Banner Image

Module Ops.Target

Ops - Target.

Main Features:

  • Manages target, number alive, life points, damage etc.
  • Events when targets are damaged or destroyed
  • Various target objects: UNIT, GROUP, STATIC, SCENERY, AIRBASE, COORDINATE, ZONE, SET_GROUP, SET_UNIT, SET_STATIC, SET_SCENERY, SET_ZONE

Author: funkyfranky

Additions: applevangelist

Global(s)

Global TARGET

It is far more important to be able to hit the target than it is to haggle over who makes a weapon or who pulls a trigger -- Dwight D Eisenhower


The TARGET Concept

Define a target of your mission and monitor its status.

#TARGET TARGET

It is far more important to be able to hit the target than it is to haggle over who makes a weapon or who pulls a trigger -- Dwight D Eisenhower


The TARGET Concept

Define a target of your mission and monitor its status.

Events are triggered when the target is damaged or destroyed.

A target can consist of one or multiple "objects".

Global _TARGETID

Global target ID counter.

#number _TARGETID

Global target ID counter.

Type(s)

TARGET , extends Core.Fsm#FSM , extends Core.Base#BASE
Fields and Methods inherited from TARGET Description

TARGET:AddConditionStart(ConditionFunction, ...)

Add start condition.

TARGET:AddConditionStop(ConditionFunction, ...)

Add stop condition.

TARGET:AddObject(Object)

Create target data from a given object.

TARGET:AddResource(MissionType, Nmin, Nmax, Attributes, Properties)

Add mission type and number of required assets to resource.

TARGET.Category

TARGET.ClassName

Name of the class.

TARGET:CountObjectives(Target, Coalitions)

Count alive objects.

TARGET:CountTargets(Coalitions)

Count alive targets.

TARGET:EvalConditionsAll(Conditions)

Check if all given condition are true.

TARGET:EvalConditionsAny(Conditions)

Check if any of the given conditions is true.

TARGET:GetAverageCoordinate()

Get average coordinate.

TARGET:GetCategory()

Get category.

TARGET:GetCoordinate()

Get coordinate.

TARGET:GetDamage()

Get current damage.

TARGET:GetHeading()

Get heading of target.

TARGET:GetLife()

Get current total life points.

TARGET:GetLife0()

Get target life points.

TARGET:GetName()

Get name.

TARGET:GetObject(RefCoordinate, Coalitions)

Get the first target object alive.

TARGET:GetObjective(RefCoordinate, Coalitions)

Get the first target objective alive.

TARGET:GetTargetByName(ObjectName)

Get a target object by its name.

TARGET:GetTargetCategory(Target)

Get target category.

TARGET:GetTargetCoalition(Target)

Get coalition of target object.

TARGET:GetTargetCoordinate(Target, Average)

Get target coordinate.

TARGET:GetTargetHeading(Target)

Get heading of the target.

TARGET:GetTargetLife(Target)

Get target life points.

TARGET:GetTargetName(Target)

Get target name.

TARGET:GetTargetThreatLevelMax(Target)

Get target threat level

TARGET:GetTargetVec2(Target)

Get target 2D position vector.

TARGET:GetTargetVec3(Target, Average)

Get target 3D position vector.

TARGET:GetThreatLevelMax()

Get threat level.

TARGET:GetVec2()

Get 2D vector.

TARGET:GetVec3()

Get 3D vector.

TARGET:IsAlive()

Check if TARGET is alive.

TARGET:IsCasualty(Name)

Check if something is a a casualty of this TARGET.

TARGET:IsDead()

Check if TARGET is dead.

TARGET:IsDestroyed()

Check if TARGET is destroyed.

TARGET:IsElement(Name)

Check if something is an element of the TARGET.

TARGET.N0

Number of initial target elements/units.

TARGET.Ndead

Number of target elements/units that are dead (destroyed or despawned).

TARGET.Ndestroyed

Number of target elements/units that were destroyed.

TARGET:New(TargetObject)

Create a new TARGET object and start the FSM.

TARGET.Ntargets0

Number of initial target objects.

