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Event Handling improved
This commit is contained in:
@@ -59,53 +59,50 @@
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--
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-- The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
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-- and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently.
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-- Therefore, the BASE class exposes the following event handling functions:
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--
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-- * @{#BASE.EventOnBirth}(): Handle the birth of a new unit.
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-- * @{#BASE.EventOnBaseCaptured}(): Handle the capturing of an airbase or a helipad.
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-- * @{#BASE.EventOnCrash}(): Handle the crash of a unit.
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-- * @{#BASE.EventOnDead}(): Handle the death of a unit.
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-- * @{#BASE.EventOnEjection}(): Handle the ejection of a player out of an airplane.
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-- * @{#BASE.EventOnEngineShutdown}(): Handle the shutdown of an engine.
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-- * @{#BASE.EventOnEngineStartup}(): Handle the startup of an engine.
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-- * @{#BASE.EventOnHit}(): Handle the hit of a shell to a unit.
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-- * @{#BASE.EventOnHumanFailure}(): No a clue ...
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-- * @{#BASE.EventOnLand}(): Handle the event when a unit lands.
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-- * @{#BASE.EventOnMissionStart}(): Handle the start of the mission.
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-- * @{#BASE.EventOnPilotDead}(): Handle the event when a pilot is dead.
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-- * @{#BASE.EventOnPlayerComment}(): Handle the event when a player posts a comment.
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-- * @{#BASE.EventOnPlayerEnterUnit}(): Handle the event when a player enters a unit.
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-- * @{#BASE.EventOnPlayerLeaveUnit}(): Handle the event when a player leaves a unit.
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-- * @{#BASE.EventOnBirthPlayerMissionEnd}(): Handle the event when a player ends the mission. (Not a clue what that does).
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-- * @{#BASE.EventOnRefueling}(): Handle the event when a unit is refueling.
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-- * @{#BASE.EventOnShootingEnd}(): Handle the event when a unit starts shooting (guns).
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-- * @{#BASE.EventOnShootingStart}(): Handle the event when a unit ends shooting (guns).
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-- * @{#BASE.EventOnShot}(): Handle the event when a unit shot a missile.
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-- * @{#BASE.EventOnTakeOff}(): Handle the event when a unit takes off from a runway.
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-- * @{#BASE.EventOnTookControl}(): Handle the event when a player takes control of a unit.
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-- ### 1.3.1 Subscribe / Unsubscribe to DCS Events
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--
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-- The EventOn() methods provide the @{Event#EVENTDATA} structure to the event handling function.
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-- The @{Event#EVENTDATA} structure contains an enriched data set of information about the event being handled.
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-- At first, the mission designer will need to **Subscribe** to a specific DCS event for the class.
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-- So, when the DCS event occurs, the class will be notified of that event.
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-- There are two functions which you use to subscribe to or unsubscribe from an event.
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--
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-- Find below an example of the prototype how to write an event handling function:
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-- * @{#BASE.HandleEvent}(): Subscribe to a DCS Event.
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-- * @{#BASE.UnHandleEvent}(): Unsubscribe from a DCS Event.
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--
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-- ### 1.3.2 Event Handling of DCS Events
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--
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-- Once the class is subscribed to the event, an **Event Handling** method on the object or class needs to be written that will be called
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-- when the DCS event occurs. The Event Handling method receives an @{Event#EVENTDATA} structure, which contains a lot of information
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-- about the event that occurred.
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--
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-- Find below an example of the prototype how to write an event handling function for two units:
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--
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-- CommandCenter:EventOnPlayerEnterUnit(
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-- --- @param #COMMANDCENTER self
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-- -- @param Core.Event#EVENTDATA EventData
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-- function( self, EventData )
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-- local PlayerUnit = EventData.IniUnit
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-- for MissionID, Mission in pairs( self:GetMissions() ) do
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-- local Mission = Mission -- Tasking.Mission#MISSION
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-- Mission:JoinUnit( PlayerUnit )
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-- Mission:ReportDetails()
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-- end
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-- end
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-- )
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-- local Tank1 = UNIT:FindByName( "Tank A" )
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-- local Tank2 = UNIT:FindByName( "Tank B" )
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--
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-- -- Here we subscribe to the Dead events. So, if one of these tanks dies, the Tank1 or Tank2 objects will be notified.
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-- Tank1:HandleEvent( EVENTS.Dead )
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-- Tank2:HandleEvent( EVENTS.Dead )
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--
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-- --- This function is an Event Handling function that will be called when Tank1 is Dead.
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-- -- @param Wrapper.Unit#UNIT self
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-- -- @param Core.Event#EVENTDATA EventData
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-- function Tank1:OnEventDead( EventData )
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--
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-- self:SmokeGreen()
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-- end
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--
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-- --- This function is an Event Handling function that will be called when Tank2 is Dead.
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-- -- @param Wrapper.Unit#UNIT self
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-- -- @param Core.Event#EVENTDATA EventData
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-- function Tank2:OnEventDead( EventData )
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--
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-- self:SmokeBlue()
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-- end
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--
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-- Note the function( self, EventData ). It takes two parameters:
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--
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-- * self = the object that is handling the EventOnPlayerEnterUnit.
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-- * EventData = the @{Event#EVENTDATA} structure, containing more information of the Event.
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--
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-- See the @{Event} module for more information about event handling.
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--
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-- ## 1.4) Class identification methods
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--
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@@ -288,389 +285,71 @@ function BASE:GetClassID()
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return self.ClassID
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end
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--- Get the Class @{Event} processing Priority.
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-- The Event processing Priority is a number from 1 to 10,
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-- reflecting the order of the classes subscribed to the Event to be processed.
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-- @param #BASE self
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-- @return #number The @{Event} processing Priority.
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function BASE:GetEventPriority()
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return self._Private.EventPriority or 5
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end
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do -- Event Handling
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--- Set the Class @{Event} processing Priority.
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-- The Event processing Priority is a number from 1 to 10,
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-- reflecting the order of the classes subscribed to the Event to be processed.
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-- @param #BASE self
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-- @param #number EventPriority The @{Event} processing Priority.
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-- @return self
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function BASE:SetEventPriority( EventPriority )
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self._Private.EventPriority = EventPriority
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end
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--- Set a new listener for the class.
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-- @param self
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-- @param Dcs.DCSTypes#Event Event
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-- @param #function EventFunction
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-- @return #BASE
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function BASE:AddEvent( Event, EventFunction )
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self:F( Event )
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self.Events[#self.Events+1] = {}
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self.Events[#self.Events].Event = Event
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self.Events[#self.Events].EventFunction = EventFunction
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self.Events[#self.Events].EventEnabled = false
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return self
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end
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--- Returns the event dispatcher
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-- @param #BASE self
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-- @return Core.Event#EVENