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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 Concept

This class allows to broadcast sound files or text via Simple Radio Standalone (SRS).

#MSRS MSRS

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)

MSRS , extends Core.Base#BASE
Fields and Methods inherited from MSRS Description

MSRS.ClassName

Name of the class.

MSRS:GetCoalition()

Get coalition.

MSRS:GetFrequencies(Frequencies)

Get frequencies.

MSRS:GetLabel()

Get label.

MSRS:GetModulations(Modulations)

Get modulations.

MSRS:GetPath()

Get path to SRS directory.

MSRS:GetPort()

Get port.

MSRS:GetVolume()

Get SRS volume.

MSRS:Help()

Print SRS STTS help to DCS log file.

MSRS.Label

Label showing up on the SRS radio overlay. Default is "ROBOT". No spaces allowed.

MSRS:New(PathToSRS, Frequency, Modulation, Volume)

Create a new MSRS object.

MSRS:PlaySoundFile(Soundfile, Delay)

Play sound file (ogg or mp3) via SRS.

MSRS:PlaySoundText(SoundText, Delay)

Play a SOUNDTEXT text-to-speech object.

MSRS:PlayText(Text, Delay)

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.

MSRS:PlayTextFile(TextFile, Delay)

Play text file via STTS.

MSRS:SetCoalition(Coalition)

Set coalition.

MSRS:SetCoordinate(Coordinate)

Set the coordinate from which the transmissions will be broadcasted.

MSRS:SetCulture(Culture)

Set culture.

MSRS:SetFrequencies(Frequencies)

Set frequencies.

MSRS:SetGender(Gender)

Set gender.

MSRS:SetGoogle(PathToCredentials)

Use google text-to-speech.

MSRS:SetLabel(Label)

Set label.

MSRS:SetModulations(Modulations)

Set modulations.

MSRS:SetPath(Path)

Set path to SRS install directory.

MSRS:SetPort(Port)

Set port.

MSRS:SetVoice(Voice)

Set to use a specific voice.

MSRS:SetVolume(Volume)

Set SRS volume.

MSRS.Voices

MSRS:_ExecCommand(command)

Execute SRS command to play sound using the DCS-SR-ExternalAudio.exe.

MSRS:_GetCommand(freqs, modus, coal, gender, voice, culture, volume, speed, port, label)

Get SRS command to play sound using the DCS-SR-ExternalAudio.exe.

MSRS:_GetLatLongAlt(Coordinate)

Get lat, long and alt from coordinate.

MSRS.coalition

Coalition of the transmission.

MSRS.coordinate

Coordinate from where the transmission is send.

MSRS.culture

Culture. Default "en-GB".

MSRS.frequencies

Frequencies used in the transmissions.

MSRS.gender

Gender. Default "female".

MSRS.google

Full path google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json".

MSRS.lid

Class id string for output to DCS log file.

MSRS.modulations

Modulations used in the transmissions.

MSRS.name

Name. Default "DCS-STTS".

MSRS.path

Path to the SRS exe. This includes the final slash "/".

MSRS.port

Port. Default 5002.

MSRS.version

MSRS class version.

MSRS.voice

Specifc voce.

MSRS.volume

Volume between 0 (min) and 1 (max). Default 1.

Fields and Methods inherited from BASE Description

MSRS.ClassID

The ID number of the class.

MSRS.ClassName

The name of the class.

MSRS.ClassNameAndID

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

MSRS:ClearState(Object, StateName)

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.

MSRS:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

MSRS:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

MSRS:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

MSRS:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

MSRS:E(Arguments)

Log an exception which will be traced always.

MSRS:EventDispatcher()

Returns the event dispatcher

MSRS:EventRemoveAll()

Remove all subscribed events

MSRS:F(Arguments)

Trace a function call.

MSRS:F2(Arguments)

Trace a function call level 2.

MSRS:F3(Arguments)

Trace a function call level 3.

MSRS:GetClassID()

Get the ClassID of the class instance.

MSRS:GetClassName()

Get the ClassName of the class instance.

MSRS:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

MSRS:GetEventPriority()

Get the Class Event processing Priority.

MSRS:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

MSRS:GetState(Object, Key)

Get a Value given a Key from the Object.

