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Module Functional.Shorad

Functional -- Short Range Air Defense System


SHORAD - Short Range Air Defense System Controls a network of short range air/missile defense groups.


Missions:

SHORAD - Short Range Air Defense


Author : *applevangelist *

Global(s)

Global SHORAD

Good friends are worth defending. Mr Tushman, Wonder (the Movie)

Simple Class for a more intelligent Short Range Air Defense System

SHORAD

Moose derived missile intercepting short range defense system.

#SHORAD SHORAD

Good friends are worth defending. Mr Tushman, Wonder (the Movie)

Simple Class for a more intelligent Short Range Air Defense System

SHORAD

Moose derived missile intercepting short range defense system.

Protects a network of SAM sites. Uses events to switch on the defense groups closest to the enemy. Easily integrated with Functional.Mantis#MANTIS to complete the defensive system setup.

Usage

Set up a #SET_GROUP for the SAM sites to be protected:

   `local SamSet = SET_GROUP:New():FilterPrefixes("Red SAM"):FilterCoalitions("red"):FilterStart()`   

By default, SHORAD will defense against both HARMs and AG-Missiles with short to medium range. The default defense probability is 70-90%. When a missile is detected, SHORAD will activate defense groups in the given radius around the target for 10 minutes. It will not react to friendly fire.

Start a new SHORAD system, parameters are:

  • Name: Name of this SHORAD.

  • ShoradPrefix: Filter for the Shorad #SET_GROUP.

  • Samset: The #SET_GROUP of SAM sites to defend.

  • Radius: Defense radius in meters.

  • ActiveTimer: Determines how many seconds the systems stay on red alert after wake-up call.

  • Coalition: Coalition, i.e. "blue", "red", or "neutral".*

    myshorad = SHORAD:New("RedShorad", "Red SHORAD", SamSet, 25000, 600, "red")

Customize options

  • SHORAD:SwitchDebug(debug)
  • SHORAD:SwitchHARMDefense(onoff)
  • SHORAD:SwitchAGMDefense(onoff)
  • SHORAD:SetDefenseLimits(low,high)
  • SHORAD:SetActiveTimer(seconds)
  • SHORAD:SetDefenseRadius(meters)

Type(s)

Fields and Methods inherited from SHORAD Description

SHORAD.ActiveGroups

Table for the timer function

SHORAD.ActiveTimer

How long a Shorad stays active after wake-up in seconds

SHORAD.ClassName

SHORAD.Coalition

The coalition of this Shorad

SHORAD.DefendHarms

Default true, intercept incoming HARMS

SHORAD.DefendMavs

Default true, intercept incoming AG-Missiles

SHORAD.DefenseHighProb

Default 90, maximim detection limit

SHORAD.DefenseLowProb

Default 70, minimum detection limit

SHORAD.Groupset

The set of Shorad groups

SHORAD.Harms

SHORAD.Mavs

TODO complete list?

SHORAD:New(Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition)

Instantiates a new SHORAD object

SHORAD:OnEventShot(EventData)

Main function - work on the EventData

SHORAD.Prefixes

String to be used to build the Core.Set

SHORAD.Radius

Shorad defense radius in meters

SHORAD.Samset

The set of SAM groups to defend

SHORAD:SetActiveTimer(seconds)

Set the number of seconds a SHORAD site will stay active

SHORAD:SetDefenseLimits(low, high)

Set defense probability limits

SHORAD:SetDefenseRadius(meters)

Set the number of meters for the SHORAD defense zone

SHORAD:SetUsingAIOnOff(switch)

Set using AI on/off instead of changing alarm state

SHORAD:SwitchAGMDefense(onoff)

Switch defense for AGMs

SHORAD:SwitchDebug(debug)

Switch debug state

SHORAD:SwitchHARMDefense(onoff)

Switch defense for HARMs

SHORAD.UseAIOnOff

Decide if we are using AI on/off (true) or AlarmState red/green (default).

SHORAD:WakeUpShorad(TargetGroup, Radius, ActiveTimer)

Wake up #SHORADs in a zone with diameter Radius for ActiveTimer seconds

SHORAD:_CheckCoalition(Coalition)

Check the coalition of the attacker

SHORAD:_CheckHarms(WeaponName)

Check if a HARM was fired

SHORAD:_CheckMavs(WeaponName)

Check if an AGM was fired

SHORAD:_CheckShotAtSams(TargetGroupName)

Check if the missile is aimed at a SAM site

SHORAD:_CheckShotAtShorad(TargetGroupName)

Check if the missile is aimed at a SHORAD

SHORAD:_InitState()

Initially set all groups to alarm state GREEN

SHORAD:_ShotIsDetected()

Calculate if the missile shot is detected

SHORAD.debug

Set the debug state

SHORAD.lid

The log ID for the dcs.log

SHORAD.name

Name of this Shorad

Fields and Methods inherited from BASE Description

SHORAD.ClassID

The ID number of the class.

SHORAD.ClassName

The name of the class.

SHORAD.ClassNameAndID

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

SHORAD:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

SHORAD:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

SHORAD:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

SHORAD:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

SHORAD:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

SHORAD:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

SHORAD:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

SHORAD:E(Arguments)

Log an exception which will be traced always.

SHORAD:EventDispatcher()

Returns the event dispatcher

SHORAD:EventRemoveAll()

Remove all subscribed events

SHORAD:F(Arguments)

Trace a function call.

SHORAD:F2(Arguments)

Trace a function call level 2.

SHORAD:F3(Arguments)

Trace a function call level 3.

SHORAD:GetClassID()

Get the ClassID of the class instance.

SHORAD:GetClassName()

Get the ClassName of the class instance.

SHORAD:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

SHORAD:GetEventPriority()

Get the Class Event processing Priority.

SHORAD:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

SHORAD:GetState(Object, Key)

Get a Value given a Key from the Object.

SHORAD:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

SHORAD:I(Arguments)

Log an information which will be traced always.

SHORAD:Inherit(Child, Parent)

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

SHORAD:IsInstanceOf(ClassName)

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

SHORAD:IsTrace()

Enquires if tracing is on (for the class).

SHORAD:New()

BASE constructor.

SHORAD:OnEvent(EventData)

Occurs when an object is completely destroyed.

SHORAD:OnEventBDA(EventData)

BDA.

SHORAD:OnEventBaseCaptured(EventData)

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

SHORAD:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

SHORAD:OnEventCrash(EventData)

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

SHORAD:OnEventDead(EventData)

Occurs when an object is dead.

SHORAD:OnEventDetailedFailure(EventData)

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

SHORAD:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

SHORAD:OnEventEjection(EventData)

Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected

SHORAD:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

SHORAD:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

SHORAD:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

SHORAD:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

SHORAD:OnEventKill(EventData)

Occurs on the death of a unit.

SHORAD:OnEventLand(EventData)

Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on.

SHORAD:OnEventLandingAfterEjection(EventData)

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

SHORAD:OnEventLandingQualityMark(EventData)

Landing quality mark.

SHORAD:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

SHORAD:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

SHORAD:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

SHORAD:OnEventMissionEnd(EventData)

Occurs when a mission ends

SHORAD:OnEventMissionStart(EventData)

Occurs when a mission starts

SHORAD:OnEventParatrooperLanding(EventData)

Weapon add.

SHORAD:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

SHORAD:OnEventPlayerEnterAircraft(EventData)

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

SHORAD:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

SHORAD:OnEventPlayerLeaveUnit(EventData)

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

SHORAD:OnEventRefueling(EventData)

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

SHORAD:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

SHORAD:OnEventScore(EventData)

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

SHORAD:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

SHORAD:OnEventShootingStart(EventData)

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

SHORAD:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

SHORAD:OnEventTakeoff(EventData)

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

SHORAD:OnEventTriggerZone(EventData)

Trigger zone.

SHORAD:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

SHORAD:ScheduleStop(SchedulerFunction)

Stops the Schedule.

