Module Ops.TARS
Global(s)
Global TARS |
Simulates photo-reconnaissance and visual-observation missions in DCS World. |
Simulates photo-reconnaissance and visual-observation missions in DCS World.
Players fly designated recon aircraft or helicopters, activate the film from the F10 radio menu, overfly enemy units within the sensor's flight envelope, and return to an allied airbase or FARP to trigger a debrief. Detected targets are published as coalition-only F10 map markers and optional scoring credits are awarded.
Quick-start
The system initialises automatically at the bottom of this file:
local locale = "de" -- optional, default is "en"
TARS_Instance = TARS:New(locale)
Nothing else is required. Adjust the configuration fields at the top of the
file (TARS.filmLimitMax, TARS.parameters, TARS.allowedAmmo, …) to fit
your mission before loading.
Player workflow
1. Spawn into a recon-capable slot and open the F10 › Task TARS radio menu.
2. Select TARS validation on the ground. The system checks your loadout and
reports the platform's altitude band, FOV, and available film.
The validation item then disappears once approved.
3. Take off. Start filming / STB & Resume / Stop filming appear in the menu.
4. Select TARS mode : Start filming to begin recording.
5. Fly over enemy units within the sensor's altitude/attitude envelope.
Each detected unit is confirmed in the HUD (+1 Captured target).
6. Use TARS mode : STB & Resume to pause (e.g. to refuel).
Film resumes automatically on the next takeoff if the loadout is still valid.
7. Select TARS mode : Stop filming or let the film timer expire.
8. Land at an allied airbase or FARP within TARS.landingDistance metres.
The film controls disappear. After landingDelay + debriefDelay seconds the
intel marks appear on the F10 map and scoring credits are awarded.
After the debrief the TARS validation item reappears for the next sortie.
Localization
All player-facing strings are defined in TARS.Messages using a table.
Platforms and Settings
Player group name filters
TARS.recoNameFilter = { enabled=false, keyword="Reco" } -- Only allow groups with this keyword in the name
Adding a new platform
Add an entry to TARS.reconTypes and a matching typename and profile to TARS.parameters:
TARS_Instance.reconTypes["F-16C_50"] = true
TARS_Instance.parameters["F-16C_50"] = {
minAlt=300, maxAlt=8000, maxRoll=10, maxPitch=15,
fov=35, duration=300, offset=math.rad(20),
name="F-16C with RECCE pod"
}
Available Platforms are
TARS.reconTypes = {
["MiG-21Bis"]=true, ["AJS37"]=true, ["Mirage-F1EE"]=true,
["F-5E-3"]=true, ["F-14A-135-GR"]=true, ["F-14B"]=true,
["F-4E-45MC"]=true, ["P-51D"]=true, ["P-51D-30-NA"]=true,
["SpitfireLFMkIX"]=true, ["FW-190A8"]=true, ["FW-190D9"]=true,
["SA342M"]=true, ["SA342L"]=true, ["UH-1H"]=true, ["OH58D"]=true,
["Mi-8MT"]=true, ["MH-6J"]=true,
["OH-6A"]=true,}
Allowed weapon types on the platforms are - will be validated by the script
TARS.allowedAmmo = {
["AIM-9B"]=true,["AIM-9D"]=true,["AIM-9E"]=true,["AIM-9G"]=true,
["AIM-9H"]=true,["AIM-9J"]=true,["AIM-9L"]=true,["AIM-9M"]=true,
["AIM-9N"]=true,["AIM-9P"]=true,["AIM-9P3"]=true,["AIM-9P5"]=true,
["AIM-9JULI"]=true,
["R-3S"]=true,["R-13M"]=true,["R-13M1"]=true,["R-60"]=true,["R-60M"]=true,
["R550 Magic II"]=true,
["7_62x51"]=true,}
Film and detection settings
TARS.filmLimitEnabled = true
TARS.filmLimitMax = 25 -- max 25 captured objects
TARS.detectUnits = true -- capture UNIT objects
TARS.detectStatics = false -- capture STATIC objects incl. of FARPs
UNIT Filters
TARS.units = { air=false, ground=true, ship=true }
STATIC Filters
TARS.statics = {
farps=true,
captureExceptions=false, captureExceptionsList={}, -- these are mutually exclusive, either exceptions from the typename list captureExceptionsList **or**
captureUnique=false, captureUniqueList={},} -- unique (once only) typenames from the captureUniqueList!
Other Settings
TARS.debug = false
TARS.mooseScoring = true -- if true use MOOSE scoring
TARS.valueScoring = 100 -- points per detection
TARS.landingDelay = 30 -- check valid landing after this many seconds
TARS.debriefDelay = 60 -- show debriefing after this many seconds
TARS.landingDistance = 2500 -- land closer than this many meters to a friendly base for debrief
SRS integration
All player messages route through TARS:_MsgUnit() and TARS:_MsgCoalition().
To broadcast over SRS, init the SRS system with TARS_Instance:SetSRS(...), provide the necessary parameters.
Scoring
Two scoring backends are supported:
MOOSE SCORING — set
TARS_Instance.mooseScoring = true. Requires a SCORING object and awardsTARS_Instance.valueScoringpoints per target.DCSBot — fallback when mooseScoring is false. Awards
ceil(count/4)credits viadcsbot.addUserPoints()if the DCSBot table is present.
Mission Scripting integration
Moose FSM Style callback functions are available for mission designers. Optionally overwrite with own function. Processed after landing on debriefing analysis:
function mytars:OnBeforeDataProcessing(Snapshot) -- provides a #TARS.Snapshot data table for a captured object, function must return true to call the OnAfterDataProcessing() function next.
function mytars:OnAfterDataProcessing(Snapshot) -- provides a #TARS.Snapshot data table for a captured object for use in your mission script.
Global TARS_SESSION |
Tracks all states for a single recon sortie. |
Tracks all states for a single recon sortie.
One instance is created per player per flight when they take off from a validated slot. It holds the remaining film, the list of targets captured this pass, and all flags that drive the capture state-machine.
Instances are stored in TARS.instances[unitName] and are reset (not
destroyed) at the end of each successful debrief so the pilot can fly
another sortie in the same slot without rejoining.
Type(s)
| Fields and Methods inherited from TARS | Description |
|---|---|
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[INTERNAL] Creates the Task TARS F10 sub-menu and its initial items. |
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[INTERNAL] Validates the aircraft loadout. |
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[INTERNAL] Validates loadout on the ground and sets the approved flag. |
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[INTERNAL] Arms the capture session. |
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[INTERNAL] Creates and registers a new TARS_SESSION. |
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[INTERNAL] Returns the active TARS_SESSION for a unit name, or nil. |
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[INTERNAL] Returns true if the unit is within landingDistance of any allied base/FARP. |
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Nested localization table: |
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Creates the TARS singleton and wires up all event handlers. |
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Moose FSM Style callback function for mission designers. |
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Moose FSM Style callback function for mission designers. |
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[INTERNAL] Places a coalition F10 map marker for a detected target snapshot. |
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[INTERNAL] Debrief: publishes marks and awards points after a valid landing. |
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[INTERNAL] Removes the TARS F10 menu for a player. |
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[INTERNAL] Removes F10 marks for units that no longer exist. |
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Configure SRS radio output. |
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Set SRS Voice Speaker for Hound/Piper |
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[INTERNAL] Sends platform capabilities as a HUD message. |
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[INTERNAL] Toggles film standby on/off. |
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[INTERNAL] Ends the capture session; marks it as awaiting debrief. |
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[INTERNAL] Awards credits via DCSBot (if loaded). |
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[INTERNAL] F10 callback: show platform info. |
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[INTERNAL] F10 callback: start capture. |
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[INTERNAL] F10 callback: toggle STB. |
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[INTERNAL] F10 callback: stop capture. |
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[INTERNAL] F10 callback: ground validation. |
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[INTERNAL] Resolves the MOOSE UNIT for a player from the groundMenus registry. |
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[INTERNAL] Adds the three film-control items using the active locale labels. |
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[INTERNAL] Adds the "TARS validation" menu item using the active locale label. |
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[INTERNAL] Removes the three film-control items. |
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[INTERNAL] Removes the "TARS validation" menu item. |
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[INTERNAL] Sends a localized MESSAGE to an entire coalition. |
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[INTERNAL] Sends a localized MESSAGE to a single unit by player name. |
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[INTERNAL] Handles unit birth. |
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[INTERNAL] Handles unit death. |
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[INTERNAL] Handles engine startup (fallback for pre-loaded slots). |
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[INTERNAL] Handles landing events (Land + RunwayTouch share this handler). |
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[INTERNAL] Handles player leaving a slot. |
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[INTERNAL] Handles takeoff events (TakeOff + RunwayTakeOff share this handler). |
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[INTERNAL] Resolves a localized string by message ID. |
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Maximum AGL (m) for visual-recon helicopters. |
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Minimum AGL (m) for visual-recon helicopters. |
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Optimal AGL (m) for visual-recon helicopters. |
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Detection radius (m) at |
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Detection radius (m) at |
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Detection radius (m) at |
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Map of |
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Next available mark ID for Blue coalition marks. |
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Seconds after confirmation before F10 marks appear. |
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Enable debugging in TARS. |
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Master toggle for detecting DCS Static objects. |
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Master toggle for detecting DCS Unit objects. |
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Lifetime map |
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Cap the number of detections per sortie. |
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Maximum unique detections allowed per sortie. |
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[INTERNAL] Returns the aircraft's pitch angle in radians. |
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[INTERNAL] Returns the aircraft's signed bank/roll angle in radians. |
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Runtime map |
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Runtime map |
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Seconds after touchdown before landing is confirmed. |
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Max distance (m) from an allied base/FARP for a valid debrief. |
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Log-line prefix shown in Moose.log entries. |
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Maps a 0–100 health value to a human-readable damage status label. |
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Active locale: |
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Enable MOOSE SCORING backend. |
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Map of |
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Map of |
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Next available mark ID for Red coalition marks. |
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MOOSE SCORING instance (nil if mooseScoring is false). |
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Sub-config for static filtering ( |
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Sub-toggles |
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Points awarded per detected target (MOOSE path). |
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Semantic version string, e.g. |
| 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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TARS:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
TARS:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
TARS:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
Creation of a Dead Event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. |
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Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. |
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Creation of a |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Creation of a Crash Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Core.Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get all of the properties of an object in a table. |
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Get one property of an object by the key. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
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Log an information which will be traced always. |
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This is the worker method to inherit from a parent class. |
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This is the worker method to check if an object is an (sub)instance of a class. |
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Enquires if tracing is on (for the class). |
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BASE constructor. |
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Occurs when an Event for an object is triggered. |
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BDA. |
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Occurs when a ground unit captures either an airbase or a farp. |
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Occurs when any object is spawned into the mission. |
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Occurs when any aircraft crashes into the ground and is completely destroyed. |
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Occurs when an object is dead. |
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Unknown precisely what creates this event, likely tied into newer damage model. |
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Discard chair after ejection. |
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Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. |
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Occurs when a dynamic cargo crate is removed. |
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Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. |
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Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when any aircraft shuts down its engines. |
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Occurs when any aircraft starts its engines. |
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Occurs whenever an object is hit by a weapon. |
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Occurs when any system fails on a human controlled aircraft. |
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Occurs on the death of a unit. |
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Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
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Landing quality mark. |
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Occurs when a new mark was added. |
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Occurs when a mark text was changed. |
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Occurs when a mark was removed. |
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Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. |
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Weapon add. |
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Occurs when the pilot of an aircraft is killed. |
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Occurs when a player enters a slot and takes control of an aircraft. |
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Occurs when any player assumes direct control of a unit. |
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Occurs when any player relieves control of a unit to the AI. |
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Occurs when an aircraft connects with a tanker and begins taking on fuel. |
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Occurs when an aircraft is finished taking fuel. |
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Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
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Occurs when any unit stops firing its weapon. |
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Occurs when any unit begins firing a weapon that has a high rate of fire. |
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Occurs whenever any unit in a mission fires a weapon. |
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Occurs when an aircraft takes off from an airbase, farp, or ship. |
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Trigger zone. |
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Occurs when the game thinks an object is destroyed. |
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Schedule a new time event. |
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TARS:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
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Stops the Schedule. |
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The scheduler object. |
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Set the Class Core.Event processing Priority. |
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Set one property of an object. |
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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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TARS:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
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(Internal) Serialize arguments |
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TARS:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
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The main event handling function... |
| Fields and Methods inherited from TARS.MenuData | Description |
|---|---|
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Numeric group ID. |
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"TARS capture config" — always present. |
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"Start filming" — added on takeoff. |
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"STB & Resume" — added on takeoff. |
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"Stop filming" — added on takeoff. |
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"TARS validation" — present in GROUND_NEW; removed after validation. |
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Root sub-menu. Call |
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Player display name. |
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DCS unit name. |
| Fields and Methods inherited from TARS.PlatformParams | Description |
|---|---|
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Total film per sortie (seconds). |
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Camera half-angle FOV (degrees). Not used for visual-recon helis. |
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Maximum AGL altitude (m) for valid detections. |
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Maximum pitch angle (degrees) — camera must be level. |
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Detection radius (m) at |
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Maximum bank angle (degrees) — camera must be level. |
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Minimum AGL altitude (m) for valid detections. |
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Detection radius (m) at |
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Human-readable label in player messages. |
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Forward look-ahead (radians). |
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Optimal AGL (m) — triggers the dual-cone model. |
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Detection radius (m) at |
| Fields and Methods inherited from TARS.Snapshot | Description |
|---|---|
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Ammo table at detection (units only). |
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Coalition side (units only). |
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Raw DCS object reference. |
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Group category (units only). |
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Group ID (units only). |
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Health 0-100 at detection (units only). |
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DCS unit name (registry key). |
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Player name who captured the data. |
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World position at detection time. |
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Mission time of the snapshot. |
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DCS type name. |
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MOOSE UNIT wrapper or STATIC wrapper. |
| Fields and Methods inherited from TARS_SESSION | Description |
|---|---|
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[INTERNAL] Merges a |
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The TARS Callback object for menu functions etc. |
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[INTERNAL] Starts the 10-second capture loop. |
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[INTERNAL] Main capture tick. |
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[INTERNAL] Removes this session from the global registry. |
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[INTERNAL] earches for targets in a sphere ahead of the aircraft. |
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[INTERNAL] Creates a new TARS_SESSION for the given MOOSE UNIT. |
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[INTERNAL] Publishes all captured targets as F10 coalition marks. |
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[INTERNAL] Fully initialises (or resets) all sortie state. |
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[INTERNAL] Refreshes aircraft references WITHOUT resetting sortie state. |
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[INTERNAL] Two-segment linear interpolation for visual-recon helicopter range. |
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[INTERNAL] Freezes a MOOSE object into a |
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[INTERNAL] Returns a unit's current health as a 0–100 percentage. |
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[INTERNAL] Calculates the 2-D ground point ahead of the aircraft. |
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[INTERNAL] Populates all shared fields from a MOOSE UNIT object. |
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[INTERNAL] Validates a single DCS/MOOSE object against all active filters. |
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Ammo table snapshot from |
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Total unique targets captured this sortie. |
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Group category at session creation. |
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Coalition side (1 = Red, 2 = Blue). |
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Enable debugging in TARS_SESSION. |
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Remaining film in seconds. |
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MOOSE GROUP the aircraft belongs to. |
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Numeric group ID. |
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Mission time of the last takeoff, used for debouncing. |
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Log-line prefix shown in Moose.log entries. |
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DCS unit name — used as the registry key. |
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Numeric DCS unit ID, used as F10-menu and message key. |
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Human-readable player name as shown in the scoreboard. |
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Targets detected this pass, not yet reported. |
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Mission time (seconds) when the session was last refreshed. |
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DCS type name of the aircraft (key into |
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The MOOSE UNIT object for the recon aircraft. |
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World position snapshot taken at session creation. |
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| 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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TARS_SESSION:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
TARS_SESSION:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
TARS_SESSION:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
Creation of a Dead Event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. |
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Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. |
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Creation of a |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Creation of a Crash Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Core.Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get all of the properties of an object in a table. |
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Get one property of an object by the key. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
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Log an information which will be traced always. |
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This is the worker method to inherit from a parent class. |
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This is the worker method to check if an object is an (sub)instance of a class. |
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Enquires if tracing is on (for the class). |
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BASE constructor. |
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Occurs when an Event for an object is triggered. |
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BDA. |
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Occurs when a ground unit captures either an airbase or a farp. |
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Occurs when any object is spawned into the mission. |
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Occurs when any aircraft crashes into the ground and is completely destroyed. |
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Occurs when an object is dead. |
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Unknown precisely what creates this event, likely tied into newer damage model. |
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Discard chair after ejection. |
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Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. |
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Occurs when a dynamic cargo crate is removed. |
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Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. |
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Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when any aircraft shuts down its engines. |
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Occurs when any aircraft starts its engines. |
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Occurs whenever an object is hit by a weapon. |
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Occurs when any system fails on a human controlled aircraft. |
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Occurs on the death of a unit. |
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Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
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Landing quality mark. |
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Occurs when a new mark was added. |
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Occurs when a mark text was changed. |
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Occurs when a mark was removed. |
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Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. |
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Weapon add. |
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Occurs when the pilot of an aircraft is killed. |
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Occurs when a player enters a slot and takes control of an aircraft. |
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Occurs when any player assumes direct control of a unit. |
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Occurs when any player relieves control of a unit to the AI. |
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Occurs when an aircraft connects with a tanker and begins taking on fuel. |
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Occurs when an aircraft is finished taking fuel. |
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Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
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Occurs when any unit stops firing its weapon. |
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Occurs when any unit begins firing a weapon that has a high rate of fire. |
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Occurs whenever any unit in a mission fires a weapon. |
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Occurs when an aircraft takes off from an airbase, farp, or ship. |
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Trigger zone. |
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Occurs when the game thinks an object is destroyed. |
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Schedule a new time event. |
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TARS_SESSION:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
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Stops the Schedule. |
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The scheduler object. |
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Set the Class Core.Event processing Priority. |
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Set one property of an object. |
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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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TARS_SESSION:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
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(Internal) Serialize arguments |
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TARS_SESSION:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
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The main event handling function... |
Field(s)
Nested localization table: TARS.Messages[locale][messageID] = string.
Maximum AGL (m) for visual-recon helicopters.
Minimum AGL (m) for visual-recon helicopters.
Optimal AGL (m) for visual-recon helicopters.
Detection radius (m) at _vAltMax.
Detection radius (m) at _vAltMin.
Detection radius (m) at _vAltOpti.
Map of [weaponDisplayName] = true for permitted loadout items.
Next available mark ID for Blue coalition marks.
Seconds after confirmation before F10 marks appear.
Enable debugging in TARS.
Master toggle for detecting DCS Static objects.
Master toggle for detecting DCS Unit objects.
Lifetime map [unitName] = #TARS.Snapshot of all reported targets.
Cap the number of detections per sortie.
Maximum unique detections allowed per sortie.
Runtime map [playerName] = #TARS.MenuData of open F10 menus.
Runtime map [unitName] = #TARS_SESSION of active sorties.
Seconds after touchdown before landing is confirmed.
Max distance (m) from an allied base/FARP for a valid debrief.
Log-line prefix shown in Moose.log entries.
Active locale: "en" (default), "de", "fr".
{ blue = {}, red = {} } — maps [unitName] = markID.
Enable MOOSE SCORING backend.
Map of [typeName] = #TARS.PlatformParams with per-platform sensor profiles.
{ enabled=#boolean, keyword=#string } — restricts TARS menus to matching group names.
Map of [typeName] = true for all recon-capable DCS type names.
Next available mark ID for Red coalition marks.
Sub-config for static filtering (farps, captureExceptions, whitelist).
{ enabled=#boolean, keywords=#table } — per-coalition keyword lists for target filtering.
Sub-toggles { air, ground, ship } for unit categories.
Points awarded per detected target (MOOSE path).
Semantic version string, e.g. "v2.1.0".
Function(s)
[INTERNAL] Creates the Task TARS F10 sub-menu and its initial items.
Initial state (GROUND_NEW): "TARS validation" + "TARS capture config".
[INTERNAL] Validates the aircraft loadout.
Defined in:
TARS
Parameter:
Wrapper.Unit#UNIT unit
Return values:
#boolean:
reconOk
#string:
refusedWeapon or nil
[INTERNAL] Validates loadout on the ground and sets the approved flag.
[INTERNAL] Arms the capture session.
[INTERNAL] Creates and registers a new TARS_SESSION.
[INTERNAL] Returns the active TARS_SESSION for a unit name, or nil.
[INTERNAL] Returns true if the unit is within landingDistance of any allied base/FARP.
Creates the TARS singleton and wires up all event handlers.
Defined in:
TARS
Parameter:
#string locale
(optional) Set locale for text output, defaults to "en". "fr" and "de" available out-of-the-box.
Return value:
self
Moose FSM Style callback function for mission designers.
Optionally overwrite with own function. Processed after landing on debriefing analysis.
Defined in:
TARS
Parameter:
#TARS.Snapshot TargetSnap
Table of data of a single found object in the last session.
Return value:
self
Moose FSM Style callback function for mission designers.
Optionally overwrite with own function. Processed after landing on debriefing analysis. Use for pre-processing.
Defined in:
TARS
Parameter:
#TARS.Snapshot TargetSnap
Table of data of a single found object in the last session.
Return value:
#boolean:
returnvalue If false, then TARS:OnAfterDataProcessing will NOT be called.
[INTERNAL] Places a coalition F10 map marker for a detected target snapshot.
Defined in:
TARS
Parameters:
#TARS.Snapshot snap
#number coa
Coalition side.
Return value:
#number:
counter Mark ID used.
[INTERNAL] Debrief: publishes marks and awards points after a valid landing.
[INTERNAL] Removes the TARS F10 menu for a player.
Defined in:
TARS
Parameter:
#string playerName
[INTERNAL] Removes F10 marks for units that no longer exist.
Defined in:
TARS
Parameters:
#boolean _
#number time
Return value:
#number:
time + 120
Configure SRS radio output.
Defined in:
TARS
Parameters:
#string Path
(Optional) Path to SRS (or nil to use MSRS default)
#number Frequency
MHz, e.g. 251
#number Modulation
radio.modulation.AM or FM (default AM)
#string Culture
(Optional) BCP-47 culture string, e.g. "ru-RU"
#string Gender
(Optional) "male" or "female". Usually not used when using a specific voice.
#string Voice
MSRS voice constant; do not forget to adjust voice to your locale!
#number Coalition
MSRS Coalition, e.g. coalition.side.BLUE.
#number Port
(Optional) SRS port (default 5002)
#number Speed
(Optional) Speech speed (or nil to use MSRS default)
#string Provider
(Optional) Provider, e.g. MSRS.Provider.GOOGLE (or nil to use MSRS default)
#string Backend
(Optional) Backend, e.g. MSRS.Backend.HOUND (or nil to use MSRS default)
#number Speaker
(Optional, HOUND/PIPER only!) Speaker number, e.g. 11 for Speaker "318 (11)"
Return value:
self
Set SRS Voice Speaker for Hound/Piper
Defined in:
TARS
Parameter:
#number Speaker
Speaker number, e.g. 11 for Speaker "318 (11)"
Return value:
self
[INTERNAL] Sends platform capabilities as a HUD message.
All labels are resolved through the active locale.
[INTERNAL] Toggles film standby on/off.
[INTERNAL] Ends the capture session; marks it as awaiting debrief.
[INTERNAL] Awards credits via DCSBot (if loaded).
Defined in:
TARS
Parameters:
#string name
Player display name.
#number points
Credits to award.
Return value:
#boolean:
true if credited.
[INTERNAL] F10 callback: show platform info.
Defined in:
TARS
Parameter:
#string playerName
[INTERNAL] F10 callback: start capture.
Defined in:
TARS
Parameter:
#string playerName
[INTERNAL] F10 callback: toggle STB.
Defined in:
TARS
Parameter:
#string playerName
[INTERNAL] F10 callback: stop capture.
Defined in:
TARS
Parameter:
#string playerName
[INTERNAL] F10 callback: ground validation.
Defined in:
TARS
Parameter:
#string playerName
[INTERNAL] Resolves the MOOSE UNIT for a player from the groundMenus registry.
[INTERNAL] Adds the three film-control items using the active locale labels.
Defined in:
TARS
Parameter:
#string playerName
[INTERNAL] Adds the "TARS validation" menu item using the active locale label.
Defined in:
TARS
Parameter:
#string playerName
[INTERNAL] Removes the three film-control items.
Defined in:
TARS
Parameter:
#string playerName
[INTERNAL] Removes the "TARS validation" menu item.
Defined in:
TARS
Parameter:
#string playerName
[INTERNAL] Sends a localized MESSAGE to an entire coalition.
Defined in:
TARS
Parameters:
#string text
Resolved message text.
#number seconds
Display duration in seconds.
#number coa
Coalition side (1 = Red, 2 = Blue).
[INTERNAL] Sends a localized MESSAGE to a single unit by player name.
Defined in:
TARS
Parameters:
#string text
Resolved message text.
#number seconds
Display duration in seconds.
#string playerName
Player display name.
#boolean Silent
Do not send via SRS if this is true.
[INTERNAL] Handles unit birth.
[INTERNAL] Handles unit death.
[INTERNAL] Handles engine startup (fallback for pre-loaded slots).
[INTERNAL] Handles landing events (Land + RunwayTouch share this handler).
Branch 1: capture active → auto standby. Branch 2: session ended → schedule debrief, remove film menus.
[INTERNAL] Handles player leaving a slot.
[INTERNAL] Handles takeoff events (TakeOff + RunwayTakeOff share this handler).
Branch 1: capture active → validate config, auto-resume film. Branch 2: film inactive → check approval, create session, add film menus.
[INTERNAL] Resolves a localized string by message ID.
Lookup order: TARS.Messages[locale][id] → TARS.Messages["en"][id] → raw id.
