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Module Navigation.Beacons

NAVIGATION - Beacons of the map/theatre.

Main Features:

  • Access beacons of the map
  • Find closest beacon
  • Get frequencies and channels

Example Missions:

Demo missions can be found on github.


Author: funkyfranky


Global(s)

Global BEACONS

Hope is the beacon that guides lost ships back to the shore.


The BEACONS Concept

This class is desinged to make information about beacons of a map/theatre easier accessible.

#BEACONS BEACONS

Hope is the beacon that guides lost ships back to the shore.


The BEACONS Concept

This class is desinged to make information about beacons of a map/theatre easier accessible.

The information contains location, type and frequencies of all or specific beacons of the map.

Note that try to avoid hard coding stuff in Moose since DCS is updated frequently and things change. Therefore, the main source of information is either a file beacons.lua that can be found in the installation directory of DCS for each map or a table that the user needs to provide.

Basic Setup

A new BEACONS object can be created with the BEACONS.NewFromFile(*beacons_lua_file*) function.

local beacons=BEACONS:NewFromFile("<DCS_Install_Directory>\Mods\terrains\<Map_Name>\beacons.lua")
beacons:MarkerShow()

This will load the beacons from the <DCS_Install_Directory> for the specific map and place markers on the F10 map. This is the first step you should do to ensure that the file you provided is correct and all relevant beacons are present.

User Functions

F10 Map Markers

Position

Get Closest Beacon

Type(s)

Fields and Methods inherited from BEACONS Description

BEACONS.ClassName

Name of the class.

BEACONS:CountBeacons(TypeID)

Count beacons, optionally of a given type.

BEACONS:GetBeacons(TypeID)

Get table of all beacons, optionally of a given type.

BEACONS:GetClosestBeacon(Coordinate, TypeID, DistMax, ExcludeList)

Find closest beacon to a given coordinate.

BEACONS:GetClosestBeacons(Coordinate, Nmax, TypeID, DistMax)

Find closest beacons to a given coordinate.

BEACONS:GetCoordinate(beacon)

Get COORDINATE of a specific beacon.

BEACONS:GetVec3(beacon)

Get 3D position vector of a specific beacon.

BEACONS:MarkerRemove(Beacon, TypeID)

Remove markers of all beacons from the F10 map.

BEACONS:MarkerShow(Beacon, TypeID)

Add markers for all beacons on the F10 map.

BEACONS:NewFromFile(FileName)

Create a new BECAONS class instance from a given file.

BEACONS:NewFromTable(BeaconTable)

Create a new BECAONS class instance from a given table.

BEACONS:_GetFrequency(freq)

Get converted frequency.

BEACONS:_GetMarkerText(beacon)

Get text displayed in the F10 marker.

BEACONS:_GetTypeName(typeID)

Get name of beacon type.

BEACONS.beacons

Beacons.

BEACONS.verbose

Verbosity of output.

BEACONS.version

BEACONS class version.

Fields and Methods inherited from BASE Description

BEACONS.ClassID

The ID number of the class.

BEACONS.ClassName

The name of the class.

BEACONS.ClassNameAndID

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

BEACONS:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

BEACONS:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

BEACONS:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

BEACONS:CreateEventDynamicCargoLoaded(DynamicCargo)

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

BEACONS:CreateEventDynamicCargoRemoved(DynamicCargo)

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

BEACONS:CreateEventDynamicCargoUnloaded(DynamicCargo)

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

BEACONS:CreateEventNewDynamicCargo(DynamicCargo)

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

BEACONS:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

BEACONS:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

BEACONS:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

BEACONS:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

BEACONS:E(Arguments)

Log an exception which will be traced always.

BEACONS:EventDispatcher()

Returns the event dispatcher

BEACONS:EventRemoveAll()

Remove all subscribed events

BEACONS:F(Arguments)

Trace a function call.

BEACONS:F2(Arguments)

Trace a function call level 2.

BEACONS:F3(Arguments)

Trace a function call level 3.