SHORAD.Scheduler

SHORAD:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

SHORAD:SetState(Object, Key, Value)

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

SHORAD:T(Arguments)

Trace a function logic level 1.

SHORAD:T2(Arguments)

Trace a function logic level 2.

SHORAD:T3(Arguments)

Trace a function logic level 3.

SHORAD:TraceAll(TraceAll)

Trace all methods in MOOSE

SHORAD:TraceClass(Class)

Set tracing for a class

SHORAD:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

SHORAD:TraceLevel(Level)

Set trace level

SHORAD:TraceOff()

Set trace off.

SHORAD:TraceOn()

Set trace on.

SHORAD: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.

SHORAD:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

SHORAD._

SHORAD:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

SHORAD:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

SHORAD.__

SHORAD:onEvent(event)

  • SHORAD class, extends Core.Base#BASE

Field(s)

#table SHORAD.ActiveGroups

Table for the timer function

#number SHORAD.ActiveTimer

How long a Shorad stays active after wake-up in seconds

#string SHORAD.Coalition

The coalition of this Shorad

#boolean SHORAD.DefendHarms

Default true, intercept incoming HARMS

#boolean SHORAD.DefendMavs

Default true, intercept incoming AG-Missiles

#number SHORAD.DefenseHighProb

Default 90, maximim detection limit

#number SHORAD.DefenseLowProb

Default 70, minimum detection limit

Core.Set#SET_GROUP SHORAD.Groupset

The set of Shorad groups

#table SHORAD.Harms

TODO Complete list? - Missile enumerators @field Harms

#table SHORAD.Mavs

TODO complete list?

#string SHORAD.Prefixes

String to be used to build the Core.Set

#number SHORAD.Radius

Shorad defense radius in meters

Core.Set#SET_GROUP SHORAD.Samset

The set of SAM groups to defend

#boolean SHORAD.UseAIOnOff

Decide if we are using AI on/off (true) or AlarmState red/green (default).

#boolean SHORAD.debug

Set the debug state

#string SHORAD.lid

The log ID for the dcs.log

#string SHORAD.name

Name of this Shorad

Function(s)

Instantiates a new SHORAD object

Defined in:

SHORAD

Parameters:

#string Name

Name of this SHORAD

#string ShoradPrefix

Filter for the Shorad #SET_GROUP

The #SET_GROUP of SAM sites to defend

#number Radius

Defense radius in meters, used to switch on groups

#number ActiveTimer

Determines how many seconds the systems stay on red alert after wake-up call

#string Coalition

Coalition, i.e. "blue", "red", or "neutral"

Main function - work on the EventData

Defined in:

SHORAD

Parameter:

The event details table data set

Set the number of seconds a SHORAD site will stay active

Defined in:

SHORAD

Parameter:

#number seconds

Number of seconds systems stay active

Set defense probability limits

Defined in:

SHORAD

Parameters:

#number low

Minimum detection limit, integer 1-100

#number high

Maximum detection limit integer 1-100

Set the number of meters for the SHORAD defense zone

Defined in:

SHORAD

Parameter:

#number meters

Radius of the defense search zone in meters. #SHORADs in this range around a targeted group will go active

Set using AI on/off instead of changing alarm state

Defined in:

SHORAD

Parameter:

#boolean switch

Decide if we are changing alarm state or AI state

Switch defense for AGMs

Defined in:

SHORAD

Parameter:

#boolean onoff

Switch debug state

Defined in:

SHORAD

Parameter:

#boolean debug

Switch debug on (true) or off (false)

Switch defense for HARMs

Defined in:

SHORAD

Parameter:

#boolean onoff

Wake up #SHORADs in a zone with diameter Radius for ActiveTimer seconds

Defined in:

SHORAD

Parameters:

#string TargetGroup

Name of the target group used to build the #ZONE

#number Radius

Radius of the #ZONE

#number ActiveTimer

Number of seconds to stay active

Usage:

