Module Navigation.Point
NAVIGATION - Navigation Airspace Points, Fixes and Aids.
Main Features:
- Navigation Fixes
- Navigation Aids
Example Missions:
Demo missions can be found on github.
Author: funkyfranky
Global(s)
Global NAVAID |
A fleet of British ships at war are the best negotiators. -- Horatio Nelson The NAVAID ConceptA NAVAID consists of one or multiple FLOTILLAs. |
A fleet of British ships at war are the best negotiators. -- Horatio Nelson
The NAVAID Concept
A NAVAID consists of one or multiple FLOTILLAs.
These flotillas "live" in a WAREHOUSE that has a phyiscal struction (STATIC or UNIT) and can be captured or destroyed.
Basic Setup
A new NAVAID object can be created with the NAVAID.New(WarehouseName, FleetName) function, where WarehouseName is the name of the static or unit object hosting the fleet
and FleetName is the name you want to give the fleet. This must be unique!
myFleet=NAVAID:New("myWarehouseName", "1st Fleet")
myFleet:SetPortZone(ZonePort1stFleet)
myFleet:Start()
A fleet needs a port zone, which is set via the NAVAID.SetPortZone(PortZone) function. This is the zone where the naval assets are spawned and return to.
Finally, the fleet needs to be started using the NAVAID.Start() function. If the fleet is not started, it will not process any requests.
Global NAVFIX |
A fleet of British ships at war are the best negotiators. -- Horatio Nelson The NAVFIX ConceptThe NAVFIX class has a great concept! A NAVFIX describes a geo position and can, e.g., be part of a FLIGHTPLAN. |
A fleet of British ships at war are the best negotiators. -- Horatio Nelson
The NAVFIX Concept
The NAVFIX class has a great concept!
A NAVFIX describes a geo position and can, e.g., be part of a FLIGHTPLAN.
It has a unique name and is of a certain type, e.g. "Intersection", "VOR", "Airbase" etc. It can also have further properties as min/max altitudes and speeds that aircraft need to obey when they pass the point.
Basic Setup
A new NAVFIX object can be created with the NAVFIX.New() function.
myNavPoint=NAVFIX:New()
myTemplate:SetXYZ(X, Y, Z)
This is how it works.
Type(s)
| Fields and Methods inherited from NAVAID | Description |
|---|---|
|
Name of the class. |
|
|
Create a new NAVAID class instance. |
|
|
Set channel of, e.g., TACAN beacons. |
|
|
Set frequency the beacon transmits on. |
|
|
Verbosity of output. |
|
|
NAVAID class version. |
|
| Fields and Methods inherited from NAVFIX | Description |
|---|---|
|
Name of the class. |
|
|
Get the altitude in feet MSL. |
|
|
Get the speed. |
|
|
Remove marker of the NAVFIX from the F10 map. |
|
|
Add marker the NAVFIX on the F10 map. |
|
|
Create a new NAVFIX class instance from a given COORDINATE. |
|
|
Create a new NAVFIX instance from given latitude and longitude in decimal degrees (DD). |
|
|
Create a new NAVFIX instance from given latitude and longitude in degrees, minutes and seconds (DMS). |
|
NAVAID:NewFromNavFix(Name, Type, NavFix, Distance, Bearing, Reciprocal) |
Create a new NAVFIX class instance relative to a given other NAVFIX. |
|
Create a new NAVFIX class instance from a given VECTOR. |
|
|
Set mandatory altitude (min alt = max alt). |
|
|
Set maximum altitude. |
|
|
Set minimum altitude. |
|
|
Set whether this fix is compulsory. |
|
|
Set whether this is the final approach fix (FAF). |
|
|
Set whether this is a fly-over fix fix. |
|
|
Set whether this is an initial approach fix (IAF). |
|
|
Set whether this is the intermediate fix (IF). |
|
NAVAID:SetMissedApproachFix(FinalApproachFix, MissedApproachFix) |
Set whether this is the final approach fix (FAF). |
|
Set mandatory speed (min speed = max speed) at this fix. |
|
|
Set maximum allowed speed at this fix. |
|
|
Set minimum allowed speed at this fix. |
|
|
Get text displayed in the F10 marker. |
|
|
Maximum altitude in meters. |
|
|
Minimum altitude in meters. |
|
|
Is this a compulsory fix. |
|
|
Is this a final approach fix. |
|
|
Is this a flyover fix ( |
|
|
Is this an initial approach fix. |
|
|
Is this an initial fix. |
|
|
Is this an initial fix. |
|
|
Marker on F10 map. |
|
|
Name of the point. |
|
|
Maximum speed in knots. |
|
|
Minimum speed in knots. |
|
|
Type of the point, *e.g. "Intersection", "VOR", "Airport". |
|
|
Position vector of the fix. |
|
|
Verbosity of output. |
|
|
NAVFIX class version. |
| Fields and Methods inherited from BASE | Description |
|---|---|