MSRS:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

MSRS:I(Arguments)

Log an information which will be traced always.

MSRS:Inherit(Child, Parent)

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

MSRS:IsInstanceOf(ClassName)

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

MSRS:IsTrace()

Enquires if tracing is on (for the class).

MSRS:New()

BASE constructor.

MSRS:OnEvent(EventData)

Occurs when an Event for an object is triggered.

MSRS:OnEventBDA(EventData)

BDA.

MSRS:OnEventBaseCaptured(EventData)

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

MSRS:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

MSRS:OnEventCrash(EventData)

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

MSRS:OnEventDead(EventData)

Occurs when an object is dead.

MSRS:OnEventDetailedFailure(EventData)

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

MSRS:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

MSRS: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.

MSRS:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

MSRS:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

MSRS:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

MSRS:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

MSRS:OnEventKill(EventData)

Occurs on the death of a unit.

MSRS: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.

MSRS:OnEventLandingAfterEjection(EventData)

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

MSRS:OnEventLandingQualityMark(EventData)

Landing quality mark.

MSRS:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

MSRS:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

MSRS:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

MSRS:OnEventMissionEnd(EventData)

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

MSRS:OnEventMissionStart(EventData)

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

MSRS:OnEventParatrooperLanding(EventData)

Weapon add.

MSRS:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

MSRS:OnEventPlayerEnterAircraft(EventData)

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

MSRS:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

MSRS:OnEventPlayerLeaveUnit(EventData)

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

MSRS:OnEventRefueling(EventData)

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

MSRS:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

MSRS:OnEventScore(EventData)

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

MSRS:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

MSRS:OnEventShootingStart(EventData)

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

MSRS:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

MSRS:OnEventTakeoff(EventData)

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

MSRS:OnEventTriggerZone(EventData)

Trigger zone.

MSRS:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

MSRS:ScheduleStop(SchedulerID)

Stops the Schedule.

MSRS.Scheduler

MSRS:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

MSRS:SetState(Object, Key, Value)

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

MSRS:T(Arguments)

Trace a function logic level 1.

MSRS:T2(Arguments)

Trace a function logic level 2.

MSRS:T3(Arguments)

Trace a function logic level 3.

MSRS:TraceAll(TraceAll)

Trace all methods in MOOSE

MSRS:TraceClass(Class)

Set tracing for a class

MSRS:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

MSRS:TraceLevel(Level)

Set trace level

MSRS:TraceOff()

Set trace off.

MSRS:TraceOn()

Set trace on.

MSRS: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.

MSRS:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

MSRS._

MSRS:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

MSRS:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

MSRS.__

MSRS:onEvent(event)

The main event handling function...

Fields and Methods inherited from MSRSQUEUE Description

MSRSQUEUE:AddTransmission(transmission)

Add a transmission to the radio queue.

MSRSQUEUE:Broadcast(transmission)

Broadcast radio message.

MSRSQUEUE:CalcTransmisstionDuration()

Calculate total transmission duration of all transmission in the queue.

MSRSQUEUE.ClassName

Name of the class "MSRSQUEUE".

MSRSQUEUE:Clear()

Clear the radio queue.

MSRSQUEUE.Debugmode

MSRSQUEUE:New(alias)

Create a new MSRSQUEUE object for a given radio frequency/modulation.

MSRSQUEUE:NewTransmission(text, duration, msrs, tstart, interval, subgroups, subtitle, subduration, frequency, modulation)

Create a new transmission and add it to the radio queue.

MSRSQUEUE.PlayerSet

MSRSQUEUE:SetTransmitOnlyWithPlayers(Switch)

Switch to only transmit if there are players on the server.

MSRSQUEUE.Tlast

Time (abs) when the last transmission finished.

MSRSQUEUE.TransmitOnlyWithPlayers

MSRSQUEUE:_CheckRadioQueue(delay)

Check radio queue for transmissions to be broadcasted.

MSRSQUEUE.alias

Name of the radio queue.

MSRSQUEUE.checking

If true, the queue update function is scheduled to be called again.

MSRSQUEUE.dt

Time interval in seconds for checking the radio queue.

MSRSQUEUE.lid

ID for dcs.log.

