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Module Wrapper.Static

Wrapper -- STATIC wraps the DCS StaticObject class.


Author: FlightControl

Contributions:


Global(s)

Global STATIC

Wrapper class to handle Static objects.

#STATIC STATIC

Wrapper class to handle Static objects.

Note that Statics are almost the same as Units, but they don't have a controller. The Wrapper.Static#STATIC class is a wrapper class to handle the DCS Static objects:

  • Wraps the DCS Static objects.
  • Support all DCS Static APIs.
  • Enhance with Static specific APIs not in the DCS API set.

STATIC reference methods

For each DCS Static will have a STATIC wrapper object (instance) within the _DATABASE object. This is done at the beginning of the mission (when the mission starts).

The STATIC class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference using the Static Name.

Another thing to know is that STATIC objects do not "contain" the DCS Static object. The STATIc methods will reference the DCS Static object by name when it is needed during API execution. If the DCS Static object does not exist or is nil, the STATIC methods will return nil and log an exception in the DCS.log file.

The STATIc class provides the following functions to retrieve quickly the relevant STATIC instance:

  • STATIC.FindByName(): Find a STATIC instance from the _DATABASE object using a DCS Static name.

IMPORTANT: ONE SHOULD NEVER SANATIZE these STATIC OBJECT REFERENCES! (make the STATIC object references nil).

Type(s)

Fields and Methods inherited from STATIC Description

STATIC:Destroy(GenerateEvent)

Destroys the STATIC.

STATIC:Find(DCSStatic)

Finds a STATIC from the _DATABASE using a DCSStatic object.

STATIC:FindByName(StaticName, RaiseError)

Finds a STATIC from the _DATABASE using the relevant Static Name.

STATIC:GetDCSObject()

Get DCS object of static of static.

STATIC:GetThreatLevel()

Get threat level of static.

STATIC:GetUnits()

Returns a list of one Static.

STATIC:ReSpawn(countryid, Delay)

Respawn the Wrapper.Unit at the same location with the same properties.

STATIC:ReSpawnAt(Coordinate, Heading, Delay)

Respawn the Wrapper.Unit at a defined Coordinate with an optional heading.

STATIC:Register(StaticName)

STATIC:SpawnAt(Coordinate, Heading, Delay)

Spawn the Wrapper.Static at a specific coordinate and heading.

STATIC.StaticName

Fields and Methods inherited from POSITIONABLE Description

STATIC:AddCargo(Cargo)

Add cargo.

STATIC:CargoItemCount()

Get cargo item count.

STATIC:ClearCargo()

Clear all cargo.

STATIC:Destroy(GenerateEvent)

Destroys the POSITIONABLE.

STATIC:Flare(FlareColor)

Signal a flare at the position of the POSITIONABLE.

STATIC:FlareGreen()

Signal a green flare at the position of the POSITIONABLE.

STATIC:FlareRed()

Signal a red flare at the position of the POSITIONABLE.

STATIC:FlareWhite()

Signal a white flare at the position of the POSITIONABLE.

STATIC:FlareYellow()

Signal a yellow flare at the position of the POSITIONABLE.

STATIC:GetAltitude()

Returns the altitude of the POSITIONABLE.

STATIC:GetAoA()

Returns the Angle of Attack of a positionable.

STATIC:GetBeacon()

Create a Core.Radio#BEACON, to allow this POSITIONABLE to broadcast beacon signals

STATIC:GetBoundingBox()

Get the bounding box of the underlying POSITIONABLE DCS Object.

STATIC:GetBoundingRadius(mindist)

Get the bounding radius of the underlying POSITIONABLE DCS Object.

STATIC:GetCargo()

Get all contained cargo.

STATIC:GetCargoBayFreeWeight()

Get Cargo Bay Free Weight in kg.

STATIC:GetClimbAngle()

Returns the unit's climb or descent angle.

STATIC:GetCoordinate()

Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.

STATIC:GetHeading()

Returns the POSITIONABLE heading in degrees.

STATIC:GetHeight()

Returns the POSITIONABLE height in meters.

STATIC:GetLaserCode()

Get the last assigned laser code

STATIC:GetMessage(Message, Duration, Name)

Returns a message with the callsign embedded (if there is one).

STATIC:GetMessageText(Message, Name)

Returns the message text with the callsign embedded (if there is one).

