Module Sound.MSRS
Sound - Simple Radio Standalone (SRS) Integration.
Main Features:
- Play sound files via SRS
- Play text-to-speach via SRS
Youtube Videos: None yet
Missions: None yet
Sound files: MOOSE Sound Files
The goal of the SRS project is to bring VoIP communication into DCS and to make communication as frictionless as possible.
Author: funkyfranky
Global(s)
Global MSRS |
It is a very sad thing that nowadays there is so little useless information. - Oscar Wilde The MSRS ConceptThis class allows to broadcast sound files or text via Simple Radio Standalone (SRS). |
It is a very sad thing that nowadays there is so little useless information. - Oscar Wilde
The MSRS Concept
This class allows to broadcast sound files or text via Simple Radio Standalone (SRS).
Prerequisites
This script needs SRS version >= 1.9.6.
Play Sound Files
local soundfile=SOUNDFILE:New("My Soundfile.ogg", "D:\\Sounds For DCS")
local msrs=MSRS:New("C:\\Path To SRS", 251, radio.modulation.AM)
msrs:PlaySoundFile(soundfile)
Play Text-To-Speech
Basic example:
-- Create a SOUNDTEXT object.
local text=SOUNDTEXT:New("All Enemies destroyed")
-- MOOSE SRS
local msrs=MSRS:New("D:\\DCS\\_SRS\\", 305, radio.modulation.AM)
-- Text-to speech with default voice after 2 seconds.
msrs:PlaySoundText(text, 2)
Set Gender
Use a specific gender with the MSRS.SetGender function, e.g. SetGender("male")
or :SetGender("female")
.
Set Culture
Use a specific "culture" with the MSRS.SetCulture function, e.g. :SetCulture("en-US")
or :SetCulture("de-DE")
.
Set Google
Use Google's text-to-speech engine with the MSRS.SetGoogle function, e.g. ':SetGoogle()'. By enabling this it also allows you to utilize SSML in your text for added flexibilty. For more information on setting up a cloud account, visit: https://cloud.google.com/text-to-speech Google's supported SSML reference: https://cloud.google.com/text-to-speech/docs/ssml
NOTE on using GOOGLE TTS with SRS: You need to have the C# library installed in your SRS folder for Google to work. You can obtain it e.g. here: NuGet
Pro-Tipp - use the command line with power shell to call DCS-SR-ExternalAudio.exe - it will tell you what is missing.
and also the Google Console error, in case you have missed a step in setting up your Google TTS.
E.g. .\DCS-SR-ExternalAudio.exe -t "Text Message" -f 255 -m AM -c 2 -s 2 -z -G "Path_To_You_Google.Json"
Plays a message on 255AM for the blue coalition in-game.
Set Voice
Use a specifc voice with the MSRS.SetVoice function, e.g, :SetVoice("Microsoft Hedda Desktop")
.
Note that this must be installed on your windows system.
If enabling SetGoogle(), you can use voices provided by Google
Google's supported voices: https://cloud.google.com/text-to-speech/docs/voices
Set Coordinate
Use MSRS.SetCoordinate to define the origin from where the transmission is broadcasted.
Set SRS Port
Use MSRS.SetPort to define the SRS port. Defaults to 5002.
Set SRS Volume
Use MSRS.SetVolume to define the SRS volume. Defaults to 1.0. Allowed values are between 0.0 and 1.0, from silent to loudest.
