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Module Sound.Radio

Sound - Radio transmissions.


Features:

  • Provide radio functionality to broadcast radio transmissions.

What are radio communications in DCS?

  • Radio transmissions consist of sound files that are broadcasted on a specific frequency (e.g. 115MHz) and modulation (e.g. AM),
  • They can be subtitled for a specific duration, the power in Watts of the transmiter's antenna can be set, and the transmission can be looped.

How to supply DCS my own Sound Files?

  • Your sound files need to be encoded in .ogg or .wav,
  • Your sound files should be as tiny as possible. It is suggested you encode in .ogg with low bitrate and sampling settings,
  • They need to be added in .\l10n\DEFAULT\ in you .miz file (wich can be decompressed like a .zip file),
  • For simplicity sake, you can let DCS' Mission Editor add the file itself, by creating a new Trigger with the action "Sound to Country", and choosing your sound file and a country you don't use in your mission.

Due to weird DCS quirks, radio communications behave differently if sent by a Wrapper.Unit#UNIT or a Wrapper.Group#GROUP or by any other Wrapper.Positionable#POSITIONABLE

Note that obviously, the frequency and the modulation of the transmission are important only if the players are piloting an Advanced System Modelling enabled aircraft, like the A10C or the Mirage 2000C. They will hear the transmission if they are tuned on the right frequency and modulation (and if they are close enough - more on that below). If an FC3 aircraft is used, it will hear every communication, whatever the frequency and the modulation is set to. The same is true for TACAN beacons. If your aircraft isn't compatible, you won't hear/be able to use the TACAN beacon informations.


Authors: Hugues "Grey_Echo" Bousquet, funkyfranky

Global(s)

Global RADIO

Type(s)

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

RADIO:Broadcast(viatrigger)

Broadcast the transmission.

RADIO.ClassName

RADIO.FileName

Name of the sound file played.

RADIO.Frequency

Frequency of the transmission in Hz.

RADIO:GetAlias()

Get alias of the transmitter.

RADIO.Loop

Transmission is repeated (default true).

RADIO.Modulation

Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM).

RADIO:New(Positionable)

Create a new RADIO Object.

RADIO:NewGenericTransmission(FileName, Frequency, Modulation, Power, Loop)

Create a new transmission, that is to say, populate the RADIO with relevant data In this function the data is especially relevant if the broadcaster is anything but a UNIT or a GROUP, but it will work with a UNIT or a GROUP anyway.

RADIO:NewUnitTransmission(FileName, Subtitle, SubtitleDuration, Frequency, Modulation, Loop)

Create a new transmission, that is to say, populate the RADIO with relevant data In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP, but it will work for any Wrapper.Positionable#POSITIONABLE.

RADIO.Positionable

The #CONTROLLABLE that will transmit the radio calls.

RADIO.Power

Power of the antenna is Watts.

RADIO:SetAlias(alias)

Set alias of the transmitter.

RADIO:SetFileName(FileName)

Set the file name for the radio transmission.

RADIO:SetFrequency(Frequency)

Set the frequency for the radio transmission.

RADIO:SetLoop(Loop)

Set message looping on or off.

RADIO:SetModulation(Modulation)

Set AM or FM modulation of the radio transmitter.

RADIO:SetPower(Power)

Check validity of the power passed and sets RADIO.Power

RADIO:SetSubtitle(Subtitle, SubtitleDuration)

Check validity of the subtitle and the subtitleDuration passed and sets RADIO.subtitle and RADIO.subtitleDuration Both parameters are mandatory, since it wouldn't make much sense to change the Subtitle and not its duration

RADIO:StopBroadcast()

Stops a transmission This function is especially usefull to stop the broadcast of looped transmissions

RADIO.Subtitle

Subtitle of the transmission.

RADIO.SubtitleDuration

Duration of the Subtitle in seconds.

RADIO.alias

Name of the radio transmitter.

Fields and Methods inherited from BASE Description

RADIO.ClassID

The ID number of the class.

RADIO.ClassName

The name of the class.

RADIO.ClassNameAndID

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

RADIO:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

RADIO:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

RADIO:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

RADIO:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

RADIO:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

RADIO:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

RADIO:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

RADIO:E(Arguments)

Log an exception which will be traced always.

RADIO:EventDispatcher()

Returns the event dispatcher

RADIO:EventRemoveAll()

Remove all subscribed events

RADIO:F(Arguments)

Trace a function call.

RADIO:F2(Arguments)

Trace a function call level 2.

RADIO:F3(Arguments)

Trace a function call level 3.

RADIO:GetClassID()

Get the ClassID of the class instance.

RADIO:GetClassName()

Get the ClassName of the class instance.

RADIO:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

RADIO:GetEventPriority()

Get the Class Event processing Priority.

RADIO:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

RADIO:GetState(Object, Key)

Get a Value given a Key from the Object.