Passes extra arguments through string.format when provided.
Defined in:
TARS
Parameters:
#string id
Message ID (key in TARS.Messages[locale]).
...
Optional string.format arguments.
Return value:
#string:
Resolved, formatted string.
[INTERNAL] Returns the aircraft's pitch angle in radians.
Defined in:
TARS
Parameter:
Wrapper.Unit#UNIT mooseUnit
The recon aircraft.
Return value:
#number:
Pitch angle in radians.
[INTERNAL] Returns the aircraft's signed bank/roll angle in radians.
Defined in:
TARS
Parameter:
Wrapper.Unit#UNIT mooseUnit
The recon aircraft.
Return value:
#number:
Roll angle in radians.
Maps a 0–100 health value to a human-readable damage status label.
Defined in:
TARS
Parameter:
#number life
Health percentage (0–100), or nil.
Return value:
#string:
Damage label.
Field(s)
Nested localization table: TARS.Messages[locale][messageID] = string.
Maximum AGL (m) for visual-recon helicopters.
Minimum AGL (m) for visual-recon helicopters.
Optimal AGL (m) for visual-recon helicopters.
Detection radius (m) at _vAltMax.
Detection radius (m) at _vAltMin.
Detection radius (m) at _vAltOpti.
Map of [weaponDisplayName] = true for permitted loadout items.
Next available mark ID for Blue coalition marks.
Seconds after confirmation before F10 marks appear.
Enable debugging in TARS.
Master toggle for detecting DCS Static objects.
Master toggle for detecting DCS Unit objects.
Lifetime map [unitName] = #TARS.Snapshot of all reported targets.
Cap the number of detections per sortie.
Maximum unique detections allowed per sortie.
Runtime map [playerName] = #TARS.MenuData of open F10 menus.
Runtime map [unitName] = #TARS_SESSION of active sorties.
Seconds after touchdown before landing is confirmed.
Max distance (m) from an allied base/FARP for a valid debrief.
Log-line prefix shown in Moose.log entries.
Active locale: "en" (default), "de", "fr".
{ blue = {}, red = {} } — maps [unitName] = markID.
Enable MOOSE SCORING backend.
Map of [typeName] = #TARS.PlatformParams with per-platform sensor profiles.
{ enabled=#boolean, keyword=#string } — restricts TARS menus to matching group names.
Map of [typeName] = true for all recon-capable DCS type names.
Next available mark ID for Red coalition marks.
Sub-config for static filtering (farps, captureExceptions, whitelist).
{ enabled=#boolean, keywords=#table } — per-coalition keyword lists for target filtering.
Sub-toggles { air, ground, ship } for unit categories.
Points awarded per detected target (MOOSE path).
Semantic version string, e.g. "v2.1.0".
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
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.
F10 menu registration data.
Stored in TARS.groundMenus[playerName].
Field(s)
true after successful ground validation.
Numeric group ID.
"TARS validation" — present in GROUND_NEW; removed after validation.
Player display name.
DCS unit name.
Function(s)
Platform sensor/camera profile.
Stored in TARS.parameters[typeName].
Field(s)
Total film per sortie (seconds).
Camera half-angle FOV (degrees). Not used for visual-recon helis.
Maximum AGL altitude (m) for valid detections.
Maximum pitch angle (degrees) — camera must be level.
Detection radius (m) at maxAlt.
Maximum bank angle (degrees) — camera must be level.
Minimum AGL altitude (m) for valid detections.
Detection radius (m) at minAlt — visual-recon helis only.
Human-readable label in player messages.
Forward look-ahead (radians).
Optimal AGL (m) — triggers the dual-cone model.
Detection radius (m) at optimalAlt.
Function(s)
Frozen target snapshot.
Field(s)
Ammo table at detection (units only).
Object.Category.* of the detected object.
Coalition side (units only).
Group category (units only).
Group ID (units only).
Health 0-100 at detection (units only).
DCS unit name (registry key).
Player name who captured the data.
Mission time of the snapshot.
DCS type name.
Function(s)
Field(s)
Ammo table snapshot from unit:GetAmmo().
Total unique targets captured this sortie.
true while the capture loop is actively running.
Group category at session creation.
Coalition side (1 = Red, 2 = Blue).
Enable debugging in TARS_SESSION.
Remaining film in seconds.
true when duration reached zero.
Numeric group ID.
true once the debrief timer has been registered.
Mission time of the last takeoff, used for debouncing.