BEACONS:GetClassID()

Get the ClassID of the class instance.

BEACONS:GetClassName()

Get the ClassName of the class instance.

BEACONS:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

BEACONS:GetEventPriority()

Get the Class Core.Event processing Priority.

BEACONS:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

BEACONS:GetProperties()

Get all of the properties of an object in a table.

BEACONS:GetProperty(Key)

Get one property of an object by the key.

BEACONS:GetState(Object, Key)

Get a Value given a Key from the Object.

BEACONS:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

BEACONS:I(Arguments)

Log an information which will be traced always.

BEACONS:Inherit(Child, Parent)

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

BEACONS:IsInstanceOf(ClassName)

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

BEACONS:IsTrace()

Enquires if tracing is on (for the class).

BEACONS:New()

BASE constructor.

BEACONS:OnEvent(EventData)

Occurs when an Event for an object is triggered.

BEACONS:OnEventBDA(EventData)

BDA.

BEACONS:OnEventBaseCaptured(EventData)

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

BEACONS:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

BEACONS:OnEventCrash(EventData)

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

BEACONS:OnEventDead(EventData)

Occurs when an object is dead.

BEACONS:OnEventDetailedFailure(EventData)

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

BEACONS:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

BEACONS:OnEventDynamicCargoLoaded(EventData)

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

BEACONS:OnEventDynamicCargoRemoved(EventData)

Occurs when a dynamic cargo crate is removed.

BEACONS:OnEventDynamicCargoUnloaded(EventData)

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

BEACONS:OnEventEjection(EventData)

Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes.

BEACONS:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

BEACONS:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

BEACONS:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

BEACONS:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

BEACONS:OnEventKill(EventData)

Occurs on the death of a unit.

BEACONS:OnEventLand(EventData)

Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes.

BEACONS:OnEventLandingAfterEjection(EventData)

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

BEACONS:OnEventLandingQualityMark(EventData)

Landing quality mark.

BEACONS:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

BEACONS:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

BEACONS:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

BEACONS:OnEventMissionEnd(EventData)

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

BEACONS:OnEventMissionStart(EventData)

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

BEACONS:OnEventNewDynamicCargo(EventData)

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

BEACONS:OnEventParatrooperLanding(EventData)

Weapon add.

BEACONS:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

BEACONS:OnEventPlayerEnterAircraft(EventData)

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

BEACONS:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

BEACONS:OnEventPlayerLeaveUnit(EventData)

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

BEACONS:OnEventRefueling(EventData)

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

BEACONS:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

BEACONS:OnEventScore(EventData)

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

BEACONS:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

BEACONS:OnEventShootingStart(EventData)

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

BEACONS:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

BEACONS:OnEventTakeoff(EventData)

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

BEACONS:OnEventTriggerZone(EventData)

Trigger zone.

BEACONS:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

BEACONS.Properties

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

Schedule a new time event.

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

Schedule a new time event.

BEACONS:ScheduleStop(SchedulerID)

Stops the Schedule.

BEACONS.Scheduler

The scheduler object.

BEACONS:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

BEACONS:SetProperty(Key, Value)

Set one property of an object.

BEACONS:SetState(Object, Key, Value)

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

BEACONS:T(Arguments)

Trace a function logic level 1.

BEACONS:T2(Arguments)

Trace a function logic level 2.

BEACONS:T3(Arguments)

Trace a function logic level 3.

BEACONS:TraceAll(TraceAll)

Trace all methods in MOOSE

BEACONS:TraceClass(Class)

Set tracing for a class

BEACONS:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

BEACONS:TraceLevel(Level)

Set trace level

BEACONS:TraceOff()

Set trace off.

BEACONS:TraceOn()

Set trace on.

BEACONS: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.

BEACONS:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

BEACONS._

BEACONS:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

BEACONS:_Serialize(Arguments)

(Internal) Serialize arguments

BEACONS:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

BEACONS.__

BEACONS:onEvent(event)

The main event handling function...