STATIC:GetMessageType(Message, MessageType, Name)

Returns a message of a specified type with the callsign embedded (if there is one).

STATIC:GetObjectSize()

Get the object size.

STATIC:GetOffsetCoordinate(x, y, z)

Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE.

STATIC:GetOrientation()

Returns a {@DCS#Vec3} table of the objects current orientation in 3D space.

STATIC:GetOrientationX()

Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e.

STATIC:GetOrientationY()

Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e.

STATIC:GetOrientationZ()

Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e.

STATIC:GetPitch()

Returns the pitch angle of a unit.

STATIC:GetPointVec2()

Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.

STATIC:GetPointVec3()

Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.

STATIC:GetPosition()

Returns a pos3 table of the objects current position and orientation in 3D space.

STATIC:GetPositionVec3()

Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.

STATIC:GetRadio()

Create a Core.Radio#RADIO, to allow radio transmission for this POSITIONABLE.

STATIC:GetRandomVec3(Radius)

Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.

STATIC:GetRelativeVelocity(positionable)

Get relative velocity with respect to another POSITIONABLE.

STATIC:GetRoll()

Returns the roll angle of a unit.

STATIC:GetSize()

STATIC:GetSpot()

Get the Spot

STATIC:GetVec2()

Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission.

STATIC:GetVec3()

Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission.

STATIC:GetVelocity()

Returns the a Velocity object from the positionable.

STATIC:GetVelocityKMH()

Returns the POSITIONABLE velocity in km/h.

STATIC:GetVelocityKNOTS()

Returns the POSITIONABLE velocity in knots.

STATIC:GetVelocityMPS()

Returns the POSITIONABLE velocity in meters per second.

STATIC:GetVelocityVec3()

Returns the POSITIONABLE velocity Vec3 vector.

STATIC:GetYaw()

Returns the yaw angle of a unit.

STATIC:HasCargo(Cargo)

Returns if carrier has given cargo.

STATIC:InAir()

Returns true if the POSITIONABLE is in the air.

STATIC:IsAboveRunway()

Returns if the Positionable is located above a runway.

STATIC:IsAir()

Returns if the unit is of an air category.

STATIC:IsCargoEmpty()

Is cargo bay empty.

STATIC:IsGround()

Returns if the unit is of an ground category.

STATIC:IsInZone(Zone)

Returns true if the unit is within a Zone.

STATIC:IsLasing()

Check if the POSITIONABLE is lasing a target

STATIC:IsNotInZone(Zone)

Returns true if the unit is not within a Zone.

STATIC:LaseCoordinate(Coordinate, LaserCode, Duration)

Start Lasing a COORDINATE.

STATIC:LaseOff()

Stop Lasing a POSITIONABLE

STATIC:LaseUnit(Target, LaserCode, Duration)

Start Lasing a POSITIONABLE

STATIC.LaserCode

STATIC:Message(Message, Duration, Name)

Send a message to the players in the Wrapper.Group.

STATIC:MessageToAll(Message, Duration, Name)

Send a message to all coalitions.

STATIC:MessageToBlue(Message, Duration, Name)

Send a message to the blue coalition.

STATIC:MessageToClient(Message, Duration, Client, Name)

Send a message to a client.

STATIC:MessageToCoalition(Message, Duration, MessageCoalition, Name)

Send a message to a coalition.

STATIC:MessageToGroup(Message, Duration, MessageGroup, Name)

Send a message to a Wrapper.Group.

STATIC:MessageToRed(Message, Duration, Name)

Send a message to the red coalition.

STATIC:MessageToSetGroup(Message, Duration, MessageSetGroup, Name)

Send a message to a Core.Set#SET_GROUP.

STATIC:MessageTypeToCoalition(Message, MessageType, MessageCoalition, Name)

Send a message to a coalition.

STATIC:MessageTypeToGroup(Message, MessageType, MessageGroup, Name)

Send a message of a message type to a Wrapper.Group.

STATIC:New(PositionableName)

Create a new POSITIONABLE from a DCSPositionable

STATIC.PositionableName

STATIC:RemoveCargo(Cargo)

Remove cargo.

STATIC:SetCargoBayWeightLimit(WeightLimit)

Set Cargo Bay Weight Limit in kg.

STATIC:Smoke(SmokeColor, Range, AddHeight)

Smoke the POSITIONABLE.

STATIC:SmokeBlue()

Smoke the POSITIONABLE Blue.

