUCASUS object.

-- Monitor all the airbases.
ATC_Ground = ATC_GROUND_CAUCASUS:New()

-- Monitor specific airbases only.

ATC_Ground = ATC_GROUND_CAUCASUS:New(
  { AIRBASE.Caucasus.Gelendzhik,     
    AIRBASE.Caucasus.Krymsk          
  }                                  
)                                    

2. Set various options

There are various methods that you can use to tweak the behaviour of the ATC_GROUND classes.

2.1 Speed limit at an airbase.

2.2 Prevent Takeoff at an airbase. Players will be kicked immediately.

Global ATC_GROUND_MARIANAISLANDS

ATC_GROUND_MARIANA, extends #ATC_GROUND

The ATC_GROUND_MARIANA class monitors the speed of the airplanes at the airbase during taxi.

#ATC_GROUND_MARIANAISLANDS ATC_GROUND_MARIANAISLANDS

ATC_GROUND_MARIANA, extends #ATC_GROUND

The ATC_GROUND_MARIANA class monitors the speed of the airplanes at the airbase during taxi.

The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned.


Banner Image


The default maximum speed for the airbases at Persian Gulf is 50 km/h. Warnings are given if this speed limit is trespassed. Players will be immediately kicked when driving faster than 150 km/h on the taxi way.

The ATC_GROUND_MARIANA class monitors the speed of the airplanes at the airbase during taxi. The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned.

The pilot will receive 3 times a warning during speeding. After the 3rd warning, if the pilot is still driving faster than the maximum allowed speed, the pilot will be kicked.

Different airbases have different maximum speeds, according safety regulations.

Airbases monitored

The following airbases are monitored at the Mariana Island region. Use the Wrapper.Airbase#AIRBASE.MarianaIslands enumeration to select the airbases to be monitored.

  • AIRBASE.MarianaIslands.Rota_Intl
  • AIRBASE.MarianaIslands.Andersen_AFB
  • AIRBASE.MarianaIslands.Antonio_B_Won_Pat_Intl
  • AIRBASE.MarianaIslands.Saipan_Intl
  • AIRBASE.MarianaIslands.Tinian_Intl
  • AIRBASE.MarianaIslands.Olf_Orote

Installation

In Single Player Missions

ATC_GROUND is fully functional in single player.

In Multi Player Missions

ATC_GROUND is functional in multi player, however ...

Due to a bug in DCS since release 1.5, the despawning of clients are not anymore working in multi player. To work around this problem, a much better solution has been made, using the slot blocker script designed by Ciribob.

With the help of Ciribob, this script has been extended to also kick client players while in flight. ATC_GROUND is communicating with this modified script to kick players!

Install the file SimpleSlotBlockGameGUI.lua on the server, following the installation instructions described by Ciribob.

Simple Slot Blocker from Ciribob & FlightControl

Script it!

1. ATC_GROUND_MARIANAISLANDS Constructor

Creates a new ATC_GROUND_MARIANAISLANDS object that will monitor pilots taxiing behaviour.

-- This creates a new ATC_GROUND_MARIANAISLANDS object.

-- Monitor for these clients the airbases.
AirbasePoliceCaucasus = ATC_GROUND_MARIANAISLANDS:New()

ATC_Ground = ATC_GROUND_MARIANAISLANDS:New( 
  { AIRBASE.MarianaIslands.Andersen_AFB,
    AIRBASE.MarianaIslands.Saipan_Intl 
  } 
)

2. Set various options

There are various methods that you can use to tweak the behaviour of the ATC_GROUND classes.

2.1 Speed limit at an airbase.

2.2 Prevent Takeoff at an airbase. Players will be kicked immediately.

Global ATC_GROUND_NEVADA

ATC_GROUND_NEVADA, extends #ATC_GROUND

The ATC_GROUND_NEVADA class monitors the speed of the airplanes at the airbase during taxi.

#ATC_GROUND_NEVADA ATC_GROUND_NEVADA

ATC_GROUND_NEVADA, extends #ATC_GROUND

The ATC_GROUND_NEVADA class monitors the speed of the airplanes at the airbase during taxi.

The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned.


Banner Image


The default maximum speed for the airbases at Nevada is 50 km/h. Warnings are given if this speed limit is trespassed. Players will be immediately kicked when driving faster than 150 km/h on the taxi way.

The ATC_GROUND_NEVADA class monitors the speed of the airplanes at the airbase during taxi. The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned.

The pilot will receive 3 times a warning during speeding. After the 3rd warning, if the pilot is still driving faster than the maximum allowed speed, the pilot will be kicked.

Different airbases have different maximum speeds, according safety regulations.

Airbases monitored

The following airbases are monitored at the Nevada region. Use the Wrapper.Airbase#AIRBASE.Nevada enumeration to select the airbases to be monitored.

  • AIRBASE.Nevada.Beatty_Airport
  • AIRBASE.Nevada.Boulder_City_Airport
  • AIRBASE.Nevada.Creech_AFB
  • AIRBASE.Nevada.Echo_Bay
  • AIRBASE.Nevada.Groom_Lake_AFB
  • AIRBASE.Nevada.Henderson_Executive_Airport
  • AIRBASE.Nevada.Jean_Airport
  • AIRBASE.Nevada.Laughlin_Airport
  • AIRBASE.Nevada.Lincoln_County
  • AIRBASE.Nevada.McCarran_International_Airport
  • AIRBASE.Nevada.Mesquite
  • AIRBASE.Nevada.Mina_Airport
  • AIRBASE.Nevada.Nellis_AFB
  • AIRBASE.Nevada.North_Las_Vegas
  • AIRBASE.Nevada.Pahute_Mesa_Airstrip
  • AIRBASE.Nevada.Tonopah_Airport
  • AIRBASE.Nevada.Tonopah_Test_Range_Airfield

Installation

In Single Player Missions

ATC_GROUND is fully functional in single player.