TARGET.ObjectStatus

TARGET.ObjectType

TARGET:OnAfterDamaged(From, Event, To)

On After "Damaged" event.

TARGET:OnAfterDead(From, Event, To)

On After "ObjectDead" event.

TARGET:OnAfterDestroyed(From, Event, To)

On After "ObjectDestroyed" event.

TARGET:OnAfterObjectDamaged(From, Event, To, Target)

On After "ObjectDamaged" event.

TARGET:OnAfterObjectDead(From, Event, To, Target)

On After "ObjectDead" event.

TARGET:OnAfterObjectDestroyed(From, Event, To, Target)

On After "ObjectDestroyed" event.

TARGET:OnEventUnitDeadOrLost(EventData)

Event function handling the loss of a unit.

TARGET:SetImportance(Importance)

Set importance of the target.

TARGET:SetPriority(Priority)

Set priority of the target.

TARGET:Start()

Triggers the FSM event "Start".

TARGET:Status()

Triggers the FSM event "Status".

TARGET.TStatus

TARGET:_AddObject(Object)

Create target data from a given object.

TARGET:__Start(delay)

Triggers the FSM event "Start" after a delay.

TARGET:__Status(delay)

Triggers the FSM event "Status" after a delay.

TARGET:__Stop(delay)

Triggers the FSM event "Stop" after a delay.

TARGET.casualties

Table of dead element names.

TARGET.category

Target category (Ground, Air, Sea).

TARGET.conditionStart

Start condition functions.

TARGET.contact

Contact attached to this target.

TARGET.elements

Table of target elements/units.

TARGET.importance

Importance.

TARGET.isDestroyed

If true, target objects were destroyed.

TARGET.lid

Class id string for output to DCS log file.

TARGET.life

Total life points on last status update.

TARGET.life0

Total life points of completely healthy targets.

TARGET.mission

Mission attached to this target.

TARGET.name

TARGET:onafterDamaged(From, Event, To)

On after "Damaged" event.

TARGET:onafterDead(From, Event, To)

On after "Dead" event.

TARGET:onafterDestroyed(From, Event, To)

On after "Destroyed" event.

TARGET:onafterObjectDamaged(From, Event, To, Target)

On after "ObjectDamaged" event.

TARGET:onafterObjectDead(From, Event, To, Target)

On after "ObjectDead" event.

TARGET:onafterObjectDestroyed(From, Event, To, Target)

On after "ObjectDestroyed" event.

TARGET:onafterStart(Group, From, Event, To)

On after Start event.

TARGET:onafterStatus(Group, From, Event, To)

On after "Status" event.

TARGET.operation

Operation this target is part of.

TARGET.prio

Priority.

TARGET.resources

Resource list.

TARGET.targetcounter

Running number to generate target object IDs.

TARGET.targets

Table of target objects.

TARGET.threatlevel0

Initial threat level.

TARGET.uid

Unique ID of the target.

TARGET.verbose

Verbosity level.

TARGET.version

TARGET class version.

Fields and Methods inherited from FSM Description

TARGET:AddEndState(State)

Adds an End state.

TARGET:AddProcess(From, Event, Process, ReturnEvents)

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.

TARGET:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

TARGET:AddScoreProcess(From, Event, State, ScoreText, Score)

Adds a score for the FSM_PROCESS to be achieved.

TARGET:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

TARGET.CallScheduler

Call scheduler.

TARGET.ClassName

Name of the class.

TARGET.Events

TARGET:GetCurrentState()

Get current state.

TARGET:GetEndStates()

Returns the End states.

TARGET:GetProcess(From, Event)

TARGET:GetProcesses()

Returns a table of the SubFSM rules defined within the FSM.

TARGET:GetScores()

Returns a table with the scores defined.

TARGET:GetStartState()

Returns the start state of the FSM.

TARGET:GetState()

Get current state.

TARGET:GetSubs()

Returns a table with the Subs defined.

TARGET:GetTransitions()

Returns a table of the transition rules defined within the FSM.

TARGET:Is(State)

Check if FSM is in state.