STATIC:SmokeGreen()

Smoke the POSITIONABLE Green.

STATIC:SmokeOrange()

Smoke the POSITIONABLE Orange.

STATIC:SmokeRed()

Smoke the POSITIONABLE Red.

STATIC:SmokeWhite()

Smoke the POSITIONABLE White.

STATIC.Spot

STATIC.__

Fields and Methods inherited from IDENTIFIABLE Description

STATIC:GetCallsign()

Gets the CallSign of the IDENTIFIABLE, which is a blank by default.

STATIC:GetCategory()

Returns category of the DCS Identifiable.

STATIC:GetCategoryName()

Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.

STATIC:GetCoalition()

Returns coalition of the Identifiable.

STATIC:GetCoalitionName()

Returns the name of the coalition of the Identifiable.

STATIC:GetCountry()

Returns country of the Identifiable.

STATIC:GetCountryName()

Returns country name of the Identifiable.

STATIC:GetDesc()

Returns Identifiable descriptor.

STATIC:GetName()

Returns DCS Identifiable object name.

STATIC:GetThreatLevel()

STATIC:GetTypeName()

Returns the type name of the DCS Identifiable.

STATIC:HasAttribute(AttributeName)

Check if the Object has the attribute.

STATIC.IdentifiableName

The name of the identifiable.

STATIC:IsAlive()

Returns if the Identifiable is alive.

STATIC:New(IdentifiableName)

Create a new IDENTIFIABLE from a DCSIdentifiable

Fields and Methods inherited from OBJECT Description

STATIC:Destroy()

Destroys the OBJECT.

STATIC:GetID()

Returns the unit's unique identifier.

STATIC:New(ObjectName, Test)

Create a new OBJECT from a DCSObject

STATIC.ObjectName

The name of the Object.

Fields and Methods inherited from BASE Description

STATIC.ClassID

The ID number of the class.

STATIC.ClassName

The name of the class.

STATIC.ClassNameAndID

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

STATIC:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

STATIC:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

STATIC:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

STATIC:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

STATIC:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

STATIC:E(Arguments)

Log an exception which will be traced always.

STATIC:EventDispatcher()

Returns the event dispatcher

STATIC:EventRemoveAll()

Remove all subscribed events

STATIC:F(Arguments)

Trace a function call.

STATIC:F2(Arguments)

Trace a function call level 2.

STATIC:F3(Arguments)

Trace a function call level 3.

STATIC:GetClassID()

Get the ClassID of the class instance.

STATIC:GetClassName()

Get the ClassName of the class instance.

STATIC:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

STATIC:GetEventPriority()

Get the Class Event processing Priority.

STATIC:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

STATIC:GetState(Object, Key)

Get a Value given a Key from the Object.

STATIC:HandleEvent(Event, EventFunction)

Subscribe to a DCS Event.

STATIC:I(Arguments)

Log an information which will be traced always.

STATIC:Inherit(Child, Parent)

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

STATIC:IsInstanceOf(ClassName)

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

STATIC:IsTrace()

Enquires if tracing is on (for the class).

STATIC:New()

BASE constructor.

STATIC:OnEvent(EventData)

Occurs when an object is completely destroyed.

STATIC:OnEventBaseCaptured(EventData)

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

STATIC:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

STATIC:OnEventCrash(EventData)

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

STATIC:OnEventDead(EventData)

Occurs when an object is dead.

STATIC:OnEventDetailedFailure(EventData)

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

STATIC:OnEventEjection(EventData)

Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected

STATIC:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

STATIC:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

STATIC:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

STATIC:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

STATIC:OnEventKill(EventData)

Occurs on the death of a unit.

STATIC:OnEventLand(EventData)

Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on.

STATIC:OnEventLandingAfterEjection(EventData)

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

STATIC:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

STATIC:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

STATIC:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

STATIC:OnEventMissionEnd(EventData)

Occurs when a mission ends

STATIC:OnEventMissionStart(EventData)

Occurs when a mission starts

STATIC:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

STATIC:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

STATIC:OnEventPlayerLeaveUnit(EventData)

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

STATIC:OnEventRefueling(EventData)

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

STATIC:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

STATIC:OnEventScore(EventData)

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

STATIC:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

STATIC:OnEventShootingStart(EventData)

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

STATIC:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

STATIC:OnEventTakeoff(EventData)

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

STATIC:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

STATIC:ScheduleStop(SchedulerFunction)

Stops the Schedule.