In Multi Player Missions

ATC_GROUND is functional in multi player, however ...

Due to a bug in DCS since release 1.5, the despawning of clients are not anymore working in multi player. To work around this problem, a much better solution has been made, using the slot blocker script designed by Ciribob.

With the help of Ciribob, this script has been extended to also kick client players while in flight. ATC_GROUND is communicating with this modified script to kick players!

Install the file SimpleSlotBlockGameGUI.lua on the server, following the installation instructions described by Ciribob.

Simple Slot Blocker from Ciribob & FlightControl

Script it!

1. ATC_GROUND_NEVADA Constructor

Creates a new ATC_GROUND_NEVADA object that will monitor pilots taxiing behaviour.

-- This creates a new ATC_GROUND_NEVADA object.

-- Monitor all the airbases.
ATC_Ground = ATC_GROUND_NEVADA:New()


-- Monitor specific airbases.
ATC_Ground = ATC_GROUND_NEVADA:New(              
  { AIRBASE.Nevada.Laughlin_Airport,                        
    AIRBASE.Nevada.Lincoln_County,               
    AIRBASE.Nevada.North_Las_Vegas,              
    AIRBASE.Nevada.McCarran_International_Airport
  }                                              
)                                                

2. Set various options

There are various methods that you can use to tweak the behaviour of the ATC_GROUND classes.

2.1 Speed limit at an airbase.

2.2 Prevent Takeoff at an airbase. Players will be kicked immediately.

Global ATC_GROUND_NORMANDY

ATC_GROUND_NORMANDY, extends #ATC_GROUND

The ATC_GROUND_NORMANDY class monitors the speed of the airplanes at the airbase during taxi.

#ATC_GROUND_NORMANDY ATC_GROUND_NORMANDY

ATC_GROUND_NORMANDY, extends #ATC_GROUND

The ATC_GROUND_NORMANDY class monitors the speed of the airplanes at the airbase during taxi.

The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned.


Banner Image


The default maximum speed for the airbases at Normandy is 40 km/h. Warnings are given if this speed limit is trespassed. Players will be immediately kicked when driving faster than 100 km/h on the taxi way.

The ATC_GROUND_NORMANDY class monitors the speed of the airplanes at the airbase during taxi. The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned.

The pilot will receive 3 times a warning during speeding. After the 3rd warning, if the pilot is still driving faster than the maximum allowed speed, the pilot will be kicked.

Different airbases have different maximum speeds, according safety regulations.

Airbases monitored

The following airbases are monitored at the Normandy region. Use the Wrapper.Airbase#AIRBASE.Normandy enumeration to select the airbases to be monitored.

  • AIRBASE.Normandy.Azeville
  • AIRBASE.Normandy.Bazenville
  • AIRBASE.Normandy.Beny_sur_Mer
  • AIRBASE.Normandy.Beuzeville
  • AIRBASE.Normandy.Biniville
  • AIRBASE.Normandy.Brucheville
  • AIRBASE.Normandy.Cardonville
  • AIRBASE.Normandy.Carpiquet
  • AIRBASE.Normandy.Chailey
  • AIRBASE.Normandy.Chippelle
  • AIRBASE.Normandy.Cretteville
  • AIRBASE.Normandy.Cricqueville_en_Bessin
  • AIRBASE.Normandy.Deux_Jumeaux
  • AIRBASE.Normandy.Evreux
  • AIRBASE.Normandy.Ford
  • AIRBASE.Normandy.Funtington
  • AIRBASE.Normandy.Lantheuil
  • AIRBASE.Normandy.Le_Molay
  • AIRBASE.Normandy.Lessay
  • AIRBASE.Normandy.Lignerolles
  • AIRBASE.Normandy.Longues_sur_Mer
  • AIRBASE.Normandy.Maupertus
  • AIRBASE.Normandy.Meautis
  • AIRBASE.Normandy.Needs_Oar_Point
  • AIRBASE.Normandy.Picauville
  • AIRBASE.Normandy.Rucqueville
  • AIRBASE.Normandy.Saint_Pierre_du_Mont
  • AIRBASE.Normandy.Sainte_Croix_sur_Mer
  • AIRBASE.Normandy.Sainte_Laurent_sur_Mer
  • AIRBASE.Normandy.Sommervieu
  • AIRBASE.Normandy.Tangmere
  • AIRBASE.Normandy.Argentan
  • AIRBASE.Normandy.Goulet
  • AIRBASE.Normandy.Essay
  • AIRBASE.Normandy.Hauterive
  • AIRBASE.Normandy.Barville
  • AIRBASE.Normandy.Conches
  • AIRBASE.Normandy.Vrigny

Installation

In Single Player Missions

ATC_GROUND is fully functional in single player.

In Multi Player Missions

ATC_GROUND is functional in multi player, however ...

Due to a bug in DCS since release 1.5, the despawning of clients are not anymore working in multi player. To work around this problem, a much better solution has been made, using the slot blocker script designed by Ciribob.

With the help of Ciribob, this script has been extended to also kick client players while in flight. ATC_GROUND is communicating with this modified script to kick players!

Install the file SimpleSlotBlockGameGUI.lua on the server, following the installation instructions described by Ciribob.

Simple Slot Blocker from Ciribob & FlightControl

Script it!

1. ATC_GROUND_NORMANDY Constructor

Creates a new ATC_GROUND_NORMANDY object that will monitor pilots taxiing behaviour.

-- This creates a new ATC_GROUND_NORMANDY object.

-- Monitor for these clients the airbases.
AirbasePoliceCaucasus = ATC_GROUND_NORMANDY:New()

ATC_Ground = ATC_GROUND_NORMANDY:New( 
  { AIRBASE.Normandy.Chippelle,
    AIRBASE.Normandy.Beuzeville 
  } 
)

2. Set various options

There are various methods that you can use to tweak the behaviour of the ATC_GROUND classes.