Global MSRSQUEUE |
Type(s)
Fields and Methods inherited from MSRS | Description |
---|---|
Name of the class. |
|
Get coalition. |
|
Get frequencies. |
|
Get label. |
|
Get modulations. |
|
Get path to SRS directory. |
|
Get port. |
|
Get SRS volume. |
|
Print SRS STTS help to DCS log file. |
|
Label showing up on the SRS radio overlay. Default is "ROBOT". No spaces allowed. |
|
Create a new MSRS object. |
|
Play sound file (ogg or mp3) via SRS. |
|
Play a SOUNDTEXT text-to-speech object. |
|
Play text message via STTS. |
|
MSRS:PlayTextExt(Text, Delay, Frequencies, Modulations, Gender, Culture, Voice, Volume, Label) |
Play text message via STTS with explicitly specified options. |
Play text file via STTS. |
|
Set coalition. |
|
Set the coordinate from which the transmissions will be broadcasted. |
|
Set culture. |
|
Set frequencies. |
|
Set gender. |
|
Use google text-to-speech. |
|
Set label. |
|
Set modulations. |
|
Set path to SRS install directory. |
|
Set port. |
|
Set to use a specific voice. |
|
Set SRS volume. |
|
Execute SRS command to play sound using the |
|
MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, speed, port, label) |
Get SRS command to play sound using the |
Get lat, long and alt from coordinate. |
|
Coalition of the transmission. |
|
Coordinate from where the transmission is send. |
|
Culture. Default "en-GB". |
|
Frequencies used in the transmissions. |
|
Gender. Default "female". |
|
Full path google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json". |
|
Class id string for output to DCS log file. |
|
Modulations used in the transmissions. |
|
Name. Default "DCS-STTS". |
|
Path to the SRS exe. This includes the final slash "/". |
|
Port. Default 5002. |
|
MSRS class version. |
|
Specifc voce. |
|
Volume between 0 (min) and 1 (max). Default 1. |
Fields and Methods inherited from BASE | Description |
---|---|
The ID number of the class. |
|
The name of the class. |
|
The name of the class concatenated with the ID number of the class. |
|
Clear the state of an object. |
|
MSRS:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
MSRS:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
MSRS:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
Creation of a Dead Event. |
Creation of a |
|
Creation of a Remove Unit Event. |
|
Creation of a Takeoff Event. |
|
Creation of a Crash Event. |
|
Log an exception which will be traced always. |
|
Returns the event dispatcher |
|
Remove all subscribed events |
|
Trace a function call. |
|
Trace a function call level 2. |
|
Trace a function call level 3. |
|
Get the ClassID of the class instance. |
|
Get the ClassName of the class instance. |
|
Get the ClassName + ClassID of the class instance. |
|
Get the Class Event processing Priority. |
|
This is the worker method to retrieve the Parent class. |
|
Get a Value given a Key from the Object. |
|
Subscribe to a DCS Event. |
|
Log an information which will be traced always. |
|
This is the worker method to inherit from a parent class. |
|
This is the worker method to check if an object is an (sub)instance of a class. |
|
Enquires if tracing is on (for the class). |
|
BASE constructor. |
|
Occurs when an Event for an object is triggered. |
|
BDA. |
|
Occurs when a ground unit captures either an airbase or a farp. |
|
Occurs when any object is spawned into the mission. |
|
Occurs when any aircraft crashes into the ground and is completely destroyed. |
|
Occurs when an object is dead. |
|
Unknown precisely what creates this event, likely tied into newer damage model. |
|
Discard chair after ejection. |
|
Occurs when a pilot ejects from an aircraft Have a look at the class Core.EVENT#EVENT as these are just the prototypes. |
|
Occurs when any aircraft shuts down its engines. |
|
Occurs when any aircraft starts its engines. |
|
Occurs whenever an object is hit by a weapon. |
|
Occurs when any system fails on a human controlled aircraft. |
|
Occurs on the death of a unit. |
|
Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.EVENT#EVENT as these are just the prototypes. |
|
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
|
Landing quality mark. |
|
Occurs when a new mark was added. |
|
Occurs when a mark text was changed. |
|
Occurs when a mark was removed. |
|
Occurs when a mission ends Have a look at the class Core.EVENT#EVENT as these are just the prototypes. |
|
Occurs when a mission starts Have a look at the class Core.EVENT#EVENT as these are just the prototypes. |
|
Weapon add. |
|
Occurs when the pilot of an aircraft is killed. |
|