TARGET:LoadCallBacks(CallBackTable)

Load call backs.

TARGET:New()

Creates a new FSM object.

TARGET.Scores

Scores.

TARGET:SetProcess(From, Event, Fsm)

TARGET:SetStartState(State)

Sets the start state of the FSM.

TARGET._EndStates

TARGET._EventSchedules

TARGET._Processes

TARGET._Scores

TARGET._StartState

TARGET._Transitions

TARGET:_add_to_map(Map, Event)

Add to map.

TARGET:_call_handler(step, trigger, params, EventName)

Call handler.

TARGET:_create_transition(EventName)

Create transition.

TARGET:_delayed_transition(EventName)

Delayed transition.

TARGET:_eventmap(Events, EventStructure)

Event map.

TARGET:_gosub(ParentFrom, ParentEvent)

Go sub.

TARGET:_handler(EventName, ...)

Handler.

TARGET:_isendstate(Current)

Is end state.

TARGET:_submap(subs, sub, name)

Sub maps.

TARGET:can(e)

Check if can do an event.

TARGET:cannot(e)

Check if cannot do an event.

TARGET.current

Current state name.

TARGET.endstates

TARGET:is(State, state)

Check if FSM is in state.

TARGET.options

Options.

TARGET.subs

Subs.

Fields and Methods inherited from BASE Description

TARGET.ClassID

The ID number of the class.

TARGET.ClassName

The name of the class.

TARGET.ClassNameAndID

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

TARGET:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

TARGET:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

TARGET:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

TARGET:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

TARGET:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

TARGET:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

TARGET:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

TARGET:E(Arguments)

Log an exception which will be traced always.

TARGET:EventDispatcher()

Returns the event dispatcher

TARGET:EventRemoveAll()

Remove all subscribed events

TARGET:F(Arguments)

Trace a function call.

TARGET:F2(Arguments)

Trace a function call level 2.

TARGET:F3(Arguments)

Trace a function call level 3.

TARGET:GetClassID()

Get the ClassID of the class instance.

TARGET:GetClassName()

Get the ClassName of the class instance.

TARGET:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

TARGET:GetEventPriority()

Get the Class Core.Event processing Priority.

TARGET:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

TARGET:GetState(Object, Key)

Get a Value given a Key from the Object.

TARGET:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

TARGET:I(Arguments)

Log an information which will be traced always.

TARGET:Inherit(Child, Parent)

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

TARGET:IsInstanceOf(ClassName)

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

TARGET:IsTrace()

Enquires if tracing is on (for the class).

TARGET:New()

BASE constructor.

TARGET:OnEvent(EventData)

Occurs when an Event for an object is triggered.

TARGET:OnEventBDA(EventData)

BDA.

TARGET:OnEventBaseCaptured(EventData)

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

TARGET:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

TARGET:OnEventCrash(EventData)

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

TARGET:OnEventDead(EventData)

Occurs when an object is dead.

TARGET:OnEventDetailedFailure(EventData)

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

TARGET:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

TARGET:OnEventEjection(EventData)

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

TARGET:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

TARGET:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

TARGET:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

TARGET:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

TARGET:OnEventKill(EventData)

Occurs on the death of a unit.

TARGET:OnEventLand(EventData)

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

TARGET:OnEventLandingAfterEjection(EventData)

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

TARGET:OnEventLandingQualityMark(EventData)

Landing quality mark.

TARGET:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

TARGET:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

TARGET:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

TARGET:OnEventMissionEnd(EventData)

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

TARGET:OnEventMissionStart(EventData)

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

TARGET:OnEventParatrooperLanding(EventData)

Weapon add.

TARGET:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

TARGET:OnEventPlayerEnterAircraft(EventData)

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

TARGET:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

TARGET:OnEventPlayerLeaveUnit(EventData)

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

TARGET:OnEventRefueling(EventData)

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

TARGET:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

TARGET:OnEventScore(EventData)

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

TARGET:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

TARGET:OnEventShootingStart(EventData)

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

TARGET:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

TARGET:OnEventTakeoff(EventData)

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

TARGET:OnEventTriggerZone(EventData)

Trigger zone.