RADIO:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

RADIO:I(Arguments)

Log an information which will be traced always.

RADIO:Inherit(Child, Parent)

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

RADIO:IsInstanceOf(ClassName)

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

RADIO:IsTrace()

Enquires if tracing is on (for the class).

RADIO:New()

BASE constructor.

RADIO:OnEvent(EventData)

Occurs when an Event for an object is triggered.

RADIO:OnEventBDA(EventData)

BDA.

RADIO:OnEventBaseCaptured(EventData)

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

RADIO:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

RADIO:OnEventCrash(EventData)

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

RADIO:OnEventDead(EventData)

Occurs when an object is dead.

RADIO:OnEventDetailedFailure(EventData)

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

RADIO:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

RADIO: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.

RADIO:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

RADIO:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

RADIO:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

RADIO:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

RADIO:OnEventKill(EventData)

Occurs on the death of a unit.

RADIO: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.

RADIO:OnEventLandingAfterEjection(EventData)

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

RADIO:OnEventLandingQualityMark(EventData)

Landing quality mark.

RADIO:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

RADIO:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

RADIO:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

RADIO:OnEventMissionEnd(EventData)

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

RADIO:OnEventMissionStart(EventData)

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

RADIO:OnEventParatrooperLanding(EventData)

Weapon add.

RADIO:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

RADIO:OnEventPlayerEnterAircraft(EventData)

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

RADIO:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

RADIO:OnEventPlayerLeaveUnit(EventData)

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

RADIO:OnEventRefueling(EventData)

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

RADIO:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

RADIO:OnEventScore(EventData)

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

RADIO:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

RADIO:OnEventShootingStart(EventData)

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

RADIO:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

RADIO:OnEventTakeoff(EventData)

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

RADIO:OnEventTriggerZone(EventData)

Trigger zone.

RADIO:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

RADIO:ScheduleStop(SchedulerID)

Stops the Schedule.

RADIO.Scheduler

RADIO:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

RADIO:SetState(Object, Key, Value)

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

RADIO:T(Arguments)

Trace a function logic level 1.

RADIO:T2(Arguments)

Trace a function logic level 2.

RADIO:T3(Arguments)

Trace a function logic level 3.

RADIO:TraceAll(TraceAll)

Trace all methods in MOOSE

RADIO:TraceClass(Class)

Set tracing for a class

RADIO:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

RADIO:TraceLevel(Level)

Set trace level

RADIO:TraceOff()

Set trace off.

RADIO:TraceOn()

Set trace on.

RADIO: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.

RADIO:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

RADIO._

RADIO:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

RADIO:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

RADIO.__

RADIO:onEvent(event)

The main event handling function...

It's not true I had nothing on, I had the radio on. -- Marilyn Monroe

RADIO usage

There are 3 steps to a successful radio transmission.

Methods to set relevant parameters for both a Wrapper.Unit#UNIT or a Wrapper.Group#GROUP or any other Wrapper.Positionable#POSITIONABLE

Additional Methods to set relevant parameters if the transmitter is a Wrapper.Unit#UNIT or a Wrapper.Group#GROUP

Additional Methods to set relevant parameters if the transmitter is any other Wrapper.Positionable#POSITIONABLE

What is this power thing?

  • If your transmission is sent by a Wrapper.Positionable#POSITIONABLE other than a Wrapper.Unit#UNIT or a Wrapper.Group#GROUP, you can set the power of the antenna,
  • Otherwise, DCS sets it automatically, depending on what's available on your Unit,
  • If the player gets too far from the transmitter, or if the antenna is too weak, the transmission will fade and become noisyer,
  • This an automated DCS calculation you have no say on,
  • For reference, a standard VOR station has a 100 W antenna, a standard AA TACAN has a 120 W antenna, and civilian ATC's antenna usually range between 300 and 500 W,
  • Note that if the transmission has a subtitle, it will be readable, regardless of the quality of the transmission.

Field(s)

#string RADIO.ClassName
#string RADIO.FileName

Name of the sound file played.

#number RADIO.Frequency

Frequency of the transmission in Hz.

#boolean RADIO.Loop

Transmission is repeated (default true).

#number RADIO.Modulation

Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM).

Wrapper.Controllable#CONTROLLABLE RADIO.Positionable

The #CONTROLLABLE that will transmit the radio calls.

#number RADIO.Power

Power of the antenna is Watts.

#string RADIO.Subtitle

Subtitle of the transmission.

#number RADIO.SubtitleDuration

Duration of the Subtitle in seconds.

#string RADIO.alias

Name of the radio transmitter.

Function(s)

Broadcast the transmission.

