Module Ops.PlayerRecce
Ops - Allow a player in a helo like the Gazelle, KA-50 to recon and lase ground targets.
Features:
- Allow a player in a helicopter to detect, smoke, flare, lase and report ground units to others.
- Implements visual detection from the helo
- Implements optical detection via the Gazelle Vivianne system and lasing
- KA-50 BlackShark basic support
- Everyone else gets visual detection only
- Upload target info to a PLAYERTASKCONTROLLER Instance
Demo Missions
Demo missions can be found on github.
Authors:
- Applevangelist (Design & Programming)
Global(s)
Global PLAYERRECCE |
It is our attitude at the beginning of a difficult task which, more than anything else, which will affect its successful outcome. (William James) PLAYERRECCE
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It is our attitude at the beginning of a difficult task which, more than anything else, which will affect its successful outcome. (William James)
PLAYERRECCE
- Allow a player in a helicopter to detect, smoke, flare, lase and report ground units to others.
- Implements visual detection from the helo
- Implements optical detection via the Gazelle Vivianne system and lasing
- KA-50 BlackShark basic support
- Everyone else gets visual detection only
- Upload target info to a PLAYERTASKCONTROLLER Instance
If you have questions or suggestions, please visit the MOOSE Discord channel.
Type(s)
Fields and Methods inherited from Cameraheight | Description |
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Unit type name |
Fields and Methods inherited from CanLase | Description |
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Unit type name |
Fields and Methods inherited from FlareColor | Description |
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Fields and Methods inherited from LaserRelativePos | Description |
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Unit type name |
Fields and Methods inherited from MaxViewDistance | Description |
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Unit type name |
Fields and Methods inherited from PLAYERRECCE | Description |
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Name of the class. |
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[User] Disable smoking of own position |
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[User] Enable smoking of own position |
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Create and run a new PlayerRecce instance. |
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[User] Set a set of clients which will receive target reports |
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PLAYERRECCE:SetCallSignOptions(ShortCallsign, Keepnumber, CallsignTranslations) |
[User] Set callsign options for TTS output. |
[User] Set a table of possible laser codes. |
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[User] Set the top menu name to a custom string. |
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[User] Set PlayerTaskController. |
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[User] Set a reference point coordinate for A2G Operations. |
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[User] Set SRS TTS details - see Sound.SRS for details |
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[User] For SRS - Switch to only transmit if there are players on the server. |
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[Internal] Build Menus |
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[Internal] Check Gazelle camera in on |
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[Internal] |
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[Internal] |
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[Internal] Event handling |
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[Internal] |
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PLAYERRECCE:_GetActualMaxLOSight(unit, vheading, vnod, vivoff) |
[Internal] Get the max line of sight based on unit head and camera nod via trigonometrie. |
(Internal) Function to determine clockwise direction to target. |
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[Internal] Get the view parameters from a Gazelle camera |
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[Internal] |
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[Internal] |
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[Internal] |
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[Internal] Get text for text-to-speech. |
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PLAYERRECCE:_GetViewZone(unit, vheading, minview, maxview, angle, camon, laser) |
[Internal] Build a ZONE_POLYGON from a given viewport of a unit |
[Internal] |
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[Internal] |
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[Internal] |
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[Internal] |
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PLAYERRECCE:_SetClientLaserCode(client, group, playername, code) |
[Internal] |
[Internal] |
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[Internal] |
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PLAYERRECCE:_SwitchLasingDist(client, group, playername, mindist, maxdist) |
[Internal] |
[Internal] |
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[Internal] |
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[Internal] |
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[Internal] |
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Class id string for output to DCS log file. |
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PLAYERRECCE:onafterIllumination(From, Event, To, Client, Playername, TargetSet) |
[Internal] Targets Illuminated |
PLAYERRECCE:onafterRecceOffStation(From, Event, To, Client, Playername) |
[Internal] Recce off station |
PLAYERRECCE:onafterRecceOnStation(From, Event, To, Client, Playername) |
[Internal] Recce on station |
PLAYERRECCE:onafterShack(From, Event, To, Client, Target, Targettype) |
[Internal] Lased target destroyed |
[Internal] Status Loop |
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[Internal] Stop |
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PLAYERRECCE:onafterTargetDetected(From, Event, To, Targetsbyclock, Client, Playername) |
[Internal] Target Detected |
PLAYERRECCE:onafterTargetLOSLost(From, Event, To, Client, Target) |
[Internal] Laser lost LOS |