2.1 Speed limit at an airbase.

2.2 Prevent Takeoff at an airbase. Players will be kicked immediately.

Global ATC_GROUND_PERSIANGULF

ATC_GROUND_PERSIANGULF, extends #ATC_GROUND

The ATC_GROUND_PERSIANGULF class monitors the speed of the airplanes at the airbase during taxi.

#ATC_GROUND_PERSIANGULF ATC_GROUND_PERSIANGULF

ATC_GROUND_PERSIANGULF, extends #ATC_GROUND

The ATC_GROUND_PERSIANGULF class monitors the speed of the airplanes at the airbase during taxi.

The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned.


Banner Image


The default maximum speed for the airbases at Persian Gulf is 50 km/h. Warnings are given if this speed limit is trespassed. Players will be immediately kicked when driving faster than 150 km/h on the taxi way.

The ATC_GROUND_PERSIANGULF class monitors the speed of the airplanes at the airbase during taxi. The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned.

The pilot will receive 3 times a warning during speeding. After the 3rd warning, if the pilot is still driving faster than the maximum allowed speed, the pilot will be kicked.

Different airbases have different maximum speeds, according safety regulations.

Airbases monitored

The following airbases are monitored at the PersianGulf region. Use the Wrapper.Airbase#AIRBASE.PersianGulf enumeration to select the airbases to be monitored.

  • AIRBASE.PersianGulf.Abu_Musa_Island_Airport
  • AIRBASE.PersianGulf.Al_Dhafra_AB
  • AIRBASE.PersianGulf.Al_Maktoum_Intl
  • AIRBASE.PersianGulf.Al_Minhad_AB
  • AIRBASE.PersianGulf.Bandar_Abbas_Intl
  • AIRBASE.PersianGulf.Bandar_Lengeh
  • AIRBASE.PersianGulf.Dubai_Intl
  • AIRBASE.PersianGulf.Fujairah_Intl
  • AIRBASE.PersianGulf.Havadarya
  • AIRBASE.PersianGulf.Kerman_Airport
  • AIRBASE.PersianGulf.Khasab
  • AIRBASE.PersianGulf.Lar_Airbase
  • AIRBASE.PersianGulf.Qeshm_Island
  • AIRBASE.PersianGulf.Sharjah_Intl
  • AIRBASE.PersianGulf.Shiraz_International_Airport
  • AIRBASE.PersianGulf.Sir_Abu_Nuayr
  • AIRBASE.PersianGulf.Sirri_Island
  • AIRBASE.PersianGulf.Tunb_Island_AFB
  • AIRBASE.PersianGulf.Tunb_Kochak
  • AIRBASE.PersianGulf.Sas_Al_Nakheel_Airport
  • AIRBASE.PersianGulf.Bandar_e_Jask_airfield
  • AIRBASE.PersianGulf.Abu_Dhabi_International_Airport
  • AIRBASE.PersianGulf.Al_Bateen_Airport
  • AIRBASE.PersianGulf.Kish_International_Airport
  • AIRBASE.PersianGulf.Al_Ain_International_Airport
  • AIRBASE.PersianGulf.Lavan_Island_Airport
  • AIRBASE.PersianGulf.Jiroft_Airport

Installation

In Single Player Missions

ATC_GROUND is fully functional in single player.

In Multi Player Missions

ATC_GROUND is functional in multi player, however ...

Due to a bug in DCS since release 1.5, the despawning of clients are not anymore working in multi player. To work around this problem, a much better solution has been made, using the slot blocker script designed by Ciribob.

With the help of Ciribob, this script has been extended to also kick client players while in flight. ATC_GROUND is communicating with this modified script to kick players!

Install the file SimpleSlotBlockGameGUI.lua on the server, following the installation instructions described by Ciribob.

Simple Slot Blocker from Ciribob & FlightControl

Script it!

1. ATC_GROUND_PERSIANGULF Constructor

Creates a new ATC_GROUND_PERSIANGULF object that will monitor pilots taxiing behaviour.

-- This creates a new ATC_GROUND_PERSIANGULF object.

-- Monitor for these clients the airbases.
AirbasePoliceCaucasus = ATC_GROUND_PERSIANGULF:New()

ATC_Ground = ATC_GROUND_PERSIANGULF:New( 
  { AIRBASE.PersianGulf.Kerman_Airport,
    AIRBASE.PersianGulf.Al_Minhad_AB 
  } 
)

2. Set various options

There are various methods that you can use to tweak the behaviour of the ATC_GROUND classes.

2.1 Speed limit at an airbase.

2.2 Prevent Takeoff at an airbase. Players will be kicked immediately.

Global ATC_GROUND_UNIVERSAL

Base class for ATC_GROUND_UNIVERSAL implementations.

#ATC_GROUND_UNIVERSAL ATC_GROUND_UNIVERSAL

Base class for ATC_GROUND_UNIVERSAL implementations.

Global SSB

SSB

This is simple slot blocker is used on the server.

Type(s)

Fields and Methods inherited from ATC_GROUND Description

ATC_GROUND.AirbaseList

ATC_GROUND.Airbases

ATC_GROUND.KickSpeed

ATC_GROUND.MaximumKickSpeed

ATC_GROUND:New(Airbases, AirbaseList)

[DEPRECATED, use ATC_GROUND_UNIVERSAL] Creates a new ATC_GROUND object.

ATC_GROUND.SetClient

ATC_GROUND:SetKickSpeed(KickSpeed, Airbase)

Set the maximum speed in meters per second (Mps) until the player gets kicked.

ATC_GROUND:SetKickSpeedKmph(KickSpeed, Airbase)

Set the maximum speed in Kmph until the player gets kicked.

ATC_GROUND:SetKickSpeedMiph(KickSpeedMiph, Airbase)

Set the maximum speed in Miph until the player gets kicked.

ATC_GROUND:SetMaximumKickSpeed(MaximumKickSpeed, Airbase)

Set the maximum kick speed in meters per second (Mps) until the player gets kicked.