  • The Radio has to be populated with the new transmission before broadcasting.
  • Please use RADIO setters or either RADIO.NewGenericTransmission or RADIO.NewUnitTransmission
  • This class is in fact pretty smart, it determines the right DCS function to use depending on the type of POSITIONABLE
  • If the POSITIONABLE is not a UNIT or a GROUP, we use the generic (but limited) trigger.action.radioTransmission()
  • If the POSITIONABLE is a UNIT or a GROUP, we use the "TransmitMessage" Command
  • If your POSITIONABLE is a UNIT or a GROUP, the Power is ignored.
  • If your POSITIONABLE is not a UNIT or a GROUP, the Subtitle, SubtitleDuration are ignored

Defined in:

RADIO

Parameter:

#boolean viatrigger

Use trigger.action.radioTransmission() in any case, i.e. also for UNITS and GROUPS.

Return value:

self

Get alias of the transmitter.

Defined in:

RADIO

Return value:

#string:

Name of the transmitter.

Create a new RADIO Object.

This doesn't broadcast a transmission, though, use RADIO.Broadcast to actually broadcast. If you want to create a RADIO, you probably should use Wrapper.Positionable#POSITIONABLE.GetRadio() instead.

Defined in:

RADIO

Parameter:

The Positionable that will receive radio capabilities.

Return value:

The RADIO object or #nil if Positionable is invalid.

Create a new transmission, that is to say, populate the RADIO with relevant data In this function the data is especially relevant if the broadcaster is anything but a UNIT or a GROUP, but it will work with a UNIT or a GROUP anyway.

Only the #RADIO and the Filename are mandatory

Defined in:

RADIO

Parameters:

#string FileName

Name of the sound file that will be transmitted.

#number Frequency

Frequency in MHz.

#number Modulation

Modulation of frequency, which is either radio.modulation.AM or radio.modulation.FM.

#number Power

Power in W.

Loop

Return value:

self

Create a new transmission, that is to say, populate the RADIO with relevant data In this function the data is especially relevant if the broadcaster is a UNIT or a GROUP, but it will work for any Wrapper.Positionable#POSITIONABLE.

Only the RADIO and the Filename are mandatory.

Defined in:

RADIO

Parameters:

#string FileName

Name of sound file.

#string Subtitle

Subtitle to be displayed with sound file.

#number SubtitleDuration

Duration of subtitle display in seconds.

#number Frequency

Frequency in MHz.

#number Modulation

Modulation which can be either radio.modulation.AM or radio.modulation.FM

#boolean Loop

If true, loop message.

Return value:

self

Set alias of the transmitter.

Defined in:

RADIO

Parameter:

#string alias

Name of the radio transmitter.

Return value:

self

Set the file name for the radio transmission.

Defined in:

RADIO

Parameter:

#string FileName

File name of the sound file (i.e. "Noise.ogg")

Return value:

self

Set the frequency for the radio transmission.

If the transmitting positionable is a unit or group, this also set the command "SetFrequency" with the defined frequency and modulation.

Defined in:

RADIO

Parameter:

#number Frequency

Frequency in MHz.

Return value:

self

Set message looping on or off.

Defined in:

RADIO

Parameter:

#boolean Loop

If true, message is repeated indefinitely.

Return value:

self

Set AM or FM modulation of the radio transmitter.

Defined in:

RADIO

Parameter:

#number Modulation

Modulation is either radio.modulation.AM or radio.modulation.FM.

Return value:

self

Check validity of the power passed and sets RADIO.Power

Defined in:

RADIO

Parameter:

#number Power

Power in W.

Return value:

self

Check validity of the subtitle and the subtitleDuration passed and sets RADIO.subtitle and RADIO.subtitleDuration Both parameters are mandatory, since it wouldn't make much sense to change the Subtitle and not its duration

Defined in:

RADIO

Parameters:

#string Subtitle

#number SubtitleDuration

in s

Return value:

self

Usage:

-- create the broadcaster and attaches it a RADIO
local MyUnit = UNIT:FindByName("MyUnit")
local MyUnitRadio = MyUnit:GetRadio()

-- add a subtitle for the next transmission, which will be up for 10s
MyUnitRadio:SetSubtitle("My Subtitle, 10)

Stops a transmission This function is especially usefull to stop the broadcast of looped transmissions

Defined in:

RADIO

Return value:

self

Field(s)

#string RADIO.ClassName
#string RADIO.FileName

Name of the sound file played.

#number RADIO.Frequency

Frequency of the transmission in Hz.

#boolean RADIO.Loop

Transmission is repeated (default true).

#number RADIO.Modulation

Modulation of the transmission (either radio.modulation.AM or radio.modulation.FM).

Wrapper.Controllable#CONTROLLABLE RADIO.Positionable

The #CONTROLLABLE that will transmit the radio calls.

#number RADIO.Power

Power of the antenna is Watts.

#string RADIO.Subtitle

Subtitle of the transmission.

#number RADIO.SubtitleDuration

Duration of the Subtitle in seconds.

#string RADIO.alias

Name of the radio transmitter.

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.

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.

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, nillified 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, nillified 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