PLAYERRECCE:onafterTargetLasing(From, Event, To, Client, Target, Lasercode, Lasingtime) |
[Internal] Target lasing |
PLAYERRECCE:onafterTargetReport(From, Event, To, Client, TargetSet, Target, Text) |
[Internal] Target report |
PLAYERRECCE:onafterTargetReportSent(From, Event, To, Client, TargetSet, Target, Text) |
[Internal] Target data upload |
PLAYERRECCE:onafterTargetsFlared(From, Event, To, Client, Playername, TargetSet) |
[Internal] Targets Flared |
PLAYERRECCE:onafterTargetsSmoked(From, Event, To, Client, Playername, TargetSet) |
[Internal] Targets Smoked |
Switch verbosity. |
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Fields and Methods inherited from FSM | Description |
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Adds an End state. |
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Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task. |
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Adds a score for the FSM to be achieved. |
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PLAYERRECCE:AddScoreProcess(From, Event, State, ScoreText, Score) |
Adds a score for the FSM_PROCESS to be achieved. |
Add a new transition rule to the FSM. |
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Call scheduler. |
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Name of the class. |
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Get current state. |
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Returns the End states. |
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Returns a table of the SubFSM rules defined within the FSM. |
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Returns a table with the scores defined. |
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Returns the start state of the FSM. |
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Get current state. |
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Returns a table with the Subs defined. |
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Returns a table of the transition rules defined within the FSM. |
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Check if FSM is in state. |
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Load call backs. |
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Creates a new FSM object. |
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Scores. |
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Sets the start state of the FSM. |
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Add to map. |
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Call handler. |
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Create transition. |
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Delayed transition. |
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Event map. |
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Go sub. |
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Handler. |
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Is end state. |
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Sub maps. |
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Check if can do an event. |
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Check if cannot do an event. |
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Current state name. |
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Check if FSM is in state. |
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Options. |
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Subs. |
Fields and Methods inherited from BASE | Description |
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The ID number of the class. |
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The name of the class. |
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The name of the class concatenated with the ID number of the class. |
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Clear the state of an object. |
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PLAYERRECCE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
PLAYERRECCE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
PLAYERRECCE:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
Creation of a Dead Event. |
Creation of a |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Creation of a Crash Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Core.Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
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Log an information which will be traced always. |
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This is the worker method to inherit from a parent class. |
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This is the worker method to check if an object is an (sub)instance of a class. |
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Enquires if tracing is on (for the class). |
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BASE constructor. |
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Occurs when an Event for an object is triggered. |
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BDA. |
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Occurs when a ground unit captures either an airbase or a farp. |
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Occurs when any object is spawned into the mission. |
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Occurs when any aircraft crashes into the ground and is completely destroyed. |
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Occurs when an object is dead. |
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Unknown precisely what creates this event, likely tied into newer damage model. |
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Discard chair after ejection. |
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Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when any aircraft shuts down its engines. |
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Occurs when any aircraft starts its engines. |
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Occurs whenever an object is hit by a weapon. |
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Occurs when any system fails on a human controlled aircraft. |
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Occurs on the death of a unit. |
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Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