TARGET:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

TARGET:ScheduleStop(SchedulerID)

Stops the Schedule.

TARGET.Scheduler

TARGET:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

TARGET:SetState(Object, Key, Value)

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

TARGET:T(Arguments)

Trace a function logic level 1.

TARGET:T2(Arguments)

Trace a function logic level 2.

TARGET:T3(Arguments)

Trace a function logic level 3.

TARGET:TraceAll(TraceAll)

Trace all methods in MOOSE

TARGET:TraceClass(Class)

Set tracing for a class

TARGET:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

TARGET:TraceLevel(Level)

Set trace level

TARGET:TraceOff()

Set trace off.

TARGET:TraceOn()

Set trace on.

TARGET:TraceOnOff(TraceOnOff)

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

TARGET:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

TARGET._

TARGET:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

TARGET:_Serialize(Arguments)

(Internal) Serialize arguments

TARGET:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

TARGET.__

TARGET:onEvent(event)

The main event handling function...

Fields and Methods inherited from TARGET.Object Description

TARGET.Object.Coordinate

of the target object.

TARGET.Object.ID

Target unique ID.

TARGET.Object.Life

Life points on last status update.

TARGET.Object.Life0

Life points of completely healthy target.

TARGET.Object.N0

Number of initial elements.

TARGET.Object.Name

Target name.

TARGET.Object.Ndead

Number of dead elements.

TARGET.Object.Ndestroyed

Number of destroyed elements.

TARGET.Object.Object

The object, which can be many things, e.g. a UNIT, GROUP, STATIC, SCENERY, AIRBASE or COORDINATE object.

TARGET.Object.Status

Status "Alive" or "Dead".

TARGET.Object.Type

Target type.

Fields and Methods inherited from TARGET.ObjectStatus Description

TARGET.ObjectStatus.ALIVE

Object is alive.

TARGET.ObjectStatus.DAMAGED

Object is damaged.

TARGET.ObjectStatus.DEAD

Object is dead.

Fields and Methods inherited from TARGET.ObjectType Description

TARGET.ObjectType.AIRBASE

Target is an AIRBASE.

TARGET.ObjectType.COORDINATE

Target is a COORDINATE.

TARGET.ObjectType.GROUP

Target is a GROUP object.

TARGET.ObjectType.OPSZONE

Target is an OPSZONE object.

TARGET.ObjectType.SCENERY

Target is a SCENERY object.

TARGET.ObjectType.STATIC

Target is a STATIC object.

TARGET.ObjectType.UNIT

Target is a UNIT object.

TARGET.ObjectType.ZONE

Target is a ZONE object.

Fields and Methods inherited from TARGET.Resource Description

TARGET.Resource.Attributes

Generalized attribute, e.g. {GROUP.Attribute.GROUND_INFANTRY}.

TARGET.Resource.MissionType

Mission type, e.g. AUFTRAG.Type.BAI.

TARGET.Resource.Nmax

Max number of assets.

TARGET.Resource.Nmin

Min number of assets.

TARGET.Resource.Properties

Properties (DCS attributes), e.g. "Attack helicopters" or "Mobile AAA".

TARGET.Resource.mission

Attached mission.

TARGET class.

Field(s)

#string TARGET.ClassName

Name of the class.

#number TARGET.N0

Number of initial target elements/units.

#number TARGET.Ndead

Number of target elements/units that are dead (destroyed or despawned).

#number TARGET.Ndestroyed

Number of target elements/units that were destroyed.

#number TARGET.Ntargets0

Number of initial target objects.

#number TARGET.TStatus
#table TARGET.casualties

Table of dead element names.

#number TARGET.category

Target category (Ground, Air, Sea).

#table TARGET.conditionStart

Start condition functions.

Ops.Intel#INTEL.Contact TARGET.contact

Contact attached to this target.

#table TARGET.elements

Table of target elements/units.

#number TARGET.importance

Importance.

#boolean TARGET.isDestroyed

If true, target objects were destroyed.

#string TARGET.lid

Class id string for output to DCS log file.