ATC_GROUND:SetMaximumKickSpeedKmph(MaximumKickSpeed, Airbase)

Set the maximum kick speed in kilometers per hour (Kmph) until the player gets kicked.

ATC_GROUND:SetMaximumKickSpeedMiph(MaximumKickSpeedMiph, Airbase)

Set the maximum kick speed in miles per hour (Miph) until the player gets kicked.

ATC_GROUND:SmokeRunways(SmokeColor)

Smoke the airbases runways.

ATC_GROUND:_AirbaseMonitor()

Fields and Methods inherited from BASE Description

ATC_GROUND.ClassID

The ID number of the class.

ATC_GROUND.ClassName

The name of the class.

ATC_GROUND.ClassNameAndID

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

ATC_GROUND:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

ATC_GROUND:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

ATC_GROUND:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

ATC_GROUND:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

ATC_GROUND:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

ATC_GROUND:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

ATC_GROUND:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

ATC_GROUND:E(Arguments)

Log an exception which will be traced always.

ATC_GROUND:EventDispatcher()

Returns the event dispatcher

ATC_GROUND:EventRemoveAll()

Remove all subscribed events

ATC_GROUND:F(Arguments)

Trace a function call.

ATC_GROUND:F2(Arguments)

Trace a function call level 2.

ATC_GROUND:F3(Arguments)

Trace a function call level 3.

ATC_GROUND:GetClassID()

Get the ClassID of the class instance.

ATC_GROUND:GetClassName()

Get the ClassName of the class instance.

ATC_GROUND:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

ATC_GROUND:GetEventPriority()

Get the Class Core.Event processing Priority.

ATC_GROUND:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

ATC_GROUND:GetState(Object, Key)

Get a Value given a Key from the Object.

ATC_GROUND:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

ATC_GROUND:I(Arguments)

Log an information which will be traced always.

ATC_GROUND:Inherit(Child, Parent)

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

ATC_GROUND:IsInstanceOf(ClassName)

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

ATC_GROUND:IsTrace()

Enquires if tracing is on (for the class).

ATC_GROUND:New()

BASE constructor.

ATC_GROUND:OnEvent(EventData)

Occurs when an Event for an object is triggered.

ATC_GROUND:OnEventBDA(EventData)

BDA.

ATC_GROUND:OnEventBaseCaptured(EventData)

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

ATC_GROUND:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

ATC_GROUND:OnEventCrash(EventData)

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

ATC_GROUND:OnEventDead(EventData)

Occurs when an object is dead.

ATC_GROUND:OnEventDetailedFailure(EventData)

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

ATC_GROUND:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

ATC_GROUND: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.

ATC_GROUND:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

ATC_GROUND:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

ATC_GROUND:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

ATC_GROUND:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

ATC_GROUND:OnEventKill(EventData)

Occurs on the death of a unit.

ATC_GROUND: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.

ATC_GROUND:OnEventLandingAfterEjection(EventData)

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

ATC_GROUND:OnEventLandingQualityMark(EventData)

Landing quality mark.

ATC_GROUND:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

ATC_GROUND:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

ATC_GROUND:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

ATC_GROUND:OnEventMissionEnd(EventData)

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

ATC_GROUND:OnEventMissionStart(EventData)

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

ATC_GROUND:OnEventParatrooperLanding(EventData)

Weapon add.

ATC_GROUND:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

ATC_GROUND:OnEventPlayerEnterAircraft(EventData)

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

ATC_GROUND:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

ATC_GROUND:OnEventPlayerLeaveUnit(EventData)

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

ATC_GROUND:OnEventRefueling(EventData)

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

ATC_GROUND:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

ATC_GROUND:OnEventScore(EventData)

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

ATC_GROUND:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

ATC_GROUND:OnEventShootingStart(EventData)

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

ATC_GROUND:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

ATC_GROUND:OnEventTakeoff(EventData)

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

ATC_GROUND:OnEventTriggerZone(EventData)

Trigger zone.

ATC_GROUND:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

ATC_GROUND:ScheduleStop(SchedulerID)

Stops the Schedule.

ATC_GROUND.Scheduler

ATC_GROUND:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

ATC_GROUND:SetState(Object, Key, Value)

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

ATC_GROUND:T(Arguments)

Trace a function logic level 1.

ATC_GROUND:T2(Arguments)

Trace a function logic level 2.

ATC_GROUND:T3(Arguments)

Trace a function logic level 3.

ATC_GROUND:TraceAll(TraceAll)

Trace all methods in MOOSE

ATC_GROUND:TraceClass(Class)

Set tracing for a class

ATC_GROUND:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

ATC_GROUND:TraceLevel(Level)

Set trace level

ATC_GROUND:TraceOff()

Set trace off.

ATC_GROUND:TraceOn()

Set trace on.

ATC_GROUND: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.

ATC_GROUND:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

ATC_GROUND._

ATC_GROUND:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

ATC_GROUND:_Serialize(Arguments)

(Internal) Serialize arguments

ATC_GROUND:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

ATC_GROUND.__

ATC_GROUND:onEvent(event)

The main event handling function...

Fields and Methods inherited from ATC_GROUND_CAUCASUS Description

ATC_GROUND_CAUCASUS.AirbaseMonitor

ATC_GROUND_CAUCASUS:New(AirbaseNames)

Creates a new ATC_GROUND_CAUCASUS object.

ATC_GROUND_CAUCASUS:Start(RepeatScanSeconds)

Start SCHEDULER for ATC_GROUND_CAUCASUS object.

Fields and Methods inherited from ATC_GROUND_MARIANAISLANDS Description

ATC_GROUND_MARIANAISLANDS.AirbaseMonitor

ATC_GROUND_MARIANAISLANDS:New(AirbaseNames)

Creates a new ATC_GROUND_MARIANAISLANDS object.

ATC_GROUND_MARIANAISLANDS:Start(RepeatScanSeconds)

Start SCHEDULER for ATC_GROUND_MARIANAISLANDS object.