|
The ID number of the class. |
|
|
The name of the class. |
|
|
The name of the class concatenated with the ID number of the class. |
|
|
Clear the state of an object. |
|
NAVAID:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
NAVAID:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
NAVAID:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
Creation of a Dead Event. |
|
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 |
|
|
Creation of a Remove Unit Event. |
|
|
Creation of a Takeoff Event. |
|
|
Creation of a Crash Event. |
|
|
Log an exception which will be traced always. |
|
|
Returns the event dispatcher |
|
|
Remove all subscribed events |
|
|
Trace a function call. |
|
|
Trace a function call level 2. |
|
|
Trace a function call level 3. |
|
|
Get the ClassID of the class instance. |
|
|
Get the ClassName of the class instance. |
|
|
Get the ClassName + ClassID of the class instance. |
|
|
Get the Class Core.Event processing Priority. |
|
|
This is the worker method to retrieve the Parent class. |
|
|
Get all of the properties of an object in a table. |
|
|
Get one property of an object by the key. |
|
|
Get a Value given a Key from the Object. |
|
|
Subscribe to a DCS Event. |
|
|
Log an information which will be traced always. |
|
|
This is the worker method to inherit from a parent class. |
|
|
This is the worker method to check if an object is an (sub)instance of a class. |
|
|
Enquires if tracing is on (for the class). |
|
|
BASE constructor. |
|
|
Occurs when an Event for an object is triggered. |
|
|
BDA. |
|
|
Occurs when a ground unit captures either an airbase or a farp. |
|
|
Occurs when any object is spawned into the mission. |
|
|
Occurs when any aircraft crashes into the ground and is completely destroyed. |
|
|
Occurs when an object is dead. |
|
|
Unknown precisely what creates this event, likely tied into newer damage model. |
|
|
Discard chair after ejection. |
|
|
Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. |
|
|
Occurs when a dynamic cargo crate is removed. |
|
|
Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. |
|
|
Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes. |
|
|
Occurs when any aircraft shuts down its engines. |
|
|
Occurs when any aircraft starts its engines. |
|
|
Occurs whenever an object is hit by a weapon. |
|
|
Occurs when any system fails on a human controlled aircraft. |
|
|
Occurs on the death of a unit. |
|
|
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. |
|
|
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
|
|
Landing quality mark. |
|
|
Occurs when a new mark was added. |
|
|
Occurs when a mark text was changed. |
|
|
Occurs when a mark was removed. |
|
|
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. |
|
|
Weapon add. |
|
|
Occurs when the pilot of an aircraft is killed. |
|
|
Occurs when a player enters a slot and takes control of an aircraft. |
|
|
Occurs when any player assumes direct control of a unit. |
|
|
Occurs when any player relieves control of a unit to the AI. |
|
|
Occurs when an aircraft connects with a tanker and begins taking on fuel. |
|
|
Occurs when an aircraft is finished taking fuel. |
|
|
Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
|
|
Occurs when any unit stops firing its weapon. |
|
|
Occurs when any unit begins firing a weapon that has a high rate of fire. |
|
|
Occurs whenever any unit in a mission fires a weapon. |
|
|
Occurs when an aircraft takes off from an airbase, farp, or ship. |
|
|
Trigger zone. |
|
|
Occurs when the game thinks an object is destroyed. |
|
|
Schedule a new time event. |
|
NAVAID:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
|
Stops the Schedule. |
|
|
The scheduler object. |
|
|
Set the Class Core.Event processing Priority. |
|
|
Set one property of an object. |
|
|
Set a state or property of the Object given a Key and a Value. |
|
|
Trace a function logic level 1. |
|
|
Trace a function logic level 2. |
|
|
Trace a function logic level 3. |
|
|
Trace all methods in MOOSE |
|
|
Set tracing for a class |
|
|
Set tracing for a specific method of class |
|
|
Set trace level |
|
|
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. |
|
|
UnSubscribe to a DCS event. |
|
NAVAID:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
|
(Internal) Serialize arguments |
|
NAVAID:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
|
The main event handling function... |
| Fields and Methods inherited from NAVFIX | Description |
|---|---|
|
Name of the class. |
|
|
Get the altitude in feet MSL. |
|
|
Get the speed. |
|
|
Remove marker of the NAVFIX from the F10 map. |
|
|
Add marker the NAVFIX on the F10 map. |
|
|
Create a new NAVFIX class instance from a given COORDINATE. |
|
|
Create a new NAVFIX instance from given latitude and longitude in decimal degrees (DD). |
|
|
Create a new NAVFIX instance from given latitude and longitude in degrees, minutes and seconds (DMS). |
|
NAVFIX:NewFromNavFix(Name, Type, NavFix, Distance, Bearing, Reciprocal) |
Create a new NAVFIX class instance relative to a given other NAVFIX. |
|
Create a new NAVFIX class instance from a given VECTOR. |
|
|
Set mandatory altitude (min alt = max alt). |
|
|
Set maximum altitude. |
|
|
Set minimum altitude. |
|
|
Set whether this fix is compulsory. |
|
|
Set whether this is the final approach fix (FAF). |
|
|
Set whether this is a fly-over fix fix. |
|
|
Set whether this is an initial approach fix (IAF). |
|
|
Set whether this is the intermediate fix (IF). |
|
NAVFIX:SetMissedApproachFix(FinalApproachFix, MissedApproachFix) |
Set whether this is the final approach fix (FAF). |
|
Set mandatory speed (min speed = max speed) at this fix. |
|
|
Set maximum allowed speed at this fix. |
|
|
Set minimum allowed speed at this fix. |
|
|
Get text displayed in the F10 marker. |
|
|
Maximum altitude in meters. |
|
|
Minimum altitude in meters. |
|
|
Is this a compulsory fix. |
|
|
Is this a final approach fix. |
|
|
Is this a flyover fix ( |
|
|
Is this an initial approach fix. |
|
|
Is this an initial fix. |
|
|
Is this an initial fix. |
|
|
Marker on F10 map. |
|
|
Name of the point. |
|
|
Maximum speed in knots. |
|
|
Minimum speed in knots. |
|
|
Type of the point, *e.g. "Intersection", "VOR", "Airport". |
|
|
Position vector of the fix. |
|
|
Verbosity of output. |
|
|
NAVFIX class version. |
| Fields and Methods inherited from BASE | Description |
|---|---|
|
The ID number of the class. |
|
|
The name of the class. |
|
|
The name of the class concatenated with the ID number of the class. |
|
|
Clear the state of an object. |
|
NAVFIX:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
NAVFIX:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
NAVFIX:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
Creation of a Dead Event. |
|
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 |
|
|
Creation of a Remove Unit Event. |
|
|
Creation of a Takeoff Event. |
|
|
Creation of a Crash Event. |
|
|
Log an exception which will be traced always. |
|
|
Returns the event dispatcher |
|
|
Remove all subscribed events |
|
|
Trace a function call. |
|
|
Trace a function call level 2. |
|
|
Trace a function call level 3. |
|
|
Get the ClassID of the class instance. |
|
|
Get the ClassName of the class instance. |
|
|
Get the ClassName + ClassID of the class instance. |
|
|
Get the Class Core.Event processing Priority. |
|
|
This is the worker method to retrieve the Parent class. |
|
|
Get all of the properties of an object in a table. |
|
|
Get one property of an object by the key. |
|
|
Get a Value given a Key from the Object. |
|
|
Subscribe to a DCS Event. |
|
|
Log an information which will be traced always. |
|
|
This is the worker method to inherit from a parent class. |
|
|
This is the worker method to check if an object is an (sub)instance of a class. |
|
|
Enquires if tracing is on (for the class). |
|
|
BASE constructor. |
|
|
Occurs when an Event for an object is triggered. |
|
|
BDA. |
|
|
Occurs when a ground unit captures either an airbase or a farp. |
|
|
Occurs when any object is spawned into the mission. |
|
|
Occurs when any aircraft crashes into the ground and is completely destroyed. |
|
|
Occurs when an object is dead. |
|
|
Unknown precisely what creates this event, likely tied into newer damage model. |
|
|
Discard chair after ejection. |
|
|
Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. |
|
|
Occurs when a dynamic cargo crate is removed. |
|
|
Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. |
|
|
Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes. |
|
|
Occurs when any aircraft shuts down its engines. |
|
|
Occurs when any aircraft starts its engines. |
|
|
Occurs whenever an object is hit by a weapon. |
