Module Functional.Shorad
Functional - Short Range Air Defense System.
Features:
- 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 SHORADMoose derived missile intercepting short range defense system. |
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")
Customization options
- myshorad:SwitchDebug(debug)
- myshorad:SwitchHARMDefense(onoff)
- myshorad:SwitchAGMDefense(onoff)
- myshorad:SetDefenseLimits(low,high)
- myshorad:SetActiveTimer(seconds)
- myshorad:SetDefenseRadius(meters)
- myshorad:AddScootZones(ZoneSet,Number,Random,Formation)
Type(s)
Fields and Methods inherited from SHORAD | Description |
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Table for the timer function |
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How long a Shorad stays active after wake-up in seconds |
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Add a SET_ZONE of zones for Shoot&Scoot |
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The coalition of this Shorad |
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Default true, intercept incoming HARMS |
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Default true, intercept incoming AG-Missiles |
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Default 90, maximum detection limit |
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Default 70, minimum detection limit |
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The set of Shorad groups |
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Main function - work on the EventData |
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TODO complete list? |
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SHORAD:New(Name, ShoradPrefix, Samset, Radius, ActiveTimer, Coalition, UseEmOnOff) |
Instantiates a new SHORAD object |
String to be used to build the Core.Set |
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Shorad defense radius in meters |
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The set of SAM groups to defend |
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Set the number of seconds a SHORAD site will stay active |
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Set defense probability limits |
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Set the number of meters for the SHORAD defense zone |
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Set using Emission on/off instead of changing alarm state |
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Number of zones to consider |
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Zones in this set are considered |
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Switch defense for AGMs |
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Switch debug state on |
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Switch debug state off |
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Switch debug state on |
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Switch defense for HARMs |
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Decide if we are using Emission on/off (default) or AlarmState red/green |
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Check the coalition of the attacker |
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Check if a HARM was fired |
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Check if an AGM was fired |
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Check if the missile is aimed at a SAM site |
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Check if the missile is aimed at a SHORAD |
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Initially set all groups to alarm state GREEN |
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Calculate if the missile shot is detected |
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Set the debug state |
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The log ID for the dcs.log |
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Max distance of the next zone |
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Min distance of the next zone |
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Name of this Shorad |
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SHORAD:onafterCalculateHitZone(SEADWeapon, pos0, height, SEADGroup, From, Event, To) |
(Internal) Calculate hit zone of an AGM-88 |
(Internal) Shoot and Scoot |
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SHORAD:onafterWakeUpShorad(TargetGroup, Radius, ActiveTimer, TargetCat, From, Event, To) |
Wake up #SHORADs in a zone with diameter Radius for ActiveTimer seconds |
Formation to take for scooting, e.g. "Vee" or "Cone" |
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If true, use a random coordinate in the zone and not the center |
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If true, shoot and scoot between zones |
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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SHORAD:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
SHORAD:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
SHORAD: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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SHORAD: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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SHORAD:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
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SHORAD:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
- SHORAD class, extends Core.Base#BASE
Field(s)
Table for the timer function
How long a Shorad stays active after wake-up in seconds
The coalition of this Shorad
Default true, intercept incoming HARMS
Default true, intercept incoming AG-Missiles
Default 90, maximum detection limit
Default 70, minimum detection limit
TODO Complete list? - Missile enumerators @field Harms
TODO complete list?
String to be used to build the Core.Set
Shorad defense radius in meters
Number of zones to consider
Decide if we are using Emission on/off (default) or AlarmState red/green
Set the debug state
The log ID for the dcs.log
Max distance of the next zone
Min distance of the next zone
Name of this Shorad
Formation to take for scooting, e.g. "Vee" or "Cone"
If true, use a random coordinate in the zone and not the center
If true, shoot and scoot between zones
Function(s)
Add a SET_ZONE of zones for Shoot&Scoot
Defined in:
SHORAD
Parameters:
Core.Set#SET_ZONE ZoneSet
Set of zones to be used. Units will move around to the next (random) zone between 100m and 3000m away.
#number Number
Number of closest zones to be considered, defaults to 3.
#boolean Random
If true, use a random coordinate inside the next zone to scoot to.
#string Formation
Formation to use, defaults to "Cone". See mission editor dropdown for options.
Return value:
self
Main function - work on the EventData
Defined in:
SHORAD
Parameter:
Core.Event#EVENTDATA EventData
The event details table data set
Return value:
self
Instantiates a new SHORAD object
Defined in:
SHORAD
Parameters:
#string Name
Name of this SHORAD
#string ShoradPrefix
Filter for the Shorad #SET_GROUP
Core.Set#SET_GROUP Samset
The #SET_GROUP of SAM sites to defend
#number Radius
Defense radius in meters, used to switch on SHORAD groups within this radius
#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"
#boolean UseEmOnOff
Use Emissions On/Off rather than Alarm State Red/Green (default: use Emissions switch)
Return value:
self
Set the number of seconds a SHORAD site will stay active
Defined in:
SHORAD
Parameter:
#number seconds
Number of seconds systems stay active
Return value:
self
Set defense probability limits
Defined in:
SHORAD
Parameters:
#number low
Minimum detection limit, integer 1-100
#number high
Maximum detection limit integer 1-100
Return value:
self
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
Return value:
self
Set using Emission on/off instead of changing alarm state
Defined in:
SHORAD
Parameter:
#boolean switch
Decide if we are changing alarm state or AI state
Return value:
self
Switch defense for AGMs
Switch debug state on
Defined in:
SHORAD
Parameters:
#boolean debug
Switch debug on (true) or off (false)
onoff
Return value:
self
Switch defense for HARMs
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
Calculate if the missile shot is detected
Defined in:
SHORAD
Return value:
#boolean:
Returns true for a detection, else false
(Internal) Calculate hit zone of an AGM-88
Defined in:
SHORAD
Parameters:
#table SEADWeapon
DCS.Weapon object
Position of the plane when it fired
#number height
Height when the missile was fired
Wrapper.Group#GROUP SEADGroup
Attacker group
From
Event
To
Return value:
self
(Internal) Shoot and Scoot
Defined in:
SHORAD
Parameters:
#string From
#string Event
#string To
Wrapper.Group#GROUP Shorad
Shorad group
Return value:
self
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
#number TargetCat
(optional) Category, i.e. Object.Category.UNIT or Object.Category.STATIC
From
Event
To
Return value:
self
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()
Field(s)
Table for the timer function
How long a Shorad stays active after wake-up in seconds
The coalition of this Shorad
Default true, intercept incoming HARMS
Default true, intercept incoming AG-Missiles
Default 90, maximum detection limit
Default 70, minimum detection limit
TODO Complete list? - Missile enumerators @field Harms
TODO complete list?
String to be used to build the Core.Set
Shorad defense radius in meters
Number of zones to consider
Decide if we are using Emission on/off (default) or AlarmState red/green
Set the debug state
The log ID for the dcs.log
Max distance of the next zone
Min distance of the next zone
Name of this Shorad
Formation to take for scooting, e.g. "Vee" or "Cone"
If true, use a random coordinate in the zone and not the center
If true, shoot and scoot between zones
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.