Use this function to integrate with other systems, example   

local SamSet = SET_GROUP:New():FilterPrefixes("Blue SAM"):FilterCoalitions("blue"):FilterStart()
myshorad = SHORAD:New("BlueShorad", "Blue SHORAD", SamSet, 22000, 600, "blue")
myshorad:SwitchDebug(true)
mymantis = MANTIS:New("BlueMantis","Blue SAM","Blue EWR",nil,"blue",false,"Blue Awacs")
mymantis:AddShorad(myshorad,720)
mymantis:Start()

Check the coalition of the attacker

Defined in:

SHORAD

Parameter:

#string Coalition

name

Return value:

#boolean:

Returns false for a match

Check if a HARM was fired

Defined in:

SHORAD

Parameter:

#string WeaponName

Return value:

#boolean:

Returns true for a match

Check if an AGM was fired

Defined in:

SHORAD

Parameter:

#string WeaponName

Return value:

#boolean:

Returns true for a match

Check if the missile is aimed at a SAM site

Defined in:

SHORAD

Parameter:

#string TargetGroupName

Name of the target group

Return value:

#boolean:

Returns true for a match, else false

Check if the missile is aimed at a SHORAD

Defined in:

SHORAD

Parameter:

#string TargetGroupName

Name of the target group

Return value:

#boolean:

Returns true for a match, else false

Initially set all groups to alarm state GREEN

Defined in:

SHORAD

Calculate if the missile shot is detected

Defined in:

SHORAD

Return value:

#boolean:

Returns true for a detection, else false

Field(s)

#table SHORAD.ActiveGroups

Table for the timer function

#number SHORAD.ActiveTimer

How long a Shorad stays active after wake-up in seconds

#string SHORAD.Coalition

The coalition of this Shorad

#boolean SHORAD.DefendHarms

Default true, intercept incoming HARMS

#boolean SHORAD.DefendMavs

Default true, intercept incoming AG-Missiles

#number SHORAD.DefenseHighProb

Default 90, maximim detection limit

#number SHORAD.DefenseLowProb

Default 70, minimum detection limit

Core.Set#SET_GROUP SHORAD.Groupset

The set of Shorad groups

#table SHORAD.Harms

TODO Complete list? - Missile enumerators @field Harms

#table SHORAD.Mavs

TODO complete list?

#string SHORAD.Prefixes

String to be used to build the Core.Set

#number SHORAD.Radius

Shorad defense radius in meters

Core.Set#SET_GROUP SHORAD.Samset

The set of SAM groups to defend

#boolean SHORAD.UseAIOnOff

Decide if we are using AI on/off (true) or AlarmState red/green (default).

#boolean SHORAD.debug

Set the debug state

#string SHORAD.lid

The log ID for the dcs.log

#string SHORAD.name

Name of this Shorad

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

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

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Event processing Priority.

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

Defined in:

Return value:

#number:

The Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()


Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

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

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

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

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

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

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

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

Defined in:

Parameter:

ClassName

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

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

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

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

Defined in:

Return value:

Occurs when an object is completely destroyed.

initiator : The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

BDA.

Defined in:

Parameter:

The EventData structure.

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

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.

initiator : The unit that was spawned

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has crashed

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

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.

Defined in:

Parameter:

The EventData structure.

Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

initiator : The unit that is stopping its engines.

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

initiator : The unit that is starting its engines.

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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.

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.

  • 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 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.

  • 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.

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mission ends

Defined in:

Parameter:

The EventData structure.

Occurs when a mission starts

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.

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. 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.

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.

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.

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.

initiator : The unit that is receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

Event will always correspond with a shooting start event. 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. 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.

Defined in:

Parameter:

The EventData structure.

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

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.

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

  • 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:

#number:

The ScheduleID 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:

#number:

The ScheduleID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#function SchedulerFunction

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

Set the Class Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The Event processing Priority.

Return value:

self

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

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

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

#string Method

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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

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

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:

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

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

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

TODO: Complete DCS#Event structure.
- The main event handling function... This function captures all events generated for the class. @param #BASE self @param DCS#Event event

Defined in:

Parameter:

event