Fields and Methods inherited from ATC_GROUND_NEVADA Description

ATC_GROUND_NEVADA.AirbaseMonitor

ATC_GROUND_NEVADA:New(AirbaseNames)

Creates a new ATC_GROUND_NEVADA object.

ATC_GROUND_NEVADA:Start(RepeatScanSeconds)

Start SCHEDULER for ATC_GROUND_NEVADA object.

Fields and Methods inherited from ATC_GROUND_NORMANDY Description

ATC_GROUND_NORMANDY.AirbaseMonitor

ATC_GROUND_NORMANDY:New(AirbaseNames)

Creates a new ATC_GROUND_NORMANDY object.

ATC_GROUND_NORMANDY:Start(RepeatScanSeconds)

Start SCHEDULER for ATC_GROUND_NORMANDY object.

Fields and Methods inherited from ATC_GROUND_PERSIANGULF Description

ATC_GROUND_PERSIANGULF.AirbaseMonitor

ATC_GROUND_PERSIANGULF:New(AirbaseNames)

Creates a new ATC_GROUND_PERSIANGULF object.

ATC_GROUND_PERSIANGULF:Start(RepeatScanSeconds)

Start SCHEDULER for ATC_GROUND_PERSIANGULF object.

Fields and Methods inherited from ATC_GROUND_UNIVERSAL Description

ATC_GROUND_UNIVERSAL.AirbaseList

ATC_GROUND_UNIVERSAL.AirbaseMonitor

ATC_GROUND_UNIVERSAL.Airbases

ATC_GROUND_UNIVERSAL.ClassName

ATC_GROUND_UNIVERSAL:DrawBoundaries(Color)

Draw the airbases boundaries.

ATC_GROUND_UNIVERSAL:DrawRunways(Color)

Draw the airbases runways.

ATC_GROUND_UNIVERSAL.KickSpeed

ATC_GROUND_UNIVERSAL.MaximumKickSpeed

ATC_GROUND_UNIVERSAL:New(AirbaseList)

Creates a new ATC_GROUND_UNIVERSAL object.

ATC_GROUND_UNIVERSAL:SetAirbaseBoundaries(Airbase, Zone)

Add a specific Airbase Boundary if you don't want to use the round zone that is auto-created.

ATC_GROUND_UNIVERSAL.SetClient

ATC_GROUND_UNIVERSAL:SetKickSpeed(KickSpeed, Airbase)

Set the maximum speed in meters per second (Mps) until the player gets kicked.

ATC_GROUND_UNIVERSAL:SetKickSpeedKmph(KickSpeed, Airbase)

Set the maximum speed in Kmph until the player gets kicked.

ATC_GROUND_UNIVERSAL:SetKickSpeedMiph(KickSpeedMiph, Airbase)

Set the maximum speed in Miph until the player gets kicked.

ATC_GROUND_UNIVERSAL:SetMaximumKickSpeed(MaximumKickSpeed, Airbase)

Set the maximum kick speed in meters per second (Mps) until the player gets kicked.

ATC_GROUND_UNIVERSAL:SetMaximumKickSpeedKmph(MaximumKickSpeed, Airbase)

Set the maximum kick speed in kilometers per hour (Kmph) until the player gets kicked.

ATC_GROUND_UNIVERSAL:SetMaximumKickSpeedMiph(MaximumKickSpeedMiph, Airbase)

Set the maximum kick speed in miles per hour (Miph) until the player gets kicked.

ATC_GROUND_UNIVERSAL:SmokeRunways(SmokeColor)

Smoke the airbases runways.

ATC_GROUND_UNIVERSAL:Start(RepeatScanSeconds)

Start SCHEDULER for ATC_GROUND_UNIVERSAL object.

ATC_GROUND_UNIVERSAL.Version

ATC_GROUND_UNIVERSAL:_AirbaseMonitor()

[Internal] Monitoring function

Fields and Methods inherited from BASE Description

ATC_GROUND_UNIVERSAL.ClassID

The ID number of the class.

ATC_GROUND_UNIVERSAL.ClassName

The name of the class.

ATC_GROUND_UNIVERSAL.ClassNameAndID

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

ATC_GROUND_UNIVERSAL:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

ATC_GROUND_UNIVERSAL:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

ATC_GROUND_UNIVERSAL:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

ATC_GROUND_UNIVERSAL:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

ATC_GROUND_UNIVERSAL:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

ATC_GROUND_UNIVERSAL:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

ATC_GROUND_UNIVERSAL:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

ATC_GROUND_UNIVERSAL:E(Arguments)

Log an exception which will be traced always.

ATC_GROUND_UNIVERSAL:EventDispatcher()

Returns the event dispatcher

ATC_GROUND_UNIVERSAL:EventRemoveAll()

Remove all subscribed events

ATC_GROUND_UNIVERSAL:F(Arguments)

Trace a function call.

ATC_GROUND_UNIVERSAL:F2(Arguments)

Trace a function call level 2.

ATC_GROUND_UNIVERSAL:F3(Arguments)

Trace a function call level 3.

ATC_GROUND_UNIVERSAL:GetClassID()

Get the ClassID of the class instance.

ATC_GROUND_UNIVERSAL:GetClassName()

Get the ClassName of the class instance.

ATC_GROUND_UNIVERSAL:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

ATC_GROUND_UNIVERSAL:GetEventPriority()

Get the Class Core.Event processing Priority.

ATC_GROUND_UNIVERSAL:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

ATC_GROUND_UNIVERSAL:GetState(Object, Key)

Get a Value given a Key from the Object.

ATC_GROUND_UNIVERSAL:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

ATC_GROUND_UNIVERSAL:I(Arguments)

Log an information which will be traced always.

ATC_GROUND_UNIVERSAL:Inherit(Child, Parent)

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

ATC_GROUND_UNIVERSAL:IsInstanceOf(ClassName)

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

ATC_GROUND_UNIVERSAL:IsTrace()

Enquires if tracing is on (for the class).

ATC_GROUND_UNIVERSAL:New()

BASE constructor.

ATC_GROUND_UNIVERSAL:OnEvent(EventData)

Occurs when an Event for an object is triggered.

ATC_GROUND_UNIVERSAL:OnEventBDA(EventData)

BDA.

ATC_GROUND_UNIVERSAL:OnEventBaseCaptured(EventData)

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

ATC_GROUND_UNIVERSAL:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

ATC_GROUND_UNIVERSAL:OnEventCrash(EventData)

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

ATC_GROUND_UNIVERSAL:OnEventDead(EventData)

Occurs when an object is dead.

ATC_GROUND_UNIVERSAL:OnEventDetailedFailure(EventData)

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

ATC_GROUND_UNIVERSAL:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

ATC_GROUND_UNIVERSAL: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.

ATC_GROUND_UNIVERSAL:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

ATC_GROUND_UNIVERSAL:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

ATC_GROUND_UNIVERSAL:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

ATC_GROUND_UNIVERSAL:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

ATC_GROUND_UNIVERSAL:OnEventKill(EventData)

Occurs on the death of a unit.

ATC_GROUND_UNIVERSAL: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.

ATC_GROUND_UNIVERSAL:OnEventLandingAfterEjection(EventData)

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

ATC_GROUND_UNIVERSAL:OnEventLandingQualityMark(EventData)

Landing quality mark.

ATC_GROUND_UNIVERSAL:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

ATC_GROUND_UNIVERSAL:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

ATC_GROUND_UNIVERSAL:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

ATC_GROUND_UNIVERSAL:OnEventMissionEnd(EventData)

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

ATC_GROUND_UNIVERSAL:OnEventMissionStart(EventData)

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

ATC_GROUND_UNIVERSAL:OnEventParatrooperLanding(EventData)

Weapon add.

ATC_GROUND_UNIVERSAL:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

ATC_GROUND_UNIVERSAL:OnEventPlayerEnterAircraft(EventData)

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

ATC_GROUND_UNIVERSAL:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

ATC_GROUND_UNIVERSAL:OnEventPlayerLeaveUnit(EventData)

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

ATC_GROUND_UNIVERSAL:OnEventRefueling(EventData)

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

ATC_GROUND_UNIVERSAL:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

ATC_GROUND_UNIVERSAL:OnEventScore(EventData)

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

ATC_GROUND_UNIVERSAL:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

ATC_GROUND_UNIVERSAL:OnEventShootingStart(EventData)

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

ATC_GROUND_UNIVERSAL:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

ATC_GROUND_UNIVERSAL:OnEventTakeoff(EventData)

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

ATC_GROUND_UNIVERSAL:OnEventTriggerZone(EventData)

Trigger zone.

ATC_GROUND_UNIVERSAL:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

ATC_GROUND_UNIVERSAL:ScheduleStop(SchedulerID)

Stops the Schedule.

ATC_GROUND_UNIVERSAL.Scheduler

ATC_GROUND_UNIVERSAL:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

ATC_GROUND_UNIVERSAL:SetState(Object, Key, Value)

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

ATC_GROUND_UNIVERSAL:T(Arguments)

Trace a function logic level 1.

ATC_GROUND_UNIVERSAL:T2(Arguments)

Trace a function logic level 2.

ATC_GROUND_UNIVERSAL:T3(Arguments)

Trace a function logic level 3.

ATC_GROUND_UNIVERSAL:TraceAll(TraceAll)

Trace all methods in MOOSE

ATC_GROUND_UNIVERSAL:TraceClass(Class)

Set tracing for a class

ATC_GROUND_UNIVERSAL:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

ATC_GROUND_UNIVERSAL:TraceLevel(Level)

Set trace level

ATC_GROUND_UNIVERSAL:TraceOff()

Set trace off.

ATC_GROUND_UNIVERSAL:TraceOn()

Set trace on.

ATC_GROUND_UNIVERSAL: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.

ATC_GROUND_UNIVERSAL:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

ATC_GROUND_UNIVERSAL._

ATC_GROUND_UNIVERSAL:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

ATC_GROUND_UNIVERSAL:_Serialize(Arguments)

(Internal) Serialize arguments

ATC_GROUND_UNIVERSAL:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

ATC_GROUND_UNIVERSAL.__

ATC_GROUND_UNIVERSAL:onEvent(event)

The main event handling function...

Field(s)

Function(s)

[DEPRECATED, use ATC_GROUND_UNIVERSAL] Creates a new ATC_GROUND object.

Defined in:

ATC_GROUND

Parameters:

Airbases

A table of Airbase Names.

AirbaseList

Return value:

self

Set the maximum speed in meters per second (Mps) until the player gets kicked.

An airbase can be specified to set the kick speed for.

Defined in:

ATC_GROUND

Parameters:

#number KickSpeed

The speed in Mps.

(optional) The airbase to set the kick speed for.

Return value:

self

Usage:


  -- Declare Atc_Ground using one of those, depending on the map.

  Atc_Ground = ATC_GROUND_CAUCAUS:New()
  Atc_Ground = ATC_GROUND_NEVADA:New()
  Atc_Ground = ATC_GROUND_NORMANDY:New()
  Atc_Ground = ATC_GROUND_PERSIANGULF:New()
  
  -- Then use one of these methods...

  Atc_Ground:SetKickSpeed( UTILS.KmphToMps( 80 ) ) -- Kick the players at 80 kilometers per hour

  Atc_Ground:SetKickSpeed( UTILS.MiphToMps( 100 ) ) -- Kick the players at 100 miles per hour

  Atc_Ground:SetKickSpeed( 24 ) -- Kick the players at 24 meters per second ( 24 * 3.6 = 86.4 kilometers per hour )

Set the maximum speed in Kmph until the player gets kicked.

Defined in:

ATC_GROUND

Parameters:

#number KickSpeed

Set the speed in Kmph.