STATIC.Scheduler

STATIC:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

STATIC:SetState(Object, Key, Value)

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

STATIC:T(Arguments)

Trace a function logic level 1.

STATIC:T2(Arguments)

Trace a function logic level 2.

STATIC:T3(Arguments)

Trace a function logic level 3.

STATIC:TraceAll(TraceAll)

Trace all methods in MOOSE

STATIC:TraceClass(Class)

Set tracing for a class

STATIC:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

STATIC:TraceLevel(Level)

Set trace level

STATIC:TraceOff()

Set trace off.

STATIC:TraceOn()

Set trace on.

STATIC: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.

STATIC:UnHandleEvent(Event)

UnSubscribe to a DCS event.

STATIC._

STATIC:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

STATIC:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

STATIC.__

STATIC:onEvent(event)

Field(s)

Function(s)

Destroys the STATIC.

Defined in:

STATIC

Parameter:

#boolean GenerateEvent

(Optional) true if you want to generate a crash or dead event for the static.

Return value:

#nil:

The DCS StaticObject is not existing or alive.

Usages:

  • -- Air static example: destroy the static Helicopter and generate a S_EVENT_CRASH.
    Helicopter = STATIC:FindByName( "Helicopter" )
    Helicopter:Destroy( true )
    
  • -- Ground static example: destroy the static Tank and generate a S_EVENT_DEAD.
    Tanks = UNIT:FindByName( "Tank" )
    Tanks:Destroy( true )
    
  • -- Ship static example: destroy the Ship silently.
    Ship = STATIC:FindByName( "Ship" )
    Ship:Destroy()
    
  • -- Destroy without event generation example.
    Ship = STATIC:FindByName( "Boat" )
    Ship:Destroy( false ) -- Don't generate an event upon destruction.
    

Finds a STATIC from the _DATABASE using a DCSStatic object.

Defined in:

STATIC

Parameter:

DCS#StaticObject DCSStatic

An existing DCS Static object reference.

Return value:

self

Finds a STATIC from the _DATABASE using the relevant Static Name.

As an optional parameter, a briefing text can be given also.

Defined in:

STATIC

Parameters:

#string StaticName

Name of the DCS Static as defined within the Mission Editor.

#boolean RaiseError

Raise an error if not found.

Return value:

Get DCS object of static of static.

Defined in:

STATIC

Return value:

DCS static object

Get threat level of static.

Defined in:

STATIC

Return values:

#number:

Threat level 1.

#string:

"Static"

Returns a list of one Static.

Defined in:

STATIC

Return value:

#list<Wrapper.Static#STATIC>:

A list of one Static.

Respawn the Wrapper.Unit at the same location with the same properties.

This is useful to respawn a cargo after it has been destroyed.

Defined in:

STATIC

Parameters:

DCS#country.id countryid

The country ID used for spawning the new static. Default is same as currently.

#number Delay

Delay in seconds before static is respawned.

Respawn the Wrapper.Unit at a defined Coordinate with an optional heading.

Defined in:

STATIC

Parameters:

The coordinate where to spawn the new Static.

#number Heading

The heading of the static respawn in degrees. Default is 0 deg.

#number Delay

Delay in seconds before static is respawned.

Defined in:

STATIC

Parameter:

StaticName

Spawn the Wrapper.Static at a specific coordinate and heading.

Defined in:

STATIC

Parameters:

The coordinate where to spawn the new Static.

#number Heading

The heading of the static respawn in degrees. Default is 0 deg.

#number Delay

Delay in seconds before the static is spawned.

Field(s)

Function(s)

Add cargo.

Defined in:

Parameter:

Return value:

Get cargo item count.

Defined in:

Return value:

Destroys the POSITIONABLE.

Defined in:

Parameter:

#boolean GenerateEvent

(Optional) true if you want to generate a crash or dead event for the unit.

Return value:

#nil:

The DCS Unit is not existing or alive.

Usages:

  • -- Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group.
    Helicopter = UNIT:FindByName( "Helicopter" )
    Helicopter:Destroy( true )
  • -- Ground unit example: destroy the Tanks and generate a S_EVENT_DEAD for each unit in the Tanks group.
    Tanks = UNIT:FindByName( "Tanks" )
    Tanks:Destroy( true )
  • -- Ship unit example: destroy the Ship silently.
    Ship = STATIC:FindByName( "Ship" )
    Ship:Destroy()
    
  • -- Destroy without event generation example.
    Ship = STATIC:FindByName( "Boat" )
    Ship:Destroy( false ) -- Don't generate an event upon destruction.
    