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Landing quality mark. |
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Occurs when a new mark was added. |
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Occurs when a mark text was changed. |
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Occurs when a mark was removed. |
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Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Weapon add. |
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Occurs when the pilot of an aircraft is killed. |
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Occurs when a player enters a slot and takes control of an aircraft. |
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Occurs when any player assumes direct control of a unit. |
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Occurs when any player relieves control of a unit to the AI. |
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Occurs when an aircraft connects with a tanker and begins taking on fuel. |
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Occurs when an aircraft is finished taking fuel. |
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Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
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Occurs when any unit stops firing its weapon. |
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Occurs when any unit begins firing a weapon that has a high rate of fire. |
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Occurs whenever any unit in a mission fires a weapon. |
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Occurs when an aircraft takes off from an airbase, farp, or ship. |
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Trigger zone. |
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Occurs when the game thinks an object is destroyed. |
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Schedule a new time event. |
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PLAYERRECCE:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
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Set the Class Core.Event processing Priority. |
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Set a state or property of the Object given a Key and a Value. |
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Trace a function logic level 1. |
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Trace a function logic level 2. |
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Trace a function logic level 3. |
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Trace all methods in MOOSE |
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Set tracing for a class |
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Set tracing for a specific method of class |
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Set trace level |
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Set trace off. |
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Set trace on. |
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Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
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UnSubscribe to a DCS event. |
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PLAYERRECCE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
PLAYERRECCE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from PlayerRecceDetected | Description |
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Fields and Methods inherited from SmokeColor | Description |
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Field(s)
Unit type name
Function(s)
Field(s)
Unit type name
Function(s)
Field(s)
Unit type name
Function(s)
Field(s)
Unit type name
Function(s)
PLAYERRECCE class.
Field(s)
Name of the class.
Class id string for output to DCS log file.
Switch verbosity.
Function(s)
[User] Disable smoking of own position
[User] Enable smoking of own position
Create and run a new PlayerRecce instance.
Defined in:
PLAYERRECCE
Parameters:
#string Name
The name of this instance
#number Coalition
e.g. coalition.side.BLUE
Core.Set#SET_CLIENT PlayerSet
The set of pilots working as recce
Return value:
self
[User] Set a set of clients which will receive target reports
[User] Set callsign options for TTS output.
See Wrapper.Group#GROUP.GetCustomCallSign() on how to set customized callsigns.
Defined in:
PLAYERRECCE
Parameters:
#boolean ShortCallsign
If true, only call out the major flight number
#boolean Keepnumber
If true, keep the customized callsign in the #GROUP name for players as-is, no amendments or numbers.
#table CallsignTranslations
(optional) Table to translate between DCS standard callsigns and bespoke ones. Does not apply if using customized callsigns from playername or group name.
Return value:
self
[User] Set a table of possible laser codes.
Each new RECCE can select a code from this table, default is 1688.
[User] Set the top menu name to a custom string.
Defined in:
PLAYERRECCE
Parameter:
#string Name
The name to use as the top menu designation.
Return value:
self
[User] Set PlayerTaskController.
Allows to upload target reports to the controller, in turn creating tasks for other players.
[User] Set a reference point coordinate for A2G Operations.
Will be used in coordinate references.
Defined in:
PLAYERRECCE
Parameters:
Core.Point#COORDINATE Coordinate
Coordinate of the RP
#string Name
Name of the RP
Return value:
[User] Set SRS TTS details - see Sound.SRS for details
Defined in:
PLAYERRECCE
Parameters:
#number Frequency
Frequency to be used. Can also be given as a table of multiple frequencies, e.g. 271 or {127,251}. There needs to be exactly the same number of modulations!
#number Modulation
Modulation to be used. Can also be given as a table of multiple modulations, e.g. radio.modulation.AM or {radio.modulation.FM,radio.modulation.AM}. There needs to be exactly the same number of frequencies!
#string PathToSRS
Defaults to "C:\Program Files\DCS-SimpleRadio-Standalone"
#string Gender
(Optional) Defaults to "male"
#string Culture
(Optional) Defaults to "en-US"
#number Port
(Optional) Defaults to 5002
#string Voice
(Optional) Use a specifc voice with the Sound.SRS.SetVoice function, e.g, :SetVoice("Microsoft Hedda Desktop")
.
Note that this must be installed on your windows system. Can also be Google voice types, if you are using Google TTS.
#number Volume
(Optional) Volume - between 0.0 (silent) and 1.0 (loudest)
#string PathToGoogleKey
(Optional) Path to your google key if you want to use google TTS
Return value:
self
[User] For SRS - Switch to only transmit if there are players on the server.
Defined in:
PLAYERRECCE
Parameter:
#boolean Switch
If true, only send SRS if there are alive Players.
Return value:
self
[Internal] Build Menus
Defined in:
PLAYERRECCE
Parameter:
Wrapper.Client#CLIENT Client
(optional) Client object
Return value:
self
[Internal] Check Gazelle camera in on
Defined in:
PLAYERRECCE
Parameters:
Wrapper.Client#CLIENT client
#string playername
Return value:
OnOff
[Internal]
Defined in:
PLAYERRECCE
Parameters:
Core.Set#SET_UNIT targetset
Wrapper.Client#CLIENT client
#string playername
Return value:
self
[Internal]
[Internal] Event handling
[Internal]
Defined in:
PLAYERRECCE
Parameters:
Wrapper.Client#CLIENT client
Wrapper.Group#GROUP group
#string playername
Return value:
self
[Internal] Get the max line of sight based on unit head and camera nod via trigonometrie.
Returns 0 if camera is off.
Defined in:
PLAYERRECCE
Parameters:
Wrapper.Unit#UNIT unit
The unit which LOS we want
#number vheading
Heading where the unit or camera is looking
#number vnod
Nod down in degrees
#boolean vivoff
Camera on or off
Return value:
#number:
maxview Max view distance in meters
(Internal) Function to determine clockwise direction to target.
Defined in:
PLAYERRECCE
Parameters:
Wrapper.Unit#UNIT unit
The Helicopter
Wrapper.Unit#UNIT target
The downed Group
Return value:
#number:
direction
[Internal] Get the view parameters from a Gazelle camera
Defined in:
PLAYERRECCE
Parameter:
Wrapper.Unit#UNIT Gazelle
Return values:
#number:
cameraheading in degrees.
#number:
cameranodding in degrees.
#number:
maxview in meters.
#boolean:
cameraison If true, camera is on, else off.
[Internal]
Defined in:
PLAYERRECCE
Parameter:
Core.Set#SET_UNIT targetset
Set of targets, can be empty!
Return value:
Target or nil
[Internal]
[Internal]
Defined in:
PLAYERRECCE
Parameters:
Wrapper.Unit#UNIT unit
The FACA unit
#boolean camera
If true, use the unit's camera for targets in sight
#laser laser
Use laser zone
Return values:
[Internal] Get text for text-to-speech.
Numbers are spaced out, e.g. "Heading 180" becomes "Heading 1 8 0 ".
Defined in:
PLAYERRECCE
Parameter:
#string text
Original text.
Return value:
#string:
Spoken text.
[Internal] Build a ZONE_POLYGON from a given viewport of a unit
Defined in:
PLAYERRECCE
Parameters:
Wrapper.Unit#UNIT unit
The unit which is looking
#number vheading
Heading where the unit or camera is looking
#number minview
Min line of sight - for lasing
#number maxview
Max line of sight
#number angle
Angle left/right to be added to heading to form a triangle
#boolean camon
Camera is switched on
#boolean laser
Zone is for lasing
Return value:
ViewZone or nil if camera is off
[Internal]
Defined in:
PLAYERRECCE
Parameters:
Wrapper.Client#CLIENT client
Wrapper.Group#GROUP group
#string playername
Return value:
self
[Internal]
Defined in:
PLAYERRECCE
Parameters:
Wrapper.Client#CLIENT client
The FACA unit
Core.Set#SET_UNIT targetset
Set of targets, can be empty!
Return value:
self
[Internal]
Defined in:
PLAYERRECCE
Parameters:
Wrapper.Client#CLIENT client
Wrapper.Group#GROUP group
#string playername
Return value:
self
[Internal]
Defined in:
PLAYERRECCE
Parameters:
Wrapper.Client#CLIENT client
Wrapper.Group#GROUP group
#string playername
Return value:
self
[Internal]
Defined in:
PLAYERRECCE
Parameters:
Wrapper.Client#CLIENT client
Wrapper.Group#GROUP group
#string playername
code
Return value:
self
[Internal]
Defined in:
PLAYERRECCE
Parameters:
Wrapper.Client#CLIENT client
Wrapper.Group#GROUP group
#string playername
Return value:
self
[Internal]
Defined in:
PLAYERRECCE
Parameters:
Wrapper.Client#CLIENT client
Wrapper.Group#GROUP group
#string playername
Return value:
self
[Internal]
Defined in:
PLAYERRECCE
Parameters:
Wrapper.Client#CLIENT client
Wrapper.Group#GROUP group
#string playername
#number mindist
#number maxdist
Return value:
self
[Internal]
Defined in:
PLAYERRECCE
Parameters:
Wrapper.Client#CLIENT client
Wrapper.Group#GROUP group
#string playername
Return value:
self
[Internal]
Defined in:
PLAYERRECCE
Parameters:
Wrapper.Client#CLIENT client
Wrapper.Group#GROUP group
#string playername
Return value:
self
[Internal]
Defined in:
PLAYERRECCE
Parameters:
Wrapper.Client#CLIENT client
Wrapper.Group#GROUP group
#string playername
Return value:
self
[Internal]
Defined in:
PLAYERRECCE
Parameters:
Wrapper.Client#CLIENT client
Wrapper.Group#GROUP group
#string playername
Return value:
self
[Internal] Targets Illuminated
Defined in:
PLAYERRECCE
Parameters:
#string From
#string Event
#string To
Wrapper.Client#CLIENT Client
#string Playername
Core.Set#SET_UNIT TargetSet
Return value:
self
[Internal] Recce off station
Defined in:
PLAYERRECCE
Parameters:
#string From
#string Event
#string To
Wrapper.Client#CLIENT Client
#string Playername
Return value:
self
[Internal] Recce on station
Defined in:
PLAYERRECCE
Parameters:
#string From
#string Event
#string To
Wrapper.Client#CLIENT Client
#string Playername
Return value:
self
[Internal] Lased target destroyed
Defined in:
PLAYERRECCE
Parameters:
#string From
#string Event
#string To
Wrapper.Client#CLIENT Client
Wrapper.Unit#UNIT Target
#string Targettype
Return value:
self
[Internal] Status Loop
Defined in:
PLAYERRECCE
Parameters:
#string From
#string Event
#string To
Return value:
self
[Internal] Stop
Defined in:
PLAYERRECCE
Parameters:
#string From
#string Event
#string To
Return value:
self
[Internal] Target Detected
Defined in:
PLAYERRECCE
Parameters:
#string From
#string Event
#string To
#table Targetsbyclock
Wrapper.Client#CLIENT Client
#string Playername
Return value:
self
[Internal] Laser lost LOS
Defined in:
PLAYERRECCE
Parameters:
#string From
#string Event
#string To
Wrapper.Client#CLIENT Client
Wrapper.Unit#UNIT Target
Return value:
self
[Internal] Target lasing
Defined in:
PLAYERRECCE
Parameters:
#string From
#string Event
#string To
Wrapper.Client#CLIENT Client
Wrapper.Unit#UNIT Target
#number Lasercode
#number Lasingtime
Return value:
self
[Internal] Target report
Defined in:
PLAYERRECCE
Parameters:
#string From
#string Event
#string To
Wrapper.Client#CLIENT Client
Core.Set#SET_UNIT TargetSet
Wrapper.Unit#UNIT Target
#string Text
Return value:
self
[Internal] Target data upload
Defined in:
PLAYERRECCE
Parameters:
#string From
#string Event
#string To
Wrapper.Client#CLIENT Client
Core.Set#SET_UNIT TargetSet
Wrapper.Unit#UNIT Target
#string Text
Return value:
self
[Internal] Targets Flared
Defined in:
PLAYERRECCE
Parameters:
#string From
#string Event
#string To
Wrapper.Client#CLIENT Client
#string Playername
Core.Set#SET_UNIT TargetSet
Return value:
self
[Internal] Targets Smoked
Defined in:
PLAYERRECCE
Parameters:
#string From
#string Event
#string To
Wrapper.Client#CLIENT Client
#string Playername
Core.Set#SET_UNIT TargetSet
Return value:
self
Field(s)
Name of the class.
Class id string for output to DCS log file.
Switch verbosity.
Function(s)
Adds an End state.
Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.
Defined in:
Parameters:
#table From
Can contain a string indicating the From state or a table of strings containing multiple From states.
#string Event
The Event name.
Core.Fsm#FSM_PROCESS Process
An sub-process FSM.
#table ReturnEvents
A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.
Return value:
The SubFSM.
Adds a score for the FSM to be achieved.
Defined in:
Parameters:
#string State
is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
#string ScoreText
is a text describing the score that is given according the status.
#number Score
is a number providing the score of the status.
Return value:
#FSM:
self
Adds a score for the FSM_PROCESS to be achieved.
Defined in:
Parameters:
#string From
is the From State of the main process.
#string Event
is the Event of the main process.
#string State
is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
#string ScoreText
is a text describing the score that is given according the status.
#number Score
is a number providing the score of the status.
Return value:
#FSM:
self
Add a new transition rule to the FSM.
A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.
Defined in:
Parameters:
#table From
Can contain a string indicating the From state or a table of strings containing multiple From states.
#string Event
The Event name.
#string To
The To state.
Get current state.
Returns the End states.
Returns a table of the SubFSM rules defined within the FSM.
Returns a table with the scores defined.
Returns the start state of the FSM.
Get current state.
Returns a table with the Subs defined.
Returns a table of the transition rules defined within the FSM.
Check if FSM is in state.
Defined in:
Parameter:
#string State
State name.
Return value:
#boolean:
If true, FSM is in this state.
Load call backs.
Sets the start state of the FSM.
Add to map.
Call handler.
Defined in:
Parameters:
#string step
Step "onafter", "onbefore", "onenter", "onleave".
#string trigger
Trigger.
#table params
Parameters.
#string EventName
Event name.
Return value:
Value.
Create transition.
Defined in:
Parameter:
#string EventName
Event name.
Return value:
#function:
Function.
Delayed transition.
Defined in:
Parameter:
#string EventName
Event name.
Return value:
#function:
Function.
Event map.
Go sub.
Defined in:
Parameters:
#string ParentFrom
Parent from state.
#string ParentEvent
Parent event name.
Return value:
#table:
Subs.
Handler.
Is end state.
Defined in:
Parameter:
#string Current
Current state name.
Return values:
#table:
FSM parent.
#string:
Event name.
Sub maps.
Check if can do an event.
Defined in:
Parameter:
#string e
Event name.
Return values:
#boolean:
If true, FSM can do the event.
#string:
To state.
Check if cannot do an event.
Defined in:
Parameter:
#string e
Event name.
Return value:
#boolean:
If true, FSM cannot do the event.
Check if FSM is in state.
Defined in:
Parameters:
#string State
State name.
state
Return value:
#boolean:
If true, FSM is in this state.
Field(s)
Name of the class.
Class id string for output to DCS log file.
Switch verbosity.
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_PLAYER_ENTER_AIRCRAFT
event.
Creation of a Remove Unit Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Takeoff Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Log an exception which will be traced always.
Can be anywhere within the function logic.
Returns the event dispatcher
Remove all subscribed events
Trace a function call.
Must be at the beginning of the function logic.
Trace a function call level 2.
Must be at the beginning of the function logic.
Trace a function call level 3.
Must be at the beginning of the function logic.
Get the ClassID of the class instance.
Get the ClassName of the class instance.
Get the ClassName + ClassID of the class instance.
The ClassName + ClassID is formatted as '%s#%09d'.
Get the Class Core.Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
This is the worker method to retrieve the Parent class.
Note that the Parent class must be passed to call the parent class method.
self:GetParent(self):ParentMethod()
Get a Value given a Key from the Object.
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
Key
The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
Return value:
The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
Subscribe to a DCS Event.
Defined in:
Parameters:
Core.Event#EVENTS EventID
Event ID.
#function EventFunction
(optional) The function to be called when the event occurs for the unit.
Return value:
Log an information which will be traced always.
Can be anywhere within the function logic.
This is the worker method to inherit from a parent class.
Defined in:
Parameters:
Child
is the Child class that inherits.
#BASE Parent
is the Parent class that the Child inherits from.
Return value:
Child
This is the worker method to check if an object is an (sub)instance of a class.
Examples:
ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
Defined in:
Parameter:
ClassName
is the name of the class or the class itself to run the check against
Return value:
#boolean:
Enquires if tracing is on (for the class).
BASE constructor.
This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
function EVENT:New()
local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
return self
end
Occurs when an Event for an object is triggered.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that triggered the event.
Occurs when a ground unit captures either an airbase or a farp.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
Occurs when any object is spawned into the mission.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was spawned
Occurs when any aircraft crashes into the ground and is completely destroyed.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that has crashed
Occurs when an object is dead.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is dead.
Unknown precisely what creates this event, likely tied into newer damage model.
Will update this page when new information become available.
- initiator: The unit that had the failure.
Discard chair after ejection.
Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a 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.
Weapon add.
Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when the pilot of an aircraft is killed.
Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the pilot has died in.
Occurs when a player enters a slot and takes control of an aircraft.
Have a look at the class Core.Event#EVENT as these are just the prototypes. NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.
Occurs when any player assumes direct control of a unit.
Note - not Mulitplayer safe. Use PlayerEnterAircraft. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is being taken control of.
Occurs when any player relieves control of a unit to the AI.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the player left.
Occurs when an aircraft connects with a tanker and begins taking on fuel.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is receiving fuel.
Occurs when an aircraft is finished taking fuel.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was receiving fuel.
Occurs when any modification to the "Score" as seen on the debrief menu would occur.
There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when any unit stops firing its weapon.
Event will always correspond with a shooting start event. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was doing the shooting.
Occurs when any unit begins firing a weapon that has a high rate of fire.
Most common with aircraft cannons (GAU-8), autocannons, and machine guns. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is doing the shooting. target: The unit that is being targeted.
Occurs whenever any unit in a mission fires a weapon.
But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when an aircraft takes off from an airbase, farp, or ship.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
Occurs when the game thinks an object is destroyed.
Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: The unit that is was destroyed.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#string:
The Schedule ID of the planned schedule.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#number Repeat
Specifies the interval in seconds when the scheduler will call the event function.
#number RandomizeFactor
Specifies a randomization factor between 0 and 1 to randomize the Repeat.
#number Stop
Specifies the amount of seconds when the scheduler will be stopped.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#string:
The Schedule ID of the planned schedule.
Stops the Schedule.
Defined in:
Parameter:
#string SchedulerID
(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
Set the Class Core.Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
Set a state or property of the Object given a Key and a Value.
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that will hold the Value set by the Key.
Key
The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
Value
The value to is stored in the object.
Return value:
The Value set.
Trace a function logic level 1.
Can be anywhere within the function logic.
Trace a function logic level 2.
Can be anywhere within the function logic.
Trace a function logic level 3.
Can be anywhere within the function logic.
Trace all methods in MOOSE
Set tracing for a class
Set tracing for a specific method of class
Set trace off.
Set trace on.
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.
So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.
Defined in:
Parameter:
#boolean TraceOnOff
Switch the tracing on or off.
Usage:
-- Switch the tracing On
BASE:TraceOnOff( true )
-- Switch the tracing Off
BASE:TraceOnOff( false )
UnSubscribe to a DCS event.
Trace a function call.
This function is private.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
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.