Module Functional.Escort
Functional - Taking the lead of AI escorting your flight.
Features:
- Escort navigation commands.
- Escort hold at position commands.
- Escorts reporting detected targets.
- Escorts scanning targets in advance.
- Escorts attacking specific targets.
- Request assistance from other groups for attack.
- Manage rule of engagement of escorts.
- Manage the allowed evasion techniques of escorts.
- Make escort to execute a defined mission or path.
- Escort tactical situation reporting.
Additional Material:
- Demo Missions: GitHub
- YouTube videos: None
- Guides: None
Allows you to interact with escorting AI on your flight and take the lead.
Each escorting group can be commanded with a whole set of radio commands (radio menu in your flight, and then F10).
The radio commands will vary according the category of the group. The richest set of commands are with Helicopters and AirPlanes. Ships and Ground troops will have a more limited set, but they can provide support through the bombing of targets designated by the other escorts.
RADIO MENUs that can be created:
Find a summary below of the current available commands:
Navigation ...:
Escort group navigation functions:
- "Join-Up and Follow at x meters": The escort group fill follow you at about x meters, and they will follow you.
- "Flare": Provides menu commands to let the escort group shoot a flare in the air in a color.
- "Smoke": Provides menu commands to let the escort group smoke the air in a color. Note that smoking is only available for ground and naval troops.
Hold position ...:
Escort group navigation functions:
- "At current location": Stops the escort group and they will hover 30 meters above the ground at the position they stopped.
- "At client location": Stops the escort group and they will hover 30 meters above the ground at the position they stopped.
Report targets ...:
Report targets will make the escort group to report any target that it identifies within a 8km range. Any detected target can be attacked using the 4. Attack nearby targets function. (see below).
- "Report now": Will report the current detected targets.
- "Report targets on": Will make the escort group to report detected targets and will fill the "Attack nearby targets" menu list.
- "Report targets off": Will stop detecting targets.
Scan targets ...:
Menu items to pop-up the escort group for target scanning. After scanning, the escort group will resume with the mission or defined task.
- "Scan targets 30 seconds": Scan 30 seconds for targets.
- "Scan targets 60 seconds": Scan 60 seconds for targets.
Attack targets ...:
This menu item will list all detected targets within a 15km range. Depending on the level of detection (known/unknown) and visuality, the targets type will also be listed.
Request assistance from ...:
This menu item will list all detected targets within a 15km range, as with the menu item Attack Targets. This menu item allows to request attack support from other escorts supporting the current client group. eg. the function allows a player to request support from the Ship escort to attack a target identified by the Plane escort with its Tomahawk missiles. eg. the function allows a player to request support from other Planes escorting to bomb the unit with illumination missiles or bombs, so that the main plane escort can attack the area.
ROE ...:
Sets the Rules of Engagement (ROE) of the escort group when in flight.
- "Hold Fire": The escort group will hold fire.
- "Return Fire": The escort group will return fire.
- "Open Fire": The escort group will open fire on designated targets.
- "Weapon Free": The escort group will engage with any target.
Evasion ...:
Will define the evasion techniques that the escort group will perform during flight or combat.
- "Fight until death": The escort group will have no reaction to threats.
- "Use flares, chaff and jammers": The escort group will use passive defense using flares and jammers. No evasive manoeuvres are executed.
- "Evade enemy fire": The rescort group will evade enemy fire before firing.
- "Go below radar and evade fire": The escort group will perform evasive vertical manoeuvres.
Resume Mission ...:
Escort groups can have their own mission. This menu item will allow the escort group to resume their Mission from a given waypoint. Note that this is really fantastic, as you now have the dynamic of taking control of the escort groups, and allowing them to resume their path or mission.
Authors: FlightControl
Global(s)
Global ESCORT |
ESCORT class ESCORT construction methods. |
ESCORT class
ESCORT construction methods.
Create a new SPAWN object with the ESCORT.New method:
- ESCORT.New: Creates a new ESCORT object from a Wrapper.Group#GROUP for a Wrapper.Client#CLIENT, with an optional briefing text.
Usage:
-- Declare a new EscortPlanes object as follows:
-- First find the GROUP object and the CLIENT object.
local EscortClient = CLIENT:FindByName( "Unit Name" ) -- The Unit Name is the name of the unit flagged with the skill Client in the mission editor.
local EscortGroup = GROUP:FindByName( "Group Name" ) -- The Group Name is the name of the group that will escort the Escort Client.
-- Now use these 2 objects to construct the new EscortPlanes object.
EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
Global _Resume(EscortGroup) |
Type(s)
Fields and Methods inherited from ESCORT | Description |
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The mode the escort is in. |
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The current follow distance. |
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The instance of the SCHEDULER class. |
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Detection |
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JoinsUp and Follows a CLIENT. |
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Defines a menu slot to let the escort attack its detected targets using assisted attack from another escort joined also with the client. |
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Defines a menu to let the escort set its evasion when under threat. |
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Defines a menu slot to let the escort disperse a flare in a certain color. |
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Defines a menu slot to let the escort Join and Follow you at a certain distance. |
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ESCORT:MenuHoldAtEscortPosition(Height, Seconds, MenuTextFormat) |
Defines a menu slot to let the escort hold at their current position and stay low with a specified height during a specified time in seconds. |
ESCORT:MenuHoldAtLeaderPosition(Height, Seconds, MenuTextFormat) |
Defines a menu slot to let the escort hold at the client position and stay low with a specified height during a specified time in seconds. |
Defines a menu to let the escort set its rules of engagement. |
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Defines a menu slot to let the escort report their current detected targets with a specified time interval in seconds. |
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Defines a menu to let the escort resume its mission from a waypoint on its route. |
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Defines a menu slot to let the escort scan for targets at a certain height for a certain time in seconds. |
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Defines a menu slot to let the escort disperse a smoke in a certain color. |
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Defines the default menus |
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ESCORT:New(EscortClient, EscortGroup, EscortName, EscortBriefing) |
ESCORT class constructor for an AI group |
Which REACTION_ON_THREAT is set to the EscortGroup. |
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Registers the waypoints |
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If true, nearby targets are reported. |
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Set a Detection method for the EscortClient to be reported upon. |
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This function is for test, it will put on the frequency of the FollowScheduler a red smoke at the direction vector calculated for the escort to fly to. |
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Report Targets Scheduler. |
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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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ESCORT:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
ESCORT:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
ESCORT: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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ESCORT:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
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Set the Class Core.Event processing Priority. |
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Set a state or property of the Object given a Key and a Value. |
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Trace a function logic level 1. |
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Trace a function logic level 2. |
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Trace a function logic level 3. |
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Trace all methods in MOOSE |
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Set tracing for a class |
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Set tracing for a specific method of class |
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Set trace level |
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Set trace off. |
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Set trace on. |
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Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
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UnSubscribe to a DCS event. |
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ESCORT:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
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ESCORT:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from ESCORT.MODE | Description |
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Fields and Methods inherited from MENUPARAM | Description |
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Field(s)
Attack Targets
Reaction to Threats
Rules of Engagement
Report Targets
Mission Resume Menu Root
Request assistance from other escorts. This is very useful to let f.e. an escorting ship attack a target detected by an escorting plane...
The current follow distance.
Which REACTION_ON_THREAT is set to the EscortGroup.
If true, nearby targets are reported.
Function(s)
JoinsUp and Follows a CLIENT.
Defined in:
ESCORT
Parameters:
Wrapper.Group#GROUP EscortGroup
Wrapper.Client#CLIENT EscortClient
DCS#Distance Distance
Defines a menu slot to let the escort attack its detected targets using assisted attack from another escort joined also with the client.
This menu will appear under Request assistance from. Note that this method needs to be preceded with the method MenuReportTargets.
Defines a menu to let the escort set its evasion when under threat.
All rules of engagement will appear under the menu Evasion.
Defines a menu slot to let the escort disperse a flare in a certain color.
This menu will appear under Navigation. The flare will be fired from the first unit in the group.
Defined in:
ESCORT
Parameter:
#string MenuTextFormat
Optional parameter that shows the menu option text. If no text is given, the default text will be displayed.
Return value:
Defines a menu slot to let the escort Join and Follow you at a certain distance.
This menu will appear under Navigation.
Defined in:
ESCORT
Parameter:
DCS#Distance Distance
The distance in meters that the escort needs to follow the client.
Return value:
Defines a menu slot to let the escort hold at their current position and stay low with a specified height during a specified time in seconds.
This menu will appear under Hold position.
Defined in:
ESCORT
Parameters:
DCS#Distance Height
Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
DCS#Time Seconds
Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
#string MenuTextFormat
Optional parameter that shows the menu option text. The text string is formatted, and should contain two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed.
Return value:
TODO: Implement Seconds parameter. Challenge is to first develop the "continue from last activity" function.
Defines a menu slot to let the escort hold at the client position and stay low with a specified height during a specified time in seconds.
This menu will appear under Navigation.
Defined in:
ESCORT
Parameters:
DCS#Distance Height
Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
DCS#Time Seconds
Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
#string MenuTextFormat
Optional parameter that shows the menu option text. The text string is formatted, and should contain one or two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed.