Log-line prefix shown in Moose.log entries.
true while the TARS.CaptureLoop timer is scheduled.
DCS unit name — used as the registry key.
Numeric DCS unit ID, used as F10-menu and message key.
Human-readable player name as shown in the scoreboard.
true after STOP or film exhaustion; awaiting debrief.
true when film is paused without ending the session.
Targets detected this pass, not yet reported. [unitName] = snap.
Mission time (seconds) when the session was last refreshed.
DCS type name of the aircraft (key into TARS.parameters).
true if capture was active at the moment of touchdown.
Function(s)
[INTERNAL] Merges a FindTargets result into this session's target list.
Notifies the player per new detection using the active locale.
Defined in:
TARS_SESSION
Parameter:
#table list
Map of [unitName] = Wrapper.Unit#UNIT from TARS_SESSION:FindTargets().
[INTERNAL] Main capture tick.
Scheduled via timer.scheduleFunction.
Defined in:
TARS_SESSION
Return value:
nil
[INTERNAL] Removes this session from the global registry.
Defined in:
TARS_SESSION
[INTERNAL] earches for targets in a sphere ahead of the aircraft.
Defined in:
TARS_SESSION
Return value:
#table:
[unitName] = Wrapper.Unit#UNIT
[INTERNAL] Creates a new TARS_SESSION for the given MOOSE UNIT.
Defined in:
TARS_SESSION
Parameters:
Wrapper.Unit#UNIT unit
The recon aircraft's MOOSE UNIT.
#TARS Callback
The TARS singleton (for callbacks and config access).
Return value:
self The newly created session.
[INTERNAL] Publishes all captured targets as F10 coalition marks.
Defined in:
TARS_SESSION
Return value:
#number:
count Number of marks placed or updated this debrief.
[INTERNAL] Fully initialises (or resets) all sortie state.
After a debrief reset, re-adds the validation menu item (GROUND_NEW state).
Defined in:
TARS_SESSION
Parameter:
Wrapper.Unit#UNIT unit
The recon aircraft's MOOSE UNIT.
Return value:
self
[INTERNAL] Refreshes aircraft references WITHOUT resetting sortie state.
[INTERNAL] Two-segment linear interpolation for visual-recon helicopter range.
Defined in:
TARS_SESSION
Parameters:
#TARS.PlatformParams params
#number altitude
AGL in metres.
Return value:
#number:
radius Detection sphere radius in metres.
[INTERNAL] Freezes a MOOSE object into a TARS.Snapshot.
Defined in:
TARS_SESSION
Parameter:
Wrapper.Unit#UNIT _Object
MOOSE UNIT or STATIC.
Return value:
snap
[INTERNAL] Returns a unit's current health as a 0–100 percentage.
Defined in:
TARS_SESSION
Parameter:
Wrapper.Unit#UNIT unit
Return value:
#number:
Health 0–100, or nil.
[INTERNAL] Calculates the 2-D ground point ahead of the aircraft.
Defined in:
TARS_SESSION
Parameters:
Wrapper.Unit#UNIT unit
#TARS.PlatformParams params
Return value:
{ x, z } ahead of the aircraft.
[INTERNAL] Populates all shared fields from a MOOSE UNIT object.
[INTERNAL] Validates a single DCS/MOOSE object against all active filters.
Returns true if the object should be added to the target list.
Defined in:
TARS_SESSION
Parameter:
Wrapper.Unit#UNIT _Object
MOOSE UNIT or STATIC.
Return value:
#boolean:
Field(s)
Ammo table snapshot from unit:GetAmmo().
Total unique targets captured this sortie.
true while the capture loop is actively running.
Group category at session creation.
Coalition side (1 = Red, 2 = Blue).
Enable debugging in TARS_SESSION.
Remaining film in seconds.
true when duration reached zero.
Numeric group ID.
true once the debrief timer has been registered.
Mission time of the last takeoff, used for debouncing.
Log-line prefix shown in Moose.log entries.
true while the TARS.CaptureLoop timer is scheduled.
DCS unit name — used as the registry key.
Numeric DCS unit ID, used as F10-menu and message key.
Human-readable player name as shown in the scoreboard.
true after STOP or film exhaustion; awaiting debrief.
true when film is paused without ending the session.
Targets detected this pass, not yet reported. [unitName] = snap.
Mission time (seconds) when the session was last refreshed.
DCS type name of the aircraft (key into TARS.parameters).
true if capture was active at the moment of touchdown.
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.