Occurs when a player enters a slot and takes control of an aircraft. |
|
Occurs when any player assumes direct control of a unit. |
|
Occurs when any player relieves control of a unit to the AI. |
|
Occurs when an aircraft connects with a tanker and begins taking on fuel. |
|
Occurs when an aircraft is finished taking fuel. |
|
Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
|
Occurs when any unit stops firing its weapon. |
|
Occurs when any unit begins firing a weapon that has a high rate of fire. |
|
Occurs whenever any unit in a mission fires a weapon. |
|
Occurs when an aircraft takes off from an airbase, farp, or ship. |
|
Trigger zone. |
|
Occurs when the game thinks an object is destroyed. |
|
Schedule a new time event. |
|
MSRS:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
|
Set the Class Event processing Priority. |
|
Set a state or property of the Object given a Key and a Value. |
|
Trace a function logic level 1. |
|
Trace a function logic level 2. |
|
Trace a function logic level 3. |
|
Trace all methods in MOOSE |
|
Set tracing for a class |
|
Set tracing for a specific method of class |
|
Set trace level |
|
Set trace off. |
|
Set trace on. |
|
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
|
UnSubscribe to a DCS event. |
|
MSRS:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
MSRS:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from MSRSQUEUE | Description |
---|---|
Add a transmission to the radio queue. |
|
Broadcast radio message. |
|
Calculate total transmission duration of all transmission in the queue. |
|
Name of the class "MSRSQUEUE". |
|
Clear the radio queue. |
|
Create a new MSRSQUEUE object for a given radio frequency/modulation. |
|
Create a new transmission and add it to the radio queue. |
|
Switch to only transmit if there are players on the server. |
|
Time (abs) when the last transmission finished. |
|
Check radio queue for transmissions to be broadcasted. |
|
Name of the radio queue. |
|
If |
|
Time interval in seconds for checking the radio queue. |
|
ID for dcs.log. |
|
The queue of transmissions. |
Fields and Methods inherited from BASE | Description |
---|---|
The ID number of the class. |
|
The name of the class. |
|
The name of the class concatenated with the ID number of the class. |
|
Clear the state of an object. |
|
MSRSQUEUE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
MSRSQUEUE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
MSRSQUEUE:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
Creation of a Dead Event. |
Creation of a |
|
Creation of a Remove Unit Event. |
|
Creation of a Takeoff Event. |
|
Creation of a Crash Event. |
|
Log an exception which will be traced always. |
|
Returns the event dispatcher |
|
Remove all subscribed events |
|
Trace a function call. |
|
Trace a function call level 2. |
|
Trace a function call level 3. |
|
Get the ClassID of the class instance. |
|
Get the ClassName of the class instance. |
|
Get the ClassName + ClassID of the class instance. |
|
Get the Class Event processing Priority. |
|
This is the worker method to retrieve the Parent class. |
|
Get a Value given a Key from the Object. |
|
Subscribe to a DCS Event. |
|
Log an information which will be traced always. |
|
This is the worker method to inherit from a parent class. |
|
This is the worker method to check if an object is an (sub)instance of a class. |
|
Enquires if tracing is on (for the class). |
|
BASE constructor. |
|
Occurs when an Event for an object is triggered. |
|
BDA. |
|
Occurs when a ground unit captures either an airbase or a farp. |
|
Occurs when any object is spawned into the mission. |
|
Occurs when any aircraft crashes into the ground and is completely destroyed. |
|
Occurs when an object is dead. |
|
Unknown precisely what creates this event, likely tied into newer damage model. |
|
Discard chair after ejection. |
|
Occurs when a pilot ejects from an aircraft Have a look at the class Core.EVENT#EVENT as these are just the prototypes. |
|
Occurs when any aircraft shuts down its engines. |
|
Occurs when any aircraft starts its engines. |
|
Occurs whenever an object is hit by a weapon. |
|
Occurs when any system fails on a human controlled aircraft. |
|
Occurs on the death of a unit. |
|
Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.EVENT#EVENT as these are just the prototypes. |
|
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
|
Landing quality mark. |
|
Occurs when a new mark was added. |
|
Occurs when a mark text was changed. |
|
Occurs when a mark was removed. |
|
Occurs when a mission ends Have a look at the class Core.EVENT#EVENT as these are just the prototypes. |
|
Occurs when a mission starts Have a look at the class Core.EVENT#EVENT as these are just the prototypes. |
|
Weapon add. |
|
Occurs when the pilot of an aircraft is killed. |
|
Occurs when a player enters a slot and takes control of an aircraft. |
|
Occurs when any player assumes direct control of a unit. |
|
Occurs when any player relieves control of a unit to the AI. |
|
Occurs when an aircraft connects with a tanker and begins taking on fuel. |
|
Occurs when an aircraft is finished taking fuel. |
|
Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
|
Occurs when any unit stops firing its weapon. |
|
Occurs when any unit begins firing a weapon that has a high rate of fire. |
|
Occurs whenever any unit in a mission fires a weapon. |
|
Occurs when an aircraft takes off from an airbase, farp, or ship. |
|
Trigger zone. |
|
Occurs when the game thinks an object is destroyed. |
|
Schedule a new time event. |
|
MSRSQUEUE:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
|
Set the Class Event processing Priority. |
|
Set a state or property of the Object given a Key and a Value. |
|
Trace a function logic level 1. |
|
Trace a function logic level 2. |
|
Trace a function logic level 3. |
|
Trace all methods in MOOSE |
|
Set tracing for a class |
|
Set tracing for a specific method of class |
|
Set trace level |
|
Set trace off. |
|
Set trace on. |
|
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
|
UnSubscribe to a DCS event. |
|
MSRSQUEUE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
MSRSQUEUE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from MSRSQUEUE.Transmission | Description |
---|---|
PlayerSet created when TransmitOnlyWithPlayers == true |
|
Mission time (abs) in seconds when the transmission should be played. |
|
If true, only transmit if there are alive Players. |
|
Mission time (abs) in seconds when the transmission started. |
|
Duration in seconds. |
|
Frequency. |
|
Interval in seconds before next transmission. |
|
If true, transmission is currently playing. |
|
Modulation. |
|
MOOSE SRS object. |
|
Duration of the subtitle being displayed. |
|
Groups to send subtitle to. |
|
Subtitle of the transmission. |
|
Text to be transmitted. |
Fields and Methods inherited from Voices | Description |
---|---|
MSRS class.
Field(s)
Name of the class.
Label showing up on the SRS radio overlay. Default is "ROBOT". No spaces allowed.
Coalition of the transmission.
Culture. Default "en-GB".
Frequencies used in the transmissions.
Gender. Default "female".
Full path google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json".
Class id string for output to DCS log file.
Modulations used in the transmissions.
Name. Default "DCS-STTS".
Path to the SRS exe. This includes the final slash "/".
Port. Default 5002.
MSRS class version.
Specifc voce.
Volume between 0 (min) and 1 (max). Default 1.
Function(s)
Get frequencies.
Defined in:
MSRS
Parameter:
#table Frequencies
in MHz.
Get path to SRS directory.
Defined in:
MSRS
Return value:
#string:
Path to the directory. This includes the final slash "/".
Get SRS volume.
Defined in:
MSRS
Return value:
#number:
Volume Volume - 1.0 is max, 0.0 is silence
Create a new MSRS object.
Defined in:
MSRS
Parameters:
#string PathToSRS
Path to the directory, where SRS is located.
#number Frequency
Radio frequency in MHz. Default 143.00 MHz. Can also be given as a #table of multiple frequencies.
#number Modulation
Radio modulation: 0=AM (default), 1=FM. See radio.modulation.AM
and radio.modulation.FM
enumerators. Can also be given as a #table of multiple modulations.
#number Volume
Volume - 1.0 is max, 0.0 is silence
Return value:
self
Play sound file (ogg or mp3) via SRS.
Defined in:
MSRS
Parameters:
Sound.SoundFile#SOUNDFILE Soundfile
Sound file to play.
#number Delay
Delay in seconds, before the sound file is played.
Return value:
self
Play a SOUNDTEXT text-to-speech object.
Defined in:
MSRS
Parameters:
Sound.SoundFile#SOUNDTEXT SoundText
Sound text.
#number Delay
Delay in seconds, before the sound file is played.
Return value:
self
Play text message via STTS.
Defined in:
MSRS
Parameters:
#string Text
Text message.
#number Delay
Delay in seconds, before the message is played.
Return value:
self
Play text message via STTS with explicitly specified options.
Defined in:
MSRS
Parameters:
#string Text
Text message.
#number Delay
Delay in seconds, before the message is played.
#table Frequencies
Radio frequencies.
#table Modulations
Radio modulations.
#string Gender
Gender.