Return value:
TODO: Implement Seconds parameter. Challenge is to first develop the "continue from last activity" function.
Defines a menu to let the escort set its rules of engagement.
All rules of engagement will appear under the menu ROE.
Defines a menu slot to let the escort report their current detected targets with a specified time interval in seconds.
This menu will appear under Report targets. Note that if a report targets menu is not specified, no targets will be detected by the escort, and the attack and assisted attack menus will not be displayed.
Defines a menu to let the escort resume its mission from a waypoint on its route.
All rules of engagement will appear under the menu Resume mission from.
Defines a menu slot to let the escort scan for targets at a certain height for a certain time in seconds.
This menu will appear under Scan targets.
Defined in:
ESCORT
Parameters:
DCS#Distance Height
Optional parameter that sets the height in meters to let the escort orbit at the current location. The default value is 30 meters.
DCS#Time Seconds
Optional parameter that lets the escort orbit at the current position for a specified time. (not implemented yet). The default value is 0 seconds, meaning, that the escort will orbit forever until a sequent command is given.
#string MenuTextFormat
Optional parameter that shows the menu option text. The text string is formatted, and should contain one or two %d tokens in the string. The first for the Height, the second for the Time (if given). If no text is given, the default text will be displayed.
Return value:
Defines a menu slot to let the escort disperse a smoke in a certain color.
This menu will appear under Navigation. Note that smoke menu options will only be displayed for ships and ground units. Not for air units. The smoke will be fired from the first unit in the group.
Defined in:
ESCORT
Parameter:
#string MenuTextFormat
Optional parameter that shows the menu option text. If no text is given, the default text will be displayed.
Return value:
ESCORT class constructor for an AI group
Defined in:
ESCORT
Parameters:
Wrapper.Client#CLIENT EscortClient
The client escorted by the EscortGroup.
Wrapper.Group#GROUP EscortGroup
The group AI escorting the EscortClient.
#string EscortName
Name of the escort.
#string EscortBriefing
A text showing the ESCORT briefing to the player. Note that if no EscortBriefing is provided, the default briefing will be shown.
Return value:
self
Usage:
-- Declare a new EscortPlanes object as follows:
-- First find the GROUP object and the CLIENT object.
local EscortClient = CLIENT:FindByName( "Unit Name" ) -- The Unit Name is the name of the unit flagged with the skill Client in the mission editor.
local EscortGroup = GROUP:FindByName( "Group Name" ) -- The Group Name is the name of the group that will escort the Escort Client.
-- Now use these 2 objects to construct the new EscortPlanes object.
EscortPlanes = ESCORT:New( EscortClient, EscortGroup, "Desert", "Welcome to the mission. You are escorted by a plane with code name 'Desert', which can be instructed through the F10 radio menu." )
Set a Detection method for the EscortClient to be reported upon.
Detection methods are based on the derived classes from DETECTION_BASE.
This function is for test, it will put on the frequency of the FollowScheduler a red smoke at the direction vector calculated for the escort to fly to.
This allows to visualize where the escort is flying to.
Defined in:
ESCORT
Parameter:
#boolean SmokeDirection
If true, then the direction vector will be smoked.
Defined in:
ESCORT
Parameters:
Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
EscortGroupAttack
@param #ESCORT self @param Functional.Detection#DETECTION_BASE.DetectedItem DetectedItem
Defined in:
ESCORT
Parameter:
DetectedItem
@param #MENUPARAM MenuParam
Defined in:
ESCORT
Parameters:
Color
Message
@param #MENUPARAM MenuParam
Defined in:
ESCORT
Parameters:
OrbitGroup
OrbitHeight
OrbitSeconds
@param #MENUPARAM MenuParam
Defined in:
ESCORT
Parameter:
Distance
@param #MENUPARAM MenuParam
Defined in:
ESCORT
Parameters:
EscortROEFunction
EscortROEMessage
@param #MENUPARAM MenuParam
Defined in:
ESCORT
Parameters:
EscortROTFunction
EscortROTMessage
@param #MENUPARAM MenuParam
Defined in:
ESCORT
Parameter:
ScanDuration
@param #MENUPARAM MenuParam
Defined in:
ESCORT
Parameters:
Color
Message
Defined in:
ESCORT
Parameter:
ReportTargets
Field(s)
Attack Targets
Reaction to Threats
Rules of Engagement
Report Targets
Mission Resume Menu Root
Request assistance from other escorts. This is very useful to let f.e. an escorting ship attack a target detected by an escorting plane...
The current follow distance.
Which REACTION_ON_THREAT is set to the EscortGroup.
If true, nearby targets are reported.
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.
MENUPARAM type