#number TARGET.life

Total life points on last status update.

#number TARGET.life0

Total life points of completely healthy targets.

Ops.Auftrag#AUFTRAG TARGET.mission

Mission attached to this target.

Ops.Operation#OPERATION TARGET.operation

Operation this target is part of.

#number TARGET.prio

Priority.

#table TARGET.resources

Resource list.

#number TARGET.targetcounter

Running number to generate target object IDs.

#table TARGET.targets

Table of target objects.

#number TARGET.threatlevel0

Initial threat level.

#number TARGET.uid

Unique ID of the target.

#number TARGET.verbose

Verbosity level.

#string TARGET.version

TARGET class version.

Function(s)

Add start condition.

Defined in:

TARGET

Parameters:

#function ConditionFunction

Function that needs to be true before the mission can be started. Must return a #boolean.

...

Condition function arguments if any.

Return value:

self

Add stop condition.

Defined in:

TARGET

Parameters:

#function ConditionFunction

Function that needs to be true before the mission can be started. Must return a #boolean.

...

Condition function arguments if any.

Return value:

self

Create target data from a given object.

Valid objects are:

  • GROUP
  • UNIT
  • STATIC
  • SCENERY
  • AIRBASE
  • COORDINATE
  • ZONE
  • SET_GROUP
  • SET_UNIT
  • SET_STATIC
  • SET_SCENERY
  • SET_OPSGROUP
  • SET_ZONE
  • SET_OPSZONE

Defined in:

TARGET

Parameter:

The target UNIT, GROUP, STATIC, SCENERY, AIRBASE, COORDINATE, ZONE, SET_GROUP, SET_UNIT, SET_STATIC, SET_SCENERY, SET_ZONE

Add mission type and number of required assets to resource.

Defined in:

TARGET

Parameters:

#string MissionType

Mission Type.

#number Nmin

Min number of required assets.

#number Nmax

Max number of requried assets.

#table Attributes

Generalized attribute(s).

#table Properties

DCS attribute(s). Default nil.

Return value:

The resource table.

Count alive objects.

Defined in:

TARGET

Parameters:

Target objective.

#table Coalitions

(Optional) Only count targets of the given coalition(s).

Return value:

#number:

Number of alive target objects.

Count alive targets.

Defined in:

TARGET

Parameter:

#table Coalitions

(Optional) Only count targets of the given coalition(s).

Return value:

#number:

Number of alive target objects.

Check if all given condition are true.

Defined in:

TARGET

Parameter:

#table Conditions

Table of conditions.

Return value:

#boolean:

If true, all conditions were true. Returns false if at least one condition returned false.

Check if any of the given conditions is true.

Defined in:

TARGET

Parameter:

#table Conditions

Table of conditions.

Return value:

#boolean:

If true, at least one condition is true.

Get average coordinate.

Defined in:

TARGET

Return value:

Coordinate of the target.

Get category.

Defined in:

TARGET

Return value:

#string:

Target category. See TARGET.Category.X, where X=AIRCRAFT, GROUND.

Get coordinate.

Defined in:

TARGET

Return value:

Coordinate of the target.

Get current damage.

Defined in:

TARGET

Return value:

#number:

Damage in percent.

Get heading of target.

Defined in:

TARGET

Return value:

#number:

Heading of the target in degrees.

Get current total life points.

This is the sum of all target objects.

Defined in:

TARGET

Return value:

#number:

Life points of target.

Get target life points.

Defined in:

TARGET

Return value:

#number:

Number of initial life points when mission was planned.

Get name.

Defined in:

TARGET

Return value:

#string:

Name of the target usually the first object.

Get the first target object alive.

Defined in:

TARGET

Parameters:

Core.Point#COORDINATE RefCoordinate

Reference coordinate to determine the closest target objective.

#table Coalitions

(Optional) Only consider targets of the given coalition(s).

Return value:

The target object or nil.

Get the first target objective alive.

Defined in:

TARGET

Parameters:

Core.Point#COORDINATE RefCoordinate

(Optional) Reference coordinate to determine the closest target objective.