(optional) The airbase to set the kick speed for.

Return value:

self

Atc_Ground:SetKickSpeedKmph( 80 ) -- Kick the players at 80 kilometers per hour

Set the maximum speed in Miph until the player gets kicked.

Defined in:

ATC_GROUND

Parameters:

#number KickSpeedMiph

Set the speed in Mph.

(optional) The airbase to set the kick speed for.

Return value:

self

Atc_Ground:SetKickSpeedMiph( 100 ) -- Kick the players at 100 miles per hour

Set the maximum kick speed in meters per second (Mps) until the player gets kicked.

There are no warnings given if this speed is reached, and is to prevent players to take off from the airbase! An airbase can be specified to set the maximum kick speed for.

Defined in:

ATC_GROUND

Parameters:

#number MaximumKickSpeed

The speed in Mps.

(optional) The airbase to set the kick speed for.

Return value:

self

Usage:


  -- Declare Atc_Ground using one of those, depending on the map.

  Atc_Ground = ATC_GROUND_CAUCAUS:New()
  Atc_Ground = ATC_GROUND_NEVADA:New()
  Atc_Ground = ATC_GROUND_NORMANDY:New()
  Atc_Ground = ATC_GROUND_PERSIANGULF:New()
  
  -- Then use one of these methods...

  Atc_Ground:SetMaximumKickSpeed( UTILS.KmphToMps( 80 ) ) -- Kick the players at 80 kilometers per hour

  Atc_Ground:SetMaximumKickSpeed( UTILS.MiphToMps( 100 ) ) -- Kick the players at 100 miles per hour

  Atc_Ground:SetMaximumKickSpeed( 24 ) -- Kick the players at 24 meters per second ( 24 * 3.6 = 86.4 kilometers per hour )

Set the maximum kick speed in kilometers per hour (Kmph) until the player gets kicked.

There are no warnings given if this speed is reached, and is to prevent players to take off from the airbase! An airbase can be specified to set the maximum kick speed for.

Defined in:

ATC_GROUND

Parameters:

#number MaximumKickSpeed

Set the speed in Kmph.

(optional) The airbase to set the kick speed for.

Return value:

self

Atc_Ground:SetMaximumKickSpeedKmph( 150 ) -- Kick the players at 150 kilometers per hour

Set the maximum kick speed in miles per hour (Miph) until the player gets kicked.

There are no warnings given if this speed is reached, and is to prevent players to take off from the airbase! An airbase can be specified to set the maximum kick speed for.

Defined in:

ATC_GROUND

Parameters:

#number MaximumKickSpeedMiph

Set the speed in Mph.

(optional) The airbase to set the kick speed for.

Return value:

self

Atc_Ground:SetMaximumKickSpeedMiph( 100 ) -- Kick the players at 100 miles per hour

Smoke the airbases runways.

Defined in:

ATC_GROUND

Parameter:

The color of the smoke around the runways.

Return value:

self

@param #ATC_GROUND self

Defined in:

ATC_GROUND

Field(s)

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 Core.Event processing Priority.

The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

Note that the Parent class must be passed to call the parent class method.

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

This is the Child class from which the Parent class needs to be retrieved.

#BASE FromClass

(Optional) The class from which to get the parent.

Return value:

Get a Value given a Key from the Object.

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

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

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

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

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

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

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

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

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 Core.Event processing Priority.

The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

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

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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

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

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


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

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

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event

Field(s)

Function(s)

Creates a new ATC_GROUND_CAUCASUS object.

Defined in:

ATC_GROUND_CAUCASUS

Parameter:

AirbaseNames

A list {} of airbase names (Use AIRBASE.Caucasus enumerator).

Return value:

Start SCHEDULER for ATC_GROUND_CAUCASUS object.

Defined in:

ATC_GROUND_CAUCASUS

Parameter:

RepeatScanSeconds

Time in second for defining occurency of alerts.

Return value:

nothing

Field(s)

Function(s)

Creates a new ATC_GROUND_MARIANAISLANDS object.

Defined in:

ATC_GROUND_MARIANAISLANDS

Parameter:

AirbaseNames

A list {} of airbase names (Use AIRBASE.MarianaIslands enumerator).

Return value:

Start SCHEDULER for ATC_GROUND_MARIANAISLANDS object.

Defined in:

ATC_GROUND_MARIANAISLANDS

Parameter:

RepeatScanSeconds

Time in second for defining occurency of alerts.

Return value:

nothing

Field(s)

Function(s)

Creates a new ATC_GROUND_NEVADA object.

Defined in:

ATC_GROUND_NEVADA

Parameter:

AirbaseNames

A list {} of airbase names (Use AIRBASE.Nevada enumerator).

Return value:

Start SCHEDULER for ATC_GROUND_NEVADA object.

Defined in:

ATC_GROUND_NEVADA

Parameter:

RepeatScanSeconds

Time in second for defining occurency of alerts.

Return value:

nothing

Field(s)

Function(s)

Creates a new ATC_GROUND_NORMANDY object.

Defined in:

ATC_GROUND_NORMANDY

Parameter:

AirbaseNames

A list {} of airbase names (Use AIRBASE.Normandy enumerator).

Return value:

Start SCHEDULER for ATC_GROUND_NORMANDY object.

Defined in:

ATC_GROUND_NORMANDY

Parameter:

RepeatScanSeconds

Time in second for defining occurency of alerts.

Return value:

nothing

Field(s)

Function(s)

Creates a new ATC_GROUND_PERSIANGULF object.

Defined in:

ATC_GROUND_PERSIANGULF

Parameter:

AirbaseNames

A list {} of airbase names (Use AIRBASE.PersianGulf enumerator).

Return value:

Start SCHEDULER for ATC_GROUND_PERSIANGULF object.

Defined in:

ATC_GROUND_PERSIANGULF

Parameter:

RepeatScanSeconds

Time in second for defining occurency of alerts.

Return value:

nothing

Field(s)

Function(s)

Draw the airbases boundaries.