|
|
Occurs when any system fails on a human controlled aircraft. |
|
|
Occurs on the death of a unit. |
|
|
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. |
|
|
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
|
|
Landing quality mark. |
|
|
Occurs when a new mark was added. |
|
|
Occurs when a mark text was changed. |
|
|
Occurs when a mark was removed. |
|
|
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. |
|
|
Weapon add. |
|
|
Occurs when the pilot of an aircraft is killed. |
|
|
Occurs when a player enters a slot and takes control of an aircraft. |
|
|
Occurs when any player assumes direct control of a unit. |
|
|
Occurs when any player relieves control of a unit to the AI. |
|
|
Occurs when an aircraft connects with a tanker and begins taking on fuel. |
|
|
Occurs when an aircraft is finished taking fuel. |
|
|
Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
|
|
Occurs when any unit stops firing its weapon. |
|
|
Occurs when any unit begins firing a weapon that has a high rate of fire. |
|
|
Occurs whenever any unit in a mission fires a weapon. |
|
|
Occurs when an aircraft takes off from an airbase, farp, or ship. |
|
|
Trigger zone. |
|
|
Occurs when the game thinks an object is destroyed. |
|
|
Schedule a new time event. |
|
NAVFIX:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
|
Stops the Schedule. |
|
|
The scheduler object. |
|
|
Set the Class Core.Event processing Priority. |
|
|
Set one property of an object. |
|
|
Set a state or property of the Object given a Key and a Value. |
|
|
Trace a function logic level 1. |
|
|
Trace a function logic level 2. |
|
|
Trace a function logic level 3. |
|
|
Trace all methods in MOOSE |
|
|
Set tracing for a class |
|
|
Set tracing for a specific method of class |
|
|
Set trace level |
|
|
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. |
|
|
UnSubscribe to a DCS event. |
|
NAVFIX:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
|
(Internal) Serialize arguments |
|
NAVFIX:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
|
The main event handling function... |
| Fields and Methods inherited from NAVFIX.Type | Description |
|---|---|
|
Airport. |
|
|
Distance Measuring Equipment. |
|
|
Instrument Landing System. |
|
|
Intersection of airway. |
|
|
Localizer. |
|
|
Non-Directional Beacon. |
|
|
Waypoint. |
|
|
TACtical Air Navigation System (TACAN). |
|
|
Very High Frequency Omnidirectional Range Station. |
|
|
Combined VHF omnidirectional range (VOR) with a distance-measuring equipment (DME). |
NAVAID class.
Field(s)
Name of the class.
Alias.
Set some string id for output to DCS.log file.
Verbosity of output.
NAVAID class version.
Set zone.
Function(s)
Create a new NAVAID class instance.
Defined in:
NAVAID
Parameters:
#string Name
Name/ident of this navaid.
#string Type
Type of the point. Default NAVFIX.Type.POINT.
#string ZoneName
Name of the zone to scan the scenery.
#string SceneryName
Name of the scenery object.
Return value:
self
Set channel of, e.g., TACAN beacons.
Defined in:
NAVAID
Parameters:
#number Channel
The channel.
#string Band
The band either "X" (default) or "Y".
Return value:
self
Set frequency the beacon transmits on.
Field(s)
Name of the class.
Alias.
Set some string id for output to DCS.log file.
Verbosity of output.
NAVAID class version.
Set zone.
Function(s)
Get the altitude in feet MSL.
If min and max altitudes are set, it will return a random altitude between min and max.
Defined in:
Return value:
#number:
Altitude in feet MSL. Can be nil, if neither min nor max altitudes have beeen set.
Get the speed.
If min and max speeds are set, it will return a random speed between min and max.
Defined in:
Return value:
#number:
Speed in knots. Can be nil, if neither min nor max speeds have beeen set.
Remove marker of the NAVFIX from the F10 map.
Add marker the NAVFIX on the F10 map.
Create a new NAVFIX class instance from a given COORDINATE.
Defined in:
Parameters:
#string Name
Name of the fix. Should be unique!
#string Type
Type of the point. Default NAVFIX.Type.POINT.
Core.Point#COORDINATE Coordinate
Coordinate of the point.
Return value:
self
Create a new NAVFIX instance from given latitude and longitude in decimal degrees (DD).
Defined in:
Parameters:
#string Name
Name of the fix. Should be unique!
#string Type
Type of the point. Default NAVFIX.Type.POINT.