Signal a flare at the position of the POSITIONABLE.

Signal a green flare at the position of the POSITIONABLE.

Signal a red flare at the position of the POSITIONABLE.

Signal a white flare at the position of the POSITIONABLE.

Signal a yellow flare at the position of the POSITIONABLE.

Returns the altitude of the POSITIONABLE.

Defined in:

Return values:

The altitude of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns the Angle of Attack of a positionable.

Defined in:

Return value:

#number:

Angle of attack in degrees.

Create a Core.Radio#BEACON, to allow this POSITIONABLE to broadcast beacon signals

Defined in:

Return value:

Get the bounding box of the underlying POSITIONABLE DCS Object.

Defined in:

Return values:

The bounding box of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Get the bounding radius of the underlying POSITIONABLE DCS Object.

Defined in:

Parameter:

#number mindist

(Optional) If bounding box is smaller than this value, mindist is returned.

Return value:

The bounding radius of the POSITIONABLE or #nil if the POSITIONABLE is not existing or alive.

Get all contained cargo.

Get Cargo Bay Free Weight in kg.

Defined in:

Return value:

#number:

CargoBayFreeWeight

Returns the unit's climb or descent angle.

Defined in:

Return value:

#number:

Climb or descent angle in degrees. Or 0 if velocity vector norm is zero (or nil). Or nil, if the position of the POSITIONABLE returns nil.

Returns a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.

Defined in:

Return value:

The COORDINATE of the POSITIONABLE.

Returns the POSITIONABLE heading in degrees.

Defined in:

Return values:

#number:

The POSITIONABLE heading

#nil:

The POSITIONABLE is not existing or alive.

Returns the POSITIONABLE height in meters.

Defined in:

Return values:

The height of the positionable.

#nil:

The POSITIONABLE is not existing or alive.

Get the last assigned laser code

Defined in:

Return value:

#number:

The laser code

Returns a message with the callsign embedded (if there is one).

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Return value:

Returns the message text with the callsign embedded (if there is one).

Defined in:

Parameters:

#string Message

The message text

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Return value:

#string:

The message text

Returns a message of a specified type with the callsign embedded (if there is one).

Defined in:

Parameters:

#string Message

The message text

Core.Message#MESSAGE MessageType

MessageType The message type.

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Return value:

Get the object size.

Defined in:

Return values:

Max size of object in x, z or 0 if bounding box could not be obtained.

Length x or 0 if bounding box could not be obtained.

Height y or 0 if bounding box could not be obtained.

Width z or 0 if bounding box could not be obtained.

Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE.

Defined in:

Parameters:

#number x

Offset in the direction "the nose" of the unit is pointing in meters. Default 0 m.

#number y

Offset "above" the unit in meters. Default 0 m.

#number z

Offset in the direction "the wing" of the unit is pointing in meters. z>0 starboard, z<0 port. Default 0 m.

Return value:

The COORDINATE of the offset with respect to the orientation of the POSITIONABLE.

Returns a {@DCS#Vec3} table of the objects current orientation in 3D space.

X, Y, Z values are unit vectors defining the objects orientation. X is the orientation parallel to the movement of the object, Z perpendicular and Y vertical orientation.

Defined in:

Return values:

X orientation, i.e. parallel to the direction of movement.

Y orientation, i.e. vertical.

Z orientation, i.e. perpendicular to the direction of movement.

Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e.

along the direction of movement.

Defined in:

Return value:

X orientation, i.e. parallel to the direction of movement.

Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e.

vertical orientation.

Defined in:

Return value:

Y orientation, i.e. vertical.

Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e.

perpendicular to direction of movement.

Defined in:

Return value:

Z orientation, i.e. perpendicular to movement.

Returns the pitch angle of a unit.

Defined in:

Return value:

#number:

Pitch ange in degrees.

Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.

Defined in:

Return values:

The 2D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.

Defined in:

Return values:

The 3D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns a pos3 table of the objects current position and orientation in 3D space.

X, Y, Z values are unit vectors defining the objects orientation. Coordinates are dependent on the position of the maps origin.

Defined in:

Return value:

Table consisting of the point and orientation tables.

Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.

Defined in:

Return values:

The 3D position vectors of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Create a Core.Radio#RADIO, to allow radio transmission for this POSITIONABLE.

Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message

Defined in:

Return value:

Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.

Defined in:

Parameter:

#number Radius

Return values:

The 3D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Usage:


-- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP

Get relative velocity with respect to another POSITIONABLE.

Defined in:

Parameter:

#POSITIONABLE positionable

Other positionable.

Return value:

#number:

Relative velocity in m/s.

Returns the roll angle of a unit.

Defined in:

Return value:

#number:

Pitch ange in degrees.

Get the Spot

Defined in:

Return value:

The Spot

Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission.

Defined in:

Return values:

The 2D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission.

Defined in:

Return values:

The 3D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns the a Velocity object from the positionable.

Defined in:

Return values:

Velocity The Velocity object.

#nil:

The POSITIONABLE is not existing or alive.

Returns the POSITIONABLE velocity in km/h.

Defined in:

Return value:

#number:

The velocity in km/h

Returns the POSITIONABLE velocity in knots.

Defined in:

Return value:

#number:

The velocity in knots.

Returns the POSITIONABLE velocity in meters per second.

Defined in:

Return value:

#number:

The velocity in meters per second.

Returns the POSITIONABLE velocity Vec3 vector.

Defined in:

Return values:

The velocity Vec3 vector

#nil:

The POSITIONABLE is not existing or alive.

Returns the yaw angle of a unit.

Defined in:

Return value:

#number:

Yaw ange in degrees.

Returns if carrier has given cargo.

Defined in:

Parameter:

Cargo

Return value:

Returns true if the POSITIONABLE is in the air.

Polymorphic, is overridden in GROUP and UNIT.

Defined in:

Return values:

#boolean:

true if in the air.

#nil:

The POSITIONABLE is not existing or alive.

Returns if the Positionable is located above a runway.

Defined in:

Return values:

#boolean:

true if Positionable is above a runway.

#nil:

The POSITIONABLE is not existing or alive.

Returns if the unit is of an air category.

If the unit is a helicopter or a plane, then this method will return true, otherwise false.

Defined in:

Return value:

#boolean:

Air category evaluation result.

Returns if the unit is of an ground category.

If the unit is a ground vehicle or infantry, this method will return true, otherwise false.

Defined in:

Return value:

#boolean:

Ground category evaluation result.

Returns true if the unit is within a Zone.

Defined in:

Parameter:

The zone to test.

Return value:

#boolean:

Returns true if the unit is within the Core.Zone#ZONE_BASE

Check if the POSITIONABLE is lasing a target

Defined in:

Return value:

#boolean:

true if it is lasing a target

Returns true if the unit is not within a Zone.

Defined in:

Parameter:

The zone to test.

Return value:

#boolean:

Returns true if the unit is not within the Core.Zone#ZONE_BASE

Start Lasing a COORDINATE.

Defined in:

Parameters:

The coordinate where the lase is pointing at.

#number LaserCode

Laser code or random number in [1000, 9999].

#number Duration

Duration of lasing in seconds.

Return value:

Stop Lasing a POSITIONABLE

Start Lasing a POSITIONABLE

Defined in:

Parameters:

#POSITIONABLE Target

The target to lase.

#number LaserCode

Laser code or random number in [1000, 9999].

#number Duration

Duration of lasing in seconds.

Return value:

Send a message to the players in the Wrapper.Group.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Send a message to all coalitions.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Send a message to the blue coalition.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Send a message to a client.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

The client object receiving the message.

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Send a message to a coalition.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

DCS#coalition MessageCoalition

The Coalition receiving the message.

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Send a message to a Wrapper.Group.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

Wrapper.Group#GROUP MessageGroup

The GROUP object receiving the message.

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Send a message to the red coalition.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Send a message to a Core.Set#SET_GROUP.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

Core.Set#SET_GROUP MessageSetGroup

The SET_GROUP collection receiving the message.

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Send a message to a coalition.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

The message type that determines the duration.

DCS#coalition MessageCoalition

The Coalition receiving the message.

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Send a message of a message type to a Wrapper.Group.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

The message type that determines the duration.

Wrapper.Group#GROUP MessageGroup

The GROUP object receiving the message.

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Create a new POSITIONABLE from a DCSPositionable

Defined in:

Parameter:

#string PositionableName

The POSITIONABLE name

Return value:

Remove cargo.

Defined in:

Parameter:

Return value:

Set Cargo Bay Weight Limit in kg.

Defined in:

Parameter:

#number WeightLimit

Smoke the POSITIONABLE.

Defined in:

Parameters:

The color to smoke to positionable.

#number Range

The range in meters to randomize the smoking around the positionable.

#number AddHeight

The height in meters to add to the altitude of the positionable.

Smoke the POSITIONABLE Blue.

Smoke the POSITIONABLE Green.

Smoke the POSITIONABLE Orange.

Smoke the POSITIONABLE Red.

Smoke the POSITIONABLE White.

Field(s)

Function(s)

Gets the CallSign of the IDENTIFIABLE, which is a blank by default.

Defined in:

Return value:

#string:

The CallSign of the IDENTIFIABLE.

Returns category of the DCS Identifiable.

Defined in:

Return value:

The category ID

Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.

Defined in:

Return value:

#string:

The DCS Identifiable Category Name

Returns coalition of the Identifiable.

Defined in:

Return values:

The side of the coalition.

#nil:

The DCS Identifiable is not existing or alive.

Returns the name of the coalition of the Identifiable.

Defined in:

Return values:

#string:

The name of the coalition.

#nil:

The DCS Identifiable is not existing or alive.

Returns country of the Identifiable.

Defined in:

Return values:

The country identifier.

#nil:

The DCS Identifiable is not existing or alive.

Returns country name of the Identifiable.

Defined in:

Return value:

#string:

Name of the country.

Returns Identifiable descriptor.

Descriptor type depends on Identifiable category.

Defined in:

Return values:

The Identifiable descriptor.

#nil:

The DCS Identifiable is not existing or alive.

Returns DCS Identifiable object name.

The function provides access to non-activated objects too.

Defined in:

Return values:

#string:

The name of the DCS Identifiable.

#nil:

The DCS Identifiable is not existing or alive.

Returns the type name of the DCS Identifiable.

Defined in:

Return values:

#string:

The type name of the DCS Identifiable.

#nil:

The DCS Identifiable is not existing or alive.

Check if the Object has the attribute.

Defined in:

Parameter:

#string AttributeName

The attribute name.

Return values:

#boolean:

true if the attribute exists.

#nil:

The DCS Identifiable is not existing or alive.

Returns if the Identifiable is alive.

If the Identifiable is not alive, nil is returned.
If the Identifiable is alive, true is returned.

Defined in:

Return values:

#boolean:

true if Identifiable is alive.

#nil:

if the Identifiable is not existing or is not alive.

Create a new IDENTIFIABLE from a DCSIdentifiable

Defined in:

Parameter:

#string IdentifiableName

The DCS Identifiable name

Return value:

Field(s)

Function(s)

Destroys the OBJECT.

Defined in:

Return values:

#boolean:

true if the object is destroyed.

#nil:

The DCS Unit is not existing or alive.

Returns the unit's unique identifier.

Defined in:

Return value:

ObjectID or #nil if the DCS Object is not existing or alive. Note that the ID is passed as a string and not a number.

Create a new OBJECT from a DCSObject

Defined in:

Parameters:

DCS#Object ObjectName

The Object name

Test

Return value:

self

Field(s)

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 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.

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:

#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 object is completely destroyed.

initiator : The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

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

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.

initiator : The unit that was spawned

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has crashed

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

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.

Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

initiator : The unit that is stopping its engines.

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

initiator : The unit that is starting its engines.

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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.

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.

  • 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 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.

  • 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.

Occurs when a new mark was added.

MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mission ends

Defined in:

Parameter:

The EventData structure.

Occurs when a mission starts

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. initiator : The unit that the pilot has died in.

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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.

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.

initiator : The unit that is receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

Event will always correspond with a shooting start event. 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. 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.

Defined in:

Parameter:

The EventData structure.

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

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.

Occurs when the game thinks an object is destroyed.

  • 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:

#number:

The ScheduleID 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:

#number:

The ScheduleID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#function SchedulerFunction

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

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

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

#string 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:

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

TODO: Complete DCS#Event structure.
- The main event handling function... This function captures all events generated for the class. @param #BASE self @param DCS#Event event

Defined in:

Parameter:

event