MSRSQUEUE.queue

The queue of transmissions.

Fields and Methods inherited from BASE Description

MSRSQUEUE.ClassID

The ID number of the class.

MSRSQUEUE.ClassName

The name of the class.

MSRSQUEUE.ClassNameAndID

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

MSRSQUEUE:ClearState(Object, StateName)

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.

MSRSQUEUE:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

MSRSQUEUE:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

MSRSQUEUE:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

MSRSQUEUE:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

MSRSQUEUE:E(Arguments)

Log an exception which will be traced always.

MSRSQUEUE:EventDispatcher()

Returns the event dispatcher

MSRSQUEUE:EventRemoveAll()

Remove all subscribed events

MSRSQUEUE:F(Arguments)

Trace a function call.

MSRSQUEUE:F2(Arguments)

Trace a function call level 2.

MSRSQUEUE:F3(Arguments)

Trace a function call level 3.

MSRSQUEUE:GetClassID()

Get the ClassID of the class instance.

MSRSQUEUE:GetClassName()

Get the ClassName of the class instance.

MSRSQUEUE:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

MSRSQUEUE:GetEventPriority()

Get the Class Event processing Priority.

MSRSQUEUE:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

MSRSQUEUE:GetState(Object, Key)

Get a Value given a Key from the Object.

MSRSQUEUE:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

MSRSQUEUE:I(Arguments)

Log an information which will be traced always.

MSRSQUEUE:Inherit(Child, Parent)

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

MSRSQUEUE:IsInstanceOf(ClassName)

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

MSRSQUEUE:IsTrace()

Enquires if tracing is on (for the class).

MSRSQUEUE:New()

BASE constructor.

MSRSQUEUE:OnEvent(EventData)

Occurs when an Event for an object is triggered.

MSRSQUEUE:OnEventBDA(EventData)

BDA.

MSRSQUEUE:OnEventBaseCaptured(EventData)

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

MSRSQUEUE:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

MSRSQUEUE:OnEventCrash(EventData)

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

MSRSQUEUE:OnEventDead(EventData)

Occurs when an object is dead.

MSRSQUEUE:OnEventDetailedFailure(EventData)

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

MSRSQUEUE:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

MSRSQUEUE: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.

MSRSQUEUE:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

MSRSQUEUE:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

MSRSQUEUE:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

MSRSQUEUE:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

MSRSQUEUE:OnEventKill(EventData)

Occurs on the death of a unit.

MSRSQUEUE: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.

MSRSQUEUE:OnEventLandingAfterEjection(EventData)

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

MSRSQUEUE:OnEventLandingQualityMark(EventData)

Landing quality mark.

MSRSQUEUE:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

MSRSQUEUE:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

MSRSQUEUE:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

MSRSQUEUE:OnEventMissionEnd(EventData)

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

MSRSQUEUE:OnEventMissionStart(EventData)

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

MSRSQUEUE:OnEventParatrooperLanding(EventData)

Weapon add.

MSRSQUEUE:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

MSRSQUEUE:OnEventPlayerEnterAircraft(EventData)

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

MSRSQUEUE:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

MSRSQUEUE:OnEventPlayerLeaveUnit(EventData)

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

MSRSQUEUE:OnEventRefueling(EventData)

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

MSRSQUEUE:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

MSRSQUEUE:OnEventScore(EventData)

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

MSRSQUEUE:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

MSRSQUEUE:OnEventShootingStart(EventData)

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

MSRSQUEUE:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

MSRSQUEUE:OnEventTakeoff(EventData)

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

MSRSQUEUE:OnEventTriggerZone(EventData)

Trigger zone.

MSRSQUEUE:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

MSRSQUEUE:ScheduleStop(SchedulerID)

Stops the Schedule.

MSRSQUEUE.Scheduler

MSRSQUEUE:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

MSRSQUEUE:SetState(Object, Key, Value)

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

MSRSQUEUE:T(Arguments)

Trace a function logic level 1.

MSRSQUEUE:T2(Arguments)

Trace a function logic level 2.

MSRSQUEUE:T3(Arguments)

Trace a function logic level 3.

MSRSQUEUE:TraceAll(TraceAll)

Trace all methods in MOOSE

MSRSQUEUE:TraceClass(Class)

Set tracing for a class

MSRSQUEUE:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

MSRSQUEUE:TraceLevel(Level)

Set trace level

MSRSQUEUE:TraceOff()

Set trace off.

MSRSQUEUE:TraceOn()

Set trace on.

MSRSQUEUE: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.

MSRSQUEUE:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

MSRSQUEUE._

MSRSQUEUE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

MSRSQUEUE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

MSRSQUEUE.__

MSRSQUEUE:onEvent(event)

The main event handling function...

Fields and Methods inherited from MSRSQUEUE.Transmission Description

MSRSQUEUE.Transmission.PlayerSet

PlayerSet created when TransmitOnlyWithPlayers == true

MSRSQUEUE.Transmission.Tplay

Mission time (abs) in seconds when the transmission should be played.

MSRSQUEUE.Transmission.TransmitOnlyWithPlayers

If true, only transmit if there are alive Players.

MSRSQUEUE.Transmission.Tstarted

Mission time (abs) in seconds when the transmission started.

MSRSQUEUE.Transmission.duration

Duration in seconds.

MSRSQUEUE.Transmission.frequency

Frequency.

MSRSQUEUE.Transmission.interval

Interval in seconds before next transmission.

MSRSQUEUE.Transmission.isplaying

If true, transmission is currently playing.

MSRSQUEUE.Transmission.modulation

Modulation.

MSRSQUEUE.Transmission.msrs

MOOSE SRS object.

MSRSQUEUE.Transmission.subduration

Duration of the subtitle being displayed.

MSRSQUEUE.Transmission.subgroups

Groups to send subtitle to.

MSRSQUEUE.Transmission.subtitle

Subtitle of the transmission.

MSRSQUEUE.Transmission.text

Text to be transmitted.

Fields and Methods inherited from Voices Description

Voices.Google

Voices.Microsoft

MSRS class.

Field(s)

#string MSRS.ClassName

Name of the class.

#string MSRS.Label

Label showing up on the SRS radio overlay. Default is "ROBOT". No spaces allowed.

#number MSRS.coalition

Coalition of the transmission.

Core.Point#COORDINATE MSRS.coordinate

Coordinate from where the transmission is send.

#string MSRS.culture

Culture. Default "en-GB".

#table MSRS.frequencies

Frequencies used in the transmissions.

#string MSRS.gender

Gender. Default "female".

#string MSRS.google

Full path google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json".

#string MSRS.lid

Class id string for output to DCS log file.

#table MSRS.modulations

Modulations used in the transmissions.

#string MSRS.name

Name. Default "DCS-STTS".

#string MSRS.path

Path to the SRS exe. This includes the final slash "/".

#number MSRS.port

Port. Default 5002.

#string MSRS.version

MSRS class version.

#string MSRS.voice

Specifc voce.

#number MSRS.volume

Volume between 0 (min) and 1 (max). Default 1.

Function(s)

Get coalition.

Defined in:

MSRS

Return value:

#number:

Coalition.

Get frequencies.

Defined in:

MSRS

Parameter:

#table Frequencies

in MHz.

Get label.

Defined in:

MSRS

Return value:

#number:

Label.

Get modulations.

Defined in:

MSRS

Parameter:

#table Modulations

Get path to SRS directory.

Defined in:

MSRS

Return value:

#string:

Path to the directory. This includes the final slash "/".

Get port.

Defined in:

MSRS

Return value:

#number:

Port.

Get SRS volume.

Defined in:

MSRS

Return value:

#number:

Volume Volume - 1.0 is max, 0.0 is silence

Print SRS STTS help to DCS log file.

Defined in:

MSRS

Return value:

self

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 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 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.

Defined in:

MSRS

Parameter:

#number Coalition

Coalition. Default 0.

Return value:

self

Set the coordinate from which the transmissions will be broadcasted.

Defined in:

MSRS

Parameter:

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.

Defined in:

MSRS

Parameter:

#number Label

Default "ROBOT"

Return value:

self

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.

Defined in:

MSRS

Parameter:

#number Port

Port. Default 5002.

Return value:

self

Set to use a specific voice.

Will override gender and culture settings.

Defined in:

MSRS

Parameter:

#string Voice

Voice.

Return value:

self

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:

Coordinate. Can also be a DCS#Vec3.

Return values:

#number:

Latitude.

#number:

Longitude.

#number:

Altitude.

Field(s)

#string MSRS.ClassName

Name of the class.

#string MSRS.Label

Label showing up on the SRS radio overlay. Default is "ROBOT". No spaces allowed.

#number MSRS.coalition

Coalition of the transmission.

Core.Point#COORDINATE MSRS.coordinate

Coordinate from where the transmission is send.

#string MSRS.culture

Culture. Default "en-GB".

#table MSRS.frequencies

Frequencies used in the transmissions.

#string MSRS.gender

Gender. Default "female".

#string MSRS.google

Full path google credentials JSON file, e.g. "C:\Users\username\Downloads\service-account-file.json".

#string MSRS.lid

Class id string for output to DCS log file.

#table MSRS.modulations

Modulations used in the transmissions.

#string MSRS.name

Name. Default "DCS-STTS".

#string MSRS.path

Path to the SRS exe. This includes the final slash "/".

#number MSRS.port

Port. Default 5002.

#string MSRS.version

MSRS class version.

#string MSRS.voice

Specifc voce.

#number MSRS.volume

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.

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 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 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 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 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

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

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)

#string MSRSQUEUE.ClassName

Name of the class "MSRSQUEUE".

#number MSRSQUEUE.Tlast

Time (abs) when the last transmission finished.

#string MSRSQUEUE.alias

Name of the radio queue.

#boolean MSRSQUEUE.checking

If true, the queue update function is scheduled to be called again.

#number MSRSQUEUE.dt

Time interval in seconds for checking the radio queue.

#string MSRSQUEUE.lid

ID for dcs.log.

#table MSRSQUEUE.queue

The queue of transmissions.

Function(s)

Add a transmission to the radio queue.

Defined in:

MSRSQUEUE

Parameter:

The transmission data table.

Return value:

self

Broadcast radio message.

Defined in:

MSRSQUEUE

Parameter:

The transmission.

Calculate total transmission duration of all transmission in the queue.

Defined in:

MSRSQUEUE

Return value:

#number:

Total transmission duration.

Clear the radio queue.

Defined in:

MSRSQUEUE

Return value:

self The MSRSQUEUE object.

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.

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)

#string MSRSQUEUE.ClassName

Name of the class "MSRSQUEUE".

#number MSRSQUEUE.Tlast

Time (abs) when the last transmission finished.

#string MSRSQUEUE.alias

Name of the radio queue.

#boolean MSRSQUEUE.checking

If true, the queue update function is scheduled to be called again.

#number MSRSQUEUE.dt

Time interval in seconds for checking the radio queue.

#string MSRSQUEUE.lid

ID for dcs.log.

#table MSRSQUEUE.queue

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.

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 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 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 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 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

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

Radio queue transmission data.

Field(s)

Core.Set#SET_CLIENT MSRSQUEUE.Transmission.PlayerSet

PlayerSet created when TransmitOnlyWithPlayers == true

#number MSRSQUEUE.Transmission.Tplay

Mission time (abs) in seconds when the transmission should be played.

#boolean MSRSQUEUE.Transmission.TransmitOnlyWithPlayers

If true, only transmit if there are alive Players.

#number MSRSQUEUE.Transmission.Tstarted

Mission time (abs) in seconds when the transmission started.

#number MSRSQUEUE.Transmission.duration

Duration in seconds.

#number MSRSQUEUE.Transmission.interval

Interval in seconds before next transmission.

#boolean MSRSQUEUE.Transmission.isplaying

If true, transmission is currently playing.

#number MSRSQUEUE.Transmission.modulation

Modulation.

#number MSRSQUEUE.Transmission.subduration

Duration of the subtitle being displayed.

#table MSRSQUEUE.Transmission.subgroups

Groups to send subtitle to.

#string MSRSQUEUE.Transmission.subtitle

Subtitle of the transmission.

#string MSRSQUEUE.Transmission.text

Text to be transmitted.

Function(s)

Voices

Field(s)

#table Voices.Google

Function(s)