#number Latitude
Latitude in DD.
#number Longitude
Longitude in DD.
Return value:
self
Create a new NAVFIX instance from given latitude and longitude in degrees, minutes and seconds (DMS).
Defined in:
Parameters:
#string Name
Name of the fix. Should be unique!
#string Type
Type of the point. Default NAVFIX.Type.POINT.
#string Latitude
Latitude in DMS as string.
#string Longitude
Longitude in DMS as string.
Return value:
self
Create a new NAVFIX class instance relative to a given other NAVFIX.
You have to specify the distance and bearing from the new point to the given point. E.g., for a distance of 5 NM and a bearing of 090° (West), the
new nav point is created 5 NM East of the given nav point. The reason is that this corresponts to convention used in most maps.
You can, however, use the Reciprocal switch to create the new point in the direction you specify.
Create a new NAVFIX class instance from a given VECTOR.
Defined in:
Parameters:
#string Name
Name/ident of the point. Should be unique!
#string Type
Type of the point. Default NAVFIX.Type.POINT.
Core.Vector#VECTOR Vector
Position vector of the navpoint.
Return value:
self
Set mandatory altitude (min alt = max alt).
Defined in:
Parameter:
#number Altitude
Altitude in feet.
Return value:
self
Set maximum altitude.
Defined in:
Parameter:
#number Altitude
Max altitude in feet.
Return value:
self
Set minimum altitude.
Defined in:
Parameter:
#number Altitude
Min altitude in feet.
Return value:
self
Set whether this fix is compulsory.
Defined in:
Parameter:
#boolean Compulsory
If true, this is a compusory fix. If false or nil, it is non-compulsory.
Return value:
self
Set whether this is the final approach fix (FAF).
Defined in:
Parameter:
#boolean FinalApproachFix
If true, this is a final approach fix.
Return value:
self
Set whether this is a fly-over fix fix.
Defined in:
Parameter:
#boolean FlyOver
If true, this is a fly over fix. If false or nil, it is not.
Return value:
self
Set whether this is an initial approach fix (IAF).
The IAF is the point where the initial approach segment of an instrument approach begins. It is usually a designated intersection, VHF omidirectional range (VOR) non-directional beacon (NDB) or distance measuring equipment (DME) fix. The IAF may be collocated with the intermediate fix (IF) of the instrument apprach an in such case they designate the beginning of the intermediate segment of the approach. When the IAF and the IF are combined, there is no inital approach segment.
Defined in:
Parameter:
#boolean IntermediateFix
If true, this is an intermediate fix.
Return value:
self
Set whether this is the intermediate fix (IF).
Set whether this is the final approach fix (FAF).
Defined in:
Parameters:
#boolean FinalApproachFix
If true, this is a final approach fix.
MissedApproachFix
Return value:
self
Set mandatory speed (min speed = max speed) at this fix.
Defined in:
Parameter:
#number Speed
Mandatory speed in knots.
Return value:
self
Set maximum allowed speed at this fix.
Defined in:
Parameter:
#number Speed
Max speed in knots.
Return value:
self
Set minimum allowed speed at this fix.
Defined in:
Parameter:
#number Speed
Min speed in knots.
Return value:
self
Get text displayed in the F10 marker.
Field(s)
Name of the class.
Alias.
Set some string id for output to DCS.log file.
Verbosity of output.
NAVAID class version.
Set zone.
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 all of the properties of an object in a table.
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:
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.
...
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 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.
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.
NAVFIX class.
Field(s)
Name of the class.
Maximum altitude in meters.
Minimum altitude in meters.
Is this a compulsory fix.
Is this a final approach fix.
Is this a flyover fix (true) or turning point otherwise.
Is this an initial approach fix.
Is this an initial fix.
Is this an initial fix.
Log ID string.
Name of the point.
Maximum speed in knots.
Minimum speed in knots.
Type of the point, *e.g. "Intersection", "VOR", "Airport".
Verbosity of output.
NAVFIX class version.
Function(s)
Get the altitude in feet MSL.
If min and max altitudes are set, it will return a random altitude between min and max.
Defined in:
NAVFIX
Return value:
#number:
Altitude in feet MSL. Can be nil, if neither min nor max altitudes have beeen set.
Get the speed.
If min and max speeds are set, it will return a random speed between min and max.
Defined in:
NAVFIX
Return value:
#number:
Speed in knots. Can be nil, if neither min nor max speeds have beeen set.