#string Culture
Culture.
#string Voice
Voice.
#number Volume
Volume.
#string Label
Label.
Return value:
self
Play text file via STTS.
Defined in:
MSRS
Parameters:
#string TextFile
Full path to the file.
#number Delay
Delay in seconds, before the message is played.
Return value:
self
Set coalition.
Set the coordinate from which the transmissions will be broadcasted.
Defined in:
MSRS
Parameter:
Core.Point#COORDINATE Coordinate
Origin of the transmission.
Return value:
self
Set culture.
Defined in:
MSRS
Parameter:
#string Culture
Culture, e.g. "en-GB" (default).
Return value:
self
Set frequencies.
Defined in:
MSRS
Parameter:
#table Frequencies
Frequencies in MHz. Can also be given as a #number if only one frequency should be used.
Return value:
self
Set gender.
Defined in:
MSRS
Parameter:
#string Gender
Gender: "male" or "female" (default).
Return value:
self
Use google text-to-speech.
Defined in:
MSRS
Parameter:
PathToCredentials
Full path to the google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json".
Return value:
self
Set label.
Set modulations.
Defined in:
MSRS
Parameter:
#table Modulations
Modulations. Can also be given as a #number if only one modulation should be used.
Return value:
self
Set path to SRS install directory.
More precisely, path to where the DCS-
Defined in:
MSRS
Parameter:
#string Path
Path to the directory, where the sound file is located. This does not contain a final backslash or slash.
Return value:
self
Set port.
Set to use a specific voice.
Will override gender and culture settings.
Set SRS volume.
Defined in:
MSRS
Parameter:
#number Volume
Volume - 1.0 is max, 0.0 is silence
Return value:
self
Execute SRS command to play sound using the DCS-SR-ExternalAudio.exe
.
Defined in:
MSRS
Parameter:
#string command
Command to executer
Return value:
#number:
Return value of os.execute() command.
Get SRS command to play sound using the DCS-SR-ExternalAudio.exe
.
Defined in:
MSRS
Parameters:
#table freqs
Frequencies in MHz.
#table modus
Modulations.
#number coal
Coalition.
#string gender
Gender.
#string voice
Voice.
#string culture
Culture.
#number volume
Volume.
#number speed
Speed.
#number port
Port.
#string label
Label, defaults to "ROBOT" (displayed sender name in the radio overlay of SRS) - No spaces allowed!
Return value:
#string:
Command.
Get lat, long and alt from coordinate.
Defined in:
MSRS
Parameter:
Core.Point#Coordinate Coordinate
Coordinate. Can also be a DCS#Vec3.
Return values:
#number:
Latitude.
#number:
Longitude.
#number:
Altitude.
Field(s)
Name of the class.
Label showing up on the SRS radio overlay. Default is "ROBOT". No spaces allowed.
Coalition of the transmission.
Culture. Default "en-GB".
Frequencies used in the transmissions.
Gender. Default "female".
Full path google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json".
Class id string for output to DCS log file.
Modulations used in the transmissions.
Name. Default "DCS-STTS".
Path to the SRS exe. This includes the final slash "/".
Port. Default 5002.
MSRS class version.
Specifc voce.
Volume between 0 (min) and 1 (max). Default 1.
Function(s)
Clear the state of an object.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
StateName
The key that is should be cleared.
Creation of a Birth Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
#string IniUnitName
The initiating unit name.
place
subplace
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
IniObjectCategory
Creation of a Dead Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
IniObjectCategory
Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT
event.
Creation of a Remove Unit Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Takeoff Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Log an exception which will be traced always.
Can be anywhere within the function logic.
Returns the event dispatcher
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 Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
This is the worker method to retrieve the Parent class.
Note that the Parent class must be passed to call the parent class method.
self:GetParent(self):ParentMethod()
Get a Value given a Key from the Object.
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
Key
The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
Return value:
The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
Subscribe to a DCS Event.
Defined in:
Parameters:
Core.Event#EVENTS EventID
Event ID.
#function EventFunction
(optional) The function to be called when the event occurs for the unit.
Return value:
Log an information which will be traced always.
Can be anywhere within the function logic.
This is the worker method to inherit from a parent class.