#table Coalitions

(Optional) Only consider targets of the given coalition(s).

Return value:

The target objective.

Get a target object by its name.

Defined in:

TARGET

Parameter:

#string ObjectName

Object name.

Return value:

The target object table or nil.

Get target category.

Defined in:

TARGET

Parameter:

Target object.

Return value:

Target category.

Get coalition of target object.

If an object has no coalition (e.g. a coordinate) it is returned as neutral.

Defined in:

TARGET

Parameter:

Target object.

Return value:

#number:

Coalition number.

Get target coordinate.

Defined in:

TARGET

Parameters:

Target object.

#boolean Average

Return value:

Coordinate of the target.

Get heading of the target.

Defined in:

TARGET

Parameter:

Target object.

Return value:

#number:

Heading in degrees.

Get target life points.

Defined in:

TARGET

Parameter:

Target object.

Return value:

#number:

Life points of target.

Get target name.

Defined in:

TARGET

Parameter:

Target object.

Return value:

#string:

Name of the target object.

Get target threat level

Defined in:

TARGET

Parameter:

Target object.

Return value:

#number:

Threat level of target.

Get target 2D position vector.

Defined in:

TARGET

Parameter:

Target object.

Return value:

Vector with x,y components.

Get target 3D position vector.

Defined in:

TARGET

Parameters:

Target object.

#boolean Average

Return value:

Vector with x,y,z components.

Get threat level.

Defined in:

TARGET

Return value:

#number:

Threat level.

Get 2D vector.

Defined in:

TARGET

Return value:

2D vector of the target.

Get 3D vector.

Defined in:

TARGET

Return value:

3D vector of the target.

Check if TARGET is alive.

Defined in:

TARGET

Return value:

#boolean:

If true, target is alive.

Check if something is a a casualty of this TARGET.

Defined in:

TARGET

Parameter:

#string Name

The name of the potential element.

Return value:

#boolean:

If true, this name is a casualty of this TARGET.

Check if TARGET is dead.

Defined in:

TARGET

Return value:

#boolean:

If true, target is dead.

Check if TARGET is destroyed.

Defined in:

TARGET

Return value:

#boolean:

If true, target is destroyed.

Check if something is an element of the TARGET.

Defined in:

TARGET

Parameter:

#string Name

The name of the potential element.

Return value:

#boolean:

If true, this name is part of this TARGET.

Create a new TARGET object and start the FSM.

Defined in:

TARGET

Parameter:

#table TargetObject

Target object. Can be a: UNIT, GROUP, STATIC, SCENERY, AIRBASE, COORDINATE, ZONE, SET_GROUP, SET_UNIT, SET_STATIC, SET_SCENERY, SET_ZONE

Return value:

self

On After "Damaged" event.

The (whole) target object has been damaged.

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On After "ObjectDead" event.

The (whole) target object is dead.

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On After "ObjectDestroyed" event.

The (whole) target object has been destroyed.

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On After "ObjectDamaged" event.

A (sub-) target object has been damaged, e.g. a UNIT of a GROUP, or an object of a SET

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Target object.

On After "ObjectDead" event.

A (sub-) target object is dead, e.g. a UNIT of a GROUP, or an object of a SET

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Target object.

On After "ObjectDestroyed" event.

A (sub-) target object has been destroyed, e.g. a UNIT of a GROUP, or an object of a SET

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Target object.

Event function handling the loss of a unit.

Defined in:

TARGET

Parameter:

Event data.

Set importance of the target.

Defined in:

TARGET

Parameter:

#number Importance

Importance of the target. Default nil.

Return value:

self

Set priority of the target.

Defined in:

TARGET

Parameter:

#number Priority

Priority of the target. Default 50.

Return value:

self

Triggers the FSM event "Start".

Starts the TARGET. Initializes parameters and starts event handlers.

Defined in:

TARGET

Triggers the FSM event "Status".

Defined in:

TARGET

Create target data from a given object.