Remove marker of the NAVFIX from the F10 map.
Add marker the NAVFIX on the F10 map.
Create a new NAVFIX class instance from a given COORDINATE.
Defined in:
NAVFIX
Parameters:
#string Name
Name of the fix. Should be unique!
#string Type
Type of the point. Default NAVFIX.Type.POINT.
Core.Point#COORDINATE Coordinate
Coordinate of the point.
Return value:
self
Create a new NAVFIX instance from given latitude and longitude in decimal degrees (DD).
Defined in:
NAVFIX
Parameters:
#string Name
Name of the fix. Should be unique!
#string Type
Type of the point. Default NAVFIX.Type.POINT.
#number Latitude
Latitude in DD.
#number Longitude
Longitude in DD.
Return value:
self
Create a new NAVFIX instance from given latitude and longitude in degrees, minutes and seconds (DMS).
Defined in:
NAVFIX
Parameters:
#string Name
Name of the fix. Should be unique!
#string Type
Type of the point. Default NAVFIX.Type.POINT.
#string Latitude
Latitude in DMS as string.
#string Longitude
Longitude in DMS as string.
Return value:
self
Create a new NAVFIX class instance relative to a given other NAVFIX.
You have to specify the distance and bearing from the new point to the given point. E.g., for a distance of 5 NM and a bearing of 090° (West), the
new nav point is created 5 NM East of the given nav point. The reason is that this corresponts to convention used in most maps.
You can, however, use the Reciprocal switch to create the new point in the direction you specify.
Create a new NAVFIX class instance from a given VECTOR.
Defined in:
NAVFIX
Parameters:
#string Name
Name/ident of the point. Should be unique!
#string Type
Type of the point. Default NAVFIX.Type.POINT.
Core.Vector#VECTOR Vector
Position vector of the navpoint.
Return value:
self
Set mandatory altitude (min alt = max alt).
Set maximum altitude.
Set minimum altitude.
Set whether this fix is compulsory.
Defined in:
NAVFIX
Parameter:
#boolean Compulsory
If true, this is a compusory fix. If false or nil, it is non-compulsory.
Return value:
self
Set whether this is the final approach fix (FAF).
Defined in:
NAVFIX
Parameter:
#boolean FinalApproachFix
If true, this is a final approach fix.
Return value:
self
Set whether this is a fly-over fix fix.
Defined in:
NAVFIX
Parameter:
#boolean FlyOver
If true, this is a fly over fix. If false or nil, it is not.
Return value:
self
Set whether this is an initial approach fix (IAF).
The IAF is the point where the initial approach segment of an instrument approach begins. It is usually a designated intersection, VHF omidirectional range (VOR) non-directional beacon (NDB) or distance measuring equipment (DME) fix. The IAF may be collocated with the intermediate fix (IF) of the instrument apprach an in such case they designate the beginning of the intermediate segment of the approach. When the IAF and the IF are combined, there is no inital approach segment.
Defined in:
NAVFIX
Parameter:
#boolean IntermediateFix
If true, this is an intermediate fix.
Return value:
self
Set whether this is the intermediate fix (IF).
Set whether this is the final approach fix (FAF).
Defined in:
NAVFIX
Parameters:
#boolean FinalApproachFix
If true, this is a final approach fix.
MissedApproachFix
Return value:
self
Set mandatory speed (min speed = max speed) at this fix.
Set maximum allowed speed at this fix.
Set minimum allowed speed at this fix.
Get text displayed in the F10 marker.
Defined in:
NAVFIX
Return value:
#string:
Marker text.
Field(s)
Name of the class.
Maximum altitude in meters.
Minimum altitude in meters.
Is this a compulsory fix.
Is this a final approach fix.
Is this a flyover fix (true) or turning point otherwise.
Is this an initial approach fix.
Is this an initial fix.
Is this an initial fix.
Log ID string.
Name of the point.
Maximum speed in knots.
Minimum speed in knots.
Type of the point, *e.g. "Intersection", "VOR", "Airport".
Verbosity of output.
NAVFIX 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.
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 all of the properties of an object in a table.
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:
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.
...
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 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.
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.
Type of point.
Field(s)
Airport.
Distance Measuring Equipment.
Instrument Landing System.
Intersection of airway.
Localizer.
Non-Directional Beacon.
Waypoint.
TACtical Air Navigation System (TACAN).
Very High Frequency Omnidirectional Range Station.
Combined VHF omnidirectional range (VOR) with a distance-measuring equipment (DME).