Defined in:
Parameters:
Child
is the Child class that inherits.
#BASE Parent
is the Parent class that the Child inherits from.
Return value:
Child
This is the worker method to check if an object is an (sub)instance of a class.
Examples:
ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
Defined in:
Parameter:
ClassName
is the name of the class or the class itself to run the check against
Return value:
#boolean:
Enquires if tracing is on (for the class).
BASE constructor.
This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
function EVENT:New()
local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
return self
end
Occurs when an Event for an object is triggered.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that triggered the event.
Occurs when a ground unit captures either an airbase or a farp.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
Occurs when any object is spawned into the mission.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that was spawned
Occurs when any aircraft crashes into the ground and is completely destroyed.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that has crashed
Occurs when an object is dead.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that is dead.
Unknown precisely what creates this event, likely tied into newer damage model.
Will update this page when new information become available.
- initiator: The unit that had the failure.
Discard chair after ejection.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
Occurs when a pilot ejects from an aircraft Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
initiator : The unit that has ejected
Occurs when any aircraft shuts down its engines.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that is stopping its engines.
Occurs when any aircraft starts its engines.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that is starting its engines.
Occurs whenever an object is hit by a weapon.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.
Occurs when any system fails on a human controlled aircraft.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that had the failure
Occurs on the death of a unit.
Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
- initiator: The unit that killed the target
- target: Target Object
- weapon: Weapon Object
Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
initiator : The unit that has landed place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
- initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
- place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
- subplace: is always 0 for unknown reasons.
Occurs when a new mark was added.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mark text was changed.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mark was removed.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mission ends Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
Occurs when a mission starts Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
Weapon add.
Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
Occurs when the pilot of an aircraft is killed.
Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that the pilot has died in.
Occurs when a player enters a slot and takes control of an aircraft.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.
Occurs when any player assumes direct control of a unit.
Note - not Mulitplayer safe. Use PlayerEnterAircraft. Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that is being taken control of.
Occurs when any player relieves control of a unit to the AI.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that the player left.
Occurs when an aircraft connects with a tanker and begins taking on fuel.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that is receiving fuel.
Occurs when an aircraft is finished taking fuel.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that was receiving fuel.
Occurs when any modification to the "Score" as seen on the debrief menu would occur.
There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
Occurs when any unit stops firing its weapon.
Event will always correspond with a shooting start event. Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that was doing the shooting.
Occurs when any unit begins firing a weapon that has a high rate of fire.
Most common with aircraft cannons (GAU-8), autocannons, and machine guns. Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that is doing the shooting. target: The unit that is being targeted.
Occurs whenever any unit in a mission fires a weapon.
But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
Occurs when an aircraft takes off from an airbase, farp, or ship.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
Occurs when the game thinks an object is destroyed.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
- initiator: The unit that is was destroyed.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#string:
The Schedule ID of the planned schedule.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#number Repeat
Specifies the interval in seconds when the scheduler will call the event function.
#number RandomizeFactor
Specifies a randomization factor between 0 and 1 to randomize the Repeat.
#number Stop
Specifies the amount of seconds when the scheduler will be stopped.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#string:
The Schedule ID of the planned schedule.
Stops the Schedule.
Defined in:
Parameter:
#string SchedulerID
(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
Set the Class Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
Set a state or property of the Object given a Key and a Value.
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that will hold the Value set by the Key.
Key
The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
Value
The value to is stored in the object.
Return value:
The Value set.
Trace a function logic level 1.
Can be anywhere within the function logic.
Trace a function logic level 2.
Can be anywhere within the function logic.
Trace a function logic level 3.
Can be anywhere within the function logic.
Trace all methods in MOOSE
Set tracing for a class
Set tracing for a specific method of class
Set trace off.
Set trace on.
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.
So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.
Defined in:
Parameter:
#boolean TraceOnOff
Switch the tracing on or off.
Usage:
-- Switch the tracing On
BASE:TraceOnOff( true )
-- Switch the tracing Off
BASE:TraceOnOff( false )
UnSubscribe to a DCS event.
Trace a function call.
This function is private.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
Trace a function logic.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
The main event handling function...
This function captures all events generated for the class.
Manages radio transmissions.