Fields and Methods inherited from BEACONS.Beacon Description

BEACONS.Beacon.beaconId

Beacon ID.

BEACONS.Beacon.callsign

Call sign.

BEACONS.Beacon.channel

TACAN, RSBN or PRMG channel depending on type.

BEACONS.Beacon.chartOffsetX

No idea what this offset is?!

BEACONS.Beacon.coordinate

BEACONS.Beacon.direction

Direction in degrees.

BEACONS.Beacon.display_name

Function that returns the localized name.

BEACONS.Beacon.frequency

Frequency in Hz.

BEACONS.Beacon.markerID

ID for the F10 marker.

BEACONS.Beacon.position

Position table.

BEACONS.Beacon.positionGeo

Table with latitude and longitude.

BEACONS.Beacon.sceneObjects

Table with scenery objects, e.g. {t:393396742}.

BEACONS.Beacon.scenery

The scenery object.

BEACONS.Beacon.type

Beacon type.

BEACONS.Beacon.typeName

Name of becon type.

BEACONS.Beacon.vec3

Position vector 3D.

BEACONS class.

Field(s)

#string BEACONS.ClassName

Name of the class.

#table BEACONS.beacons

Beacons.

#number BEACONS.verbose

Verbosity of output.

#string BEACONS.version

BEACONS class version.

Function(s)

Count beacons, optionally of a given type.

Defined in:

BEACONS

Parameter:

#number TypeID

(Optional) Only count specific beacon types, e.g. BEACON.Type.TACAN.

Return value:

#number:

Number of beacons.

Get table of all beacons, optionally of a given type.

Defined in:

BEACONS

Parameter:

#number TypeID

(Optional) Only return specific beacon types, e.g. BEACON.Type.TACAN.

Return value:

#table:

Table of beacons. Each element is of type #BEACON.Beacon.

Find closest beacon to a given coordinate.

Defined in:

BEACONS

Parameters:

The reference coordinate.

#number TypeID

(Optional) Only search for specific beacon types, e.g. BEACON.Type.TACAN.

#number DistMax

(Optional) Max search distance in meters.

#table ExcludeList

(Optional) List of beacons to exclude.

Return value:

The closest beacon.

Find closest beacons to a given coordinate.

Defined in:

BEACONS

Parameters:

The reference coordinate.

#number Nmax

Max number of beacons. Default 5.

#number TypeID

(Optional) Only search for specific beacon types, e.g. BEACON.Type.TACAN.

#number DistMax

(Optional) Max search distance in meters.

Return value:

#table:

Table of #BEACONS.Beacon closest beacons.

Get COORDINATE of a specific beacon.

Defined in:

BEACONS

Parameter:

The beacon data structure.

Return value:

The coordinate.

Get 3D position vector of a specific beacon.

Defined in:

BEACONS

Parameter:

The beacon data structure.

Return value:

Position vector.

Remove markers of all beacons from the F10 map.

Optionally, remove only marker of a specific beacon or a certain beacon type.

Defined in:

BEACONS

Parameters:

(Optional) Only this specifc beacon.

#number TypeID

(Optional) Only show specific beacon types, e.g. BEACON.Type.TACAN.

Return value:

self

Add markers for all beacons on the F10 map.

Optionally, only a specific beacon or a certain beacon type can be marked.

Defined in:

BEACONS

Parameters:

(Optional) Only this specifc beacon.

#number TypeID

(Optional) Only show specific beacon types, e.g. BEACON.Type.TACAN.

Return value:

self

Create a new BECAONS class instance from a given file.

Defined in:

BEACONS

Parameter:

#string FileName

Full path to the file containing the map beacons.

Return value:

self

Create a new BECAONS class instance from a given table.

Defined in:

BEACONS

Parameter:

#table BeaconTable

Table with beacon info.

Return value:

self

Get converted frequency.

Defined in:

BEACONS

Parameter:

#number freq

Frequency in Hz.

Return values:

#number:

Frequency in better unit.