Defined in:

TARGET

Parameter:

The target UNIT, GROUP, STATIC, SCENERY, AIRBASE, COORDINATE, ZONE, SET_GROUP, SET_UNIT, SET_STATIC, SET_SCENERY, SET_ZONE

Triggers the FSM event "Start" after a delay.

Starts the TARGET. Initializes parameters and starts event handlers.

Defined in:

TARGET

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Status" after a delay.

Defined in:

TARGET

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Stop" after a delay.

Stops the TARGET and all its event handlers.

Defined in:

TARGET

Parameter:

#number delay

Delay in seconds.

On after "Damaged" event.

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Dead" event.

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Destroyed" event.

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "ObjectDamaged" event.

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Target object.

On after "ObjectDead" event.

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Target object.

On after "ObjectDestroyed" event.

Defined in:

TARGET

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Target object.

On after Start event.

Starts the FLIGHTGROUP FSM and event handlers.

Defined in:

TARGET

Parameters:

Flight group.

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Status" event.

Defined in:

TARGET

Parameters:

Flight group.

#string From

From state.

#string Event

Event.

#string To

To state.

Field(s)

#string TARGET.ClassName

Name of the class.

#number TARGET.N0

Number of initial target elements/units.

#number TARGET.Ndead

Number of target elements/units that are dead (destroyed or despawned).

#number TARGET.Ndestroyed

Number of target elements/units that were destroyed.

#number TARGET.Ntargets0

Number of initial target objects.

#number TARGET.TStatus
#table TARGET.casualties

Table of dead element names.

#number TARGET.category

Target category (Ground, Air, Sea).

#table TARGET.conditionStart

Start condition functions.

Ops.Intel#INTEL.Contact TARGET.contact

Contact attached to this target.

#table TARGET.elements

Table of target elements/units.

#number TARGET.importance

Importance.

#boolean TARGET.isDestroyed

If true, target objects were destroyed.

#string TARGET.lid

Class id string for output to DCS log file.

#number TARGET.life

Total life points on last status update.

#number TARGET.life0

Total life points of completely healthy targets.

Ops.Auftrag#AUFTRAG TARGET.mission

Mission attached to this target.

Ops.Operation#OPERATION TARGET.operation

Operation this target is part of.

#number TARGET.prio

Priority.

#table TARGET.resources

Resource list.

#number TARGET.targetcounter

Running number to generate target object IDs.

#table TARGET.targets

Table of target objects.

#number TARGET.threatlevel0

Initial threat level.

#number TARGET.uid

Unique ID of the target.

#number TARGET.verbose

Verbosity level.

#string TARGET.version

TARGET class version.

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM 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.

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.

Defined in:

Return value:

#string:

Current FSM state.

Returns the End states.

Defined in:

Return value:

#table:

End states.

Defined in:

Parameters:

From

Event

Returns a table of the SubFSM rules defined within the FSM.

Defined in:

Return value:

#table:

Sub processes.

Returns a table with the scores defined.

Defined in:

Return value:

#table:

Scores.

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns a table with the Subs defined.

Defined in:

Return value:

#table:

Sub processes.

Returns a table of the transition rules defined within the FSM.

Defined in:

Return value:

#table:

Transitions.

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.

Defined in:

Parameter:

#table CallBackTable

Table of call backs.

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Defined in:

Parameters:

From

Event

Fsm

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Add to map.

Defined in:

Parameters:

#table Map

Map.

#table Event

Event table.

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.

Defined in:

Parameters:

#table Events

Events.

#table EventStructure

Event structure.

Go sub.

Defined in:

Parameters:

#string ParentFrom

Parent from state.

#string ParentEvent

Parent event name.

Return value:

#table:

Subs.

Handler.

Defined in:

Parameters:

#string EventName

Event name.

...

Arguments.

Is end state.

Defined in:

Parameter:

#string Current

Current state name.

Return values:

#table:

FSM parent.

#string:

Event name.

Sub maps.

Defined in:

Parameters:

#table subs

Subs.

#table sub

Sub.

#string name

Name.

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)

#string TARGET.ClassName

Name of the class.

#number TARGET.N0

Number of initial target elements/units.