The purpose of the MSRSQUEUE class is to manage SRS text-to-speech (TTS) messages using the MSRS class. This can be used to submit multiple TTS messages and the class takes care that they are transmitted one after the other (and not overlapping).
Field(s)
Name of the class "MSRSQUEUE".
Time (abs) when the last transmission finished.
Name of the radio queue.
If true
, the queue update function is scheduled to be called again.
Time interval in seconds for checking the radio queue.
ID for dcs.log.
The queue of transmissions.
Function(s)
Add a transmission to the radio queue.
Defined in:
MSRSQUEUE
Parameter:
#MSRSQUEUE.Transmission transmission
The transmission data table.
Return value:
self
Broadcast radio message.
Calculate total transmission duration of all transmission in the queue.
Defined in:
MSRSQUEUE
Return value:
#number:
Total transmission duration.
Clear the radio queue.
Create a new MSRSQUEUE object for a given radio frequency/modulation.
Defined in:
MSRSQUEUE
Parameter:
#string alias
(Optional) Name of the radio queue.
Return value:
self The MSRSQUEUE object.
Create a new transmission and add it to the radio queue.
Defined in:
MSRSQUEUE
Parameters:
#string text
Text to play.
#number duration
Duration in seconds the file lasts. Default is determined by number of characters of the text message.
Sound.SRS#MSRS msrs
MOOSE SRS object.
#number tstart
Start time (abs) seconds. Default now.
#number interval
Interval in seconds after the last transmission finished.
#table subgroups
Groups that should receive the subtiltle.
#string subtitle
Subtitle displayed when the message is played.
#number subduration
Duration [sec] of the subtitle being displayed. Default 5 sec.
#number frequency
Radio frequency if other than MSRS default.
#number modulation
Radio modulation if other then MSRS default.
Return value:
Radio transmission table.
Switch to only transmit if there are players on the server.
Defined in:
MSRSQUEUE
Parameter:
#boolean Switch
If true, only send SRS if there are alive Players.
Return value:
self
Check radio queue for transmissions to be broadcasted.
Defined in:
MSRSQUEUE
Parameter:
#number delay
Delay in seconds before checking.
Field(s)
Name of the class "MSRSQUEUE".
Time (abs) when the last transmission finished.
Name of the radio queue.
If true
, the queue update function is scheduled to be called again.
Time interval in seconds for checking the radio queue.
ID for dcs.log.
The queue of transmissions.
Function(s)
Clear the state of an object.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
StateName
The key that is should be cleared.
Creation of a Birth Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
#string IniUnitName
The initiating unit name.
place
subplace
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
IniObjectCategory
Creation of a Dead Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
IniObjectCategory
Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT
event.
Creation of a Remove Unit Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Takeoff Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Log an exception which will be traced always.
Can be anywhere within the function logic.
Returns the event dispatcher
Remove all subscribed events
Trace a function call.
Must be at the beginning of the function logic.
Trace a function call level 2.
Must be at the beginning of the function logic.
Trace a function call level 3.
Must be at the beginning of the function logic.
Get the ClassID of the class instance.
Get the ClassName of the class instance.
Get the ClassName + ClassID of the class instance.
The ClassName + ClassID is formatted as '%s#%09d'.
Get the Class Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
This is the worker method to retrieve the Parent class.
Note that the Parent class must be passed to call the parent class method.
self:GetParent(self):ParentMethod()
Get a Value given a Key from the Object.
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
Key
The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
Return value:
The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
Subscribe to a DCS Event.
Defined in:
Parameters:
Core.Event#EVENTS EventID
Event ID.
#function EventFunction
(optional) The function to be called when the event occurs for the unit.
Return value:
Log an information which will be traced always.
Can be anywhere within the function logic.
This is the worker method to inherit from a parent class.
Defined in:
Parameters:
Child
is the Child class that inherits.
#BASE Parent
is the Parent class that the Child inherits from.
Return value:
Child
This is the worker method to check if an object is an (sub)instance of a class.
Examples:
ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
Defined in:
Parameter:
ClassName
is the name of the class or the class itself to run the check against
Return value:
#boolean:
Enquires if tracing is on (for the class).
BASE constructor.
This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
function EVENT:New()
local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
return self
end
Occurs when an Event for an object is triggered.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that triggered the event.