#string:

Unit ("Hz", "kHz", "MHz").

Get text displayed in the F10 marker.

Defined in:

BEACONS

Parameter:

The beacon data structure.

Return value:

#string:

Marker text.

Get name of beacon type.

Defined in:

BEACONS

Parameter:

#number typeID

Beacon type number.

Return value:

#string:

Type name.

Field(s)

#string BEACONS.ClassName

Name of the class.

#table BEACONS.beacons

Beacons.

#number BEACONS.verbose

Verbosity of output.

#string BEACONS.version

BEACONS class version.

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.

Defined in:

Parameter:

the dynamic cargo object

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

Defined in:

Parameter:

the dynamic cargo object

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

Defined in:

Parameter:

the dynamic cargo object

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

Defined in:

Parameter:

the dynamic cargo object

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

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

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.Event processing Priority.

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

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get all of the properties of an object in a table.

Defined in:

Return value:

#table:

of values, indexed by keys.

Get one property of an object by the key.

Defined in:

Parameter:

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!

Return value:

Value The value that is stored. Note that the value can be a #string, but it can also be any other type! Nil if not found.

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

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

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

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

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

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

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

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

Defined in:

Parameter:

ClassName

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

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

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

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

Defined in:

Return value:

Occurs when an Event for an object is triggered.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that triggered the event.

Defined in:

Parameter:

The EventData structure.

BDA.

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

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was spawned

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that has crashed

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is dead.

Defined in:

Parameter:

The EventData structure.

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

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a 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.

Defined in:

Parameter:

The EventData structure.

Occurs when a dynamic cargo crate is removed.

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes.

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is stopping its engines.

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is starting its engines.

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that had the failure

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: The unit that killed the target
  • target: Target Object
  • weapon: Weapon Object

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes.

initiator : The unit that has landed place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

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

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
  • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
  • subplace: is always 0 for unknown reasons.

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

Weapon add.

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the pilot has died in.

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

Note - not Mulitplayer safe. Use PlayerEnterAircraft. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the player left.

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was receiving fuel.

Defined in:

Parameter:

The EventData structure.

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

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

Event will always correspond with a shooting start event. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was doing the shooting.

Defined in:

Parameter:

The EventData structure.

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

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is doing the shooting. target: The unit that is being targeted.

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

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

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#function SchedulerFunction

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

...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#string:

The Schedule ID of the planned schedule.

Schedule a new time event.

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#number Repeat

Specifies the interval in seconds when the scheduler will call the event function.

#number RandomizeFactor

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

#number Stop

Specifies the amount of seconds when the scheduler will be stopped.

#function SchedulerFunction

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

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

Set the Class Core.Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

Set one property of an object.

Defined in:

Parameters:

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 that is stored. Note that the value can be a #string, but it can also be any other type!

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

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

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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

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

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


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

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

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event

Mission capability.

Field(s)

#string BEACONS.Beacon.beaconId

Beacon ID.

#string BEACONS.Beacon.callsign

Call sign.

#number BEACONS.Beacon.channel

TACAN, RSBN or PRMG channel depending on type.

#number BEACONS.Beacon.chartOffsetX

No idea what this offset is?!

BEACONS.Beacon.coordinate

Get coordinate

#number BEACONS.Beacon.direction

Direction in degrees.

#function BEACONS.Beacon.display_name

Function that returns the localized name.

#number BEACONS.Beacon.frequency

Frequency in Hz.

#number BEACONS.Beacon.markerID

ID for the F10 marker.

#table BEACONS.Beacon.position

Position table.

#table BEACONS.Beacon.positionGeo

Table with latitude and longitude.

#table BEACONS.Beacon.sceneObjects

Table with scenery objects, e.g. {t:393396742}.

#number BEACONS.Beacon.type

Beacon type.

#string BEACONS.Beacon.typeName

Name of becon type.

DCS#Vec3 BEACONS.Beacon.vec3

Position vector 3D.

Function(s)