Defined in:

ATC_GROUND_UNIVERSAL

Parameter:

#table Color

The color of the line around the runways, in RGB, e.g {1,0,0} for red.

Return value:

Draw the airbases runways.

Defined in:

ATC_GROUND_UNIVERSAL

Parameter:

#table Color

The color of the line around the runways, in RGB, e.g {1,0,0} for red.

Return value:

Creates a new ATC_GROUND_UNIVERSAL object.

This works on any map.

Defined in:

ATC_GROUND_UNIVERSAL

Parameter:

AirbaseList

A table of Airbase Names. Leave empty to cover all airbases of the map.

Return value:

Usage:

           -- define monitoring for one airbase
           local atc=ATC_GROUND_UNIVERSAL:New({AIRBASE.Syria.Gecitkale})
           -- set kick speed
           atc:SetKickSpeed(UTILS.KnotsToMps(20))
           -- start monitoring evey 10 secs
           atc:Start(10)

Add a specific Airbase Boundary if you don't want to use the round zone that is auto-created.

Defined in:

ATC_GROUND_UNIVERSAL

Parameters:

#string Airbase

The name of the Airbase

The ZONE object to be used, e.g. a ZONE_POLYGON

Return value:

Set the maximum speed in meters per second (Mps) until the player gets kicked.

An airbase can be specified to set the kick speed for.

Defined in:

ATC_GROUND_UNIVERSAL

Parameters:

#number KickSpeed

The speed in Mps.

#string Airbase

(optional) The airbase name to set the kick speed for.

Return value:

Usage:


  -- Declare Atc_Ground

  Atc_Ground = ATC_GROUND_UNIVERSAL:New()
  
  -- Then use one of these methods...

  Atc_Ground:SetKickSpeed( UTILS.KmphToMps( 80 ) ) -- Kick the players at 80 kilometers per hour

  Atc_Ground:SetKickSpeed( UTILS.MiphToMps( 100 ) ) -- Kick the players at 100 miles per hour

  Atc_Ground:SetKickSpeed( 24 ) -- Kick the players at 24 meters per second ( 24 * 3.6 = 86.4 kilometers per hour )

Set the maximum speed in Kmph until the player gets kicked.

Defined in:

ATC_GROUND_UNIVERSAL

Parameters:

#number KickSpeed

Set the speed in Kmph.

#string Airbase

(optional) The airbase name to set the kick speed for.

Return value:

self

Atc_Ground:SetKickSpeedKmph( 80 ) -- Kick the players at 80 kilometers per hour

Set the maximum speed in Miph until the player gets kicked.

Defined in:

ATC_GROUND_UNIVERSAL

Parameters:

#number KickSpeedMiph

Set the speed in Mph.

#string Airbase

(optional) The airbase name to set the kick speed for.

Return value:

self

Atc_Ground:SetKickSpeedMiph( 100 ) -- Kick the players at 100 miles per hour

Set the maximum kick speed in meters per second (Mps) until the player gets kicked.

There are no warnings given if this speed is reached, and is to prevent players to take off from the airbase! An airbase can be specified to set the maximum kick speed for.

Defined in:

ATC_GROUND_UNIVERSAL

Parameters:

#number MaximumKickSpeed

The speed in Mps.

#string Airbase

(optional) The airbase name to set the kick speed for.

Return value:

Usage:


  -- Declare Atc_Ground

  Atc_Ground = ATC_GROUND_UNIVERSAL:New()
  
  -- Then use one of these methods...

  Atc_Ground:SetMaximumKickSpeed( UTILS.KmphToMps( 80 ) ) -- Kick the players at 80 kilometers per hour

  Atc_Ground:SetMaximumKickSpeed( UTILS.MiphToMps( 100 ) ) -- Kick the players at 100 miles per hour

  Atc_Ground:SetMaximumKickSpeed( 24 ) -- Kick the players at 24 meters per second ( 24 * 3.6 = 86.4 kilometers per hour )

Set the maximum kick speed in kilometers per hour (Kmph) until the player gets kicked.

There are no warnings given if this speed is reached, and is to prevent players to take off from the airbase! An airbase can be specified to set the maximum kick speed for.

Defined in:

ATC_GROUND_UNIVERSAL

Parameters:

#number MaximumKickSpeed

Set the speed in Kmph.

#string Airbase

(optional) The airbase name to set the kick speed for.

Return value:

self

Atc_Ground:SetMaximumKickSpeedKmph( 150 ) -- Kick the players at 150 kilometers per hour

Set the maximum kick speed in miles per hour (Miph) until the player gets kicked.

There are no warnings given if this speed is reached, and is to prevent players to take off from the airbase! An airbase can be specified to set the maximum kick speed for.

Defined in:

ATC_GROUND_UNIVERSAL

Parameters:

#number MaximumKickSpeedMiph

Set the speed in Mph.

#string Airbase

(optional) The airbase name to set the kick speed for.

Return value:

self

Atc_Ground:SetMaximumKickSpeedMiph( 100 ) -- Kick the players at 100 miles per hour

Smoke the airbases runways.

Defined in:

ATC_GROUND_UNIVERSAL

Parameter:

The color of the smoke around the runways.

Return value:

Start SCHEDULER for ATC_GROUND_UNIVERSAL object.

Defined in:

ATC_GROUND_UNIVERSAL

Parameter:

RepeatScanSeconds

Time in second for defining schedule of alerts.

Return value:

[Internal] Monitoring function

Defined in:

ATC_GROUND_UNIVERSAL

Return value:

Field(s)

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 Core.Event processing Priority.

The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

Note that the Parent class must be passed to call the parent class method.

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

This is the Child class from which the Parent class needs to be retrieved.

#BASE FromClass

(Optional) The class from which to get the parent.

Return value:

Get a Value given a Key from the Object.

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

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

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

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

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

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

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

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

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 Core.Event processing Priority.

The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

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

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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

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

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


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

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

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event