#number TARGET.Ndead

Number of target elements/units that are dead (destroyed or despawned).

#number TARGET.Ndestroyed

Number of target elements/units that were destroyed.

#number TARGET.Ntargets0

Number of initial target objects.

#number TARGET.TStatus
#table TARGET.casualties

Table of dead element names.

#number TARGET.category

Target category (Ground, Air, Sea).

#table TARGET.conditionStart

Start condition functions.

Ops.Intel#INTEL.Contact TARGET.contact

Contact attached to this target.

#table TARGET.elements

Table of target elements/units.

#number TARGET.importance

Importance.

#boolean TARGET.isDestroyed

If true, target objects were destroyed.

#string TARGET.lid

Class id string for output to DCS log file.

#number TARGET.life

Total life points on last status update.

#number TARGET.life0

Total life points of completely healthy targets.

Ops.Auftrag#AUFTRAG TARGET.mission

Mission attached to this target.

Ops.Operation#OPERATION TARGET.operation

Operation this target is part of.

#number TARGET.prio

Priority.

#table TARGET.resources

Resource list.

#number TARGET.targetcounter

Running number to generate target object IDs.

#table TARGET.targets

Table of target objects.

#number TARGET.threatlevel0

Initial threat level.

#number TARGET.uid

Unique ID of the target.

#number TARGET.verbose

Verbosity level.

#string TARGET.version

TARGET class version.

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

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

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.Event processing Priority.

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

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

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

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

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

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

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

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

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

Defined in:

Parameter:

ClassName

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

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

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

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

Defined in:

Return value:

Occurs when an Event for an object is triggered.

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

Defined in:

Parameter:

The EventData structure.

BDA.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

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

Defined in:

Parameter:

The EventData structure.

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

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

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

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

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

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

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

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Weapon add.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

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

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#function SchedulerFunction

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

#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.

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

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

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

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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

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

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


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

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

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event

Target object.

Field(s)

#number TARGET.Object.ID

Target unique ID.

#number TARGET.Object.Life

Life points on last status update.

#number TARGET.Object.Life0

Life points of completely healthy target.

#number TARGET.Object.N0

Number of initial elements.

#string TARGET.Object.Name

Target name.

#number TARGET.Object.Ndead

Number of dead elements.

#number TARGET.Object.Ndestroyed

Number of destroyed elements.

Wrapper.Positionable#POSITIONABLE TARGET.Object.Object

The object, which can be many things, e.g. a UNIT, GROUP, STATIC, SCENERY, AIRBASE or COORDINATE object.

#string TARGET.Object.Status

Status "Alive" or "Dead".

#string TARGET.Object.Type

Target type.

Function(s)

Object status.

Field(s)

#string TARGET.ObjectStatus.ALIVE

Object is alive.

#string TARGET.ObjectStatus.DAMAGED

Object is damaged.

#string TARGET.ObjectStatus.DEAD

Object is dead.

Function(s)

Type.

Field(s)

#string TARGET.ObjectType.AIRBASE

Target is an AIRBASE.

#string TARGET.ObjectType.COORDINATE

Target is a COORDINATE.

#string TARGET.ObjectType.GROUP

Target is a GROUP object.

#string TARGET.ObjectType.OPSZONE

Target is an OPSZONE object.

#string TARGET.ObjectType.SCENERY

Target is a SCENERY object.

#string TARGET.ObjectType.STATIC

Target is a STATIC object.

#string TARGET.ObjectType.UNIT

Target is a UNIT object.

#string TARGET.ObjectType.ZONE

Target is a ZONE object.

Function(s)

Resource.

Field(s)

#table TARGET.Resource.Attributes

Generalized attribute, e.g. {GROUP.Attribute.GROUND_INFANTRY}.

#string TARGET.Resource.MissionType

Mission type, e.g. AUFTRAG.Type.BAI.

#number TARGET.Resource.Nmax

Max number of assets.

#number TARGET.Resource.Nmin

Min number of assets.

#table TARGET.Resource.Properties

Properties (DCS attributes), e.g. "Attack helicopters" or "Mobile AAA".

Function(s)