Occurs when a ground unit captures either an airbase or a farp.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
Occurs when any object is spawned into the mission.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that was spawned
Occurs when any aircraft crashes into the ground and is completely destroyed.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that has crashed
Occurs when an object is dead.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that is dead.
Unknown precisely what creates this event, likely tied into newer damage model.
Will update this page when new information become available.
- initiator: The unit that had the failure.
Discard chair after ejection.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
Occurs when a pilot ejects from an aircraft Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
initiator : The unit that has ejected
Occurs when any aircraft shuts down its engines.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that is stopping its engines.
Occurs when any aircraft starts its engines.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that is starting its engines.
Occurs whenever an object is hit by a weapon.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.
Occurs when any system fails on a human controlled aircraft.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that had the failure
Occurs on the death of a unit.
Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
- initiator: The unit that killed the target
- target: Target Object
- weapon: Weapon Object
Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
initiator : The unit that has landed place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
- initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
- place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
- subplace: is always 0 for unknown reasons.
Occurs when a new mark was added.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mark text was changed.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mark was removed.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mission ends Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
Occurs when a mission starts Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
Weapon add.
Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
Occurs when the pilot of an aircraft is killed.
Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that the pilot has died in.
Occurs when a player enters a slot and takes control of an aircraft.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.
Occurs when any player assumes direct control of a unit.
Note - not Mulitplayer safe. Use PlayerEnterAircraft. Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that is being taken control of.
Occurs when any player relieves control of a unit to the AI.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that the player left.
Occurs when an aircraft connects with a tanker and begins taking on fuel.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that is receiving fuel.
Occurs when an aircraft is finished taking fuel.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that was receiving fuel.
Occurs when any modification to the "Score" as seen on the debrief menu would occur.
There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
Occurs when any unit stops firing its weapon.
Event will always correspond with a shooting start event. Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that was doing the shooting.
Occurs when any unit begins firing a weapon that has a high rate of fire.
Most common with aircraft cannons (GAU-8), autocannons, and machine guns. Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that is doing the shooting. target: The unit that is being targeted.
Occurs whenever any unit in a mission fires a weapon.
But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
Occurs when an aircraft takes off from an airbase, farp, or ship.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes. initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
Occurs when the game thinks an object is destroyed.
Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
- initiator: The unit that is was destroyed.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#string:
The Schedule ID of the planned schedule.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#number Repeat
Specifies the interval in seconds when the scheduler will call the event function.
#number RandomizeFactor
Specifies a randomization factor between 0 and 1 to randomize the Repeat.
#number Stop
Specifies the amount of seconds when the scheduler will be stopped.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#string:
The Schedule ID of the planned schedule.
Stops the Schedule.
Defined in:
Parameter:
#string SchedulerID
(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
Set the Class Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
Set a state or property of the Object given a Key and a Value.
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that will hold the Value set by the Key.
Key
The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
Value
The value to is stored in the object.
Return value:
The Value set.
Trace a function logic level 1.
Can be anywhere within the function logic.
Trace a function logic level 2.
Can be anywhere within the function logic.
Trace a function logic level 3.
Can be anywhere within the function logic.
Trace all methods in MOOSE
Set tracing for a class
Set tracing for a specific method of class
Set trace off.
Set trace on.
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.
So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.
Defined in:
Parameter:
#boolean TraceOnOff
Switch the tracing on or off.
Usage:
-- Switch the tracing On
BASE:TraceOnOff( true )
-- Switch the tracing Off
BASE:TraceOnOff( false )
UnSubscribe to a DCS event.
Trace a function call.
This function is private.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
Trace a function logic.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
The main event handling function...
This function captures all events generated for the class.
Radio queue transmission data.
Field(s)
PlayerSet created when TransmitOnlyWithPlayers == true
Mission time (abs) in seconds when the transmission should be played.
If true, only transmit if there are alive Players.
Mission time (abs) in seconds when the transmission started.
Duration in seconds.
Frequency.
Interval in seconds before next transmission.
If true, transmission is currently playing.
Modulation.
Duration of the subtitle being displayed.
Groups to send subtitle to.
Subtitle of the transmission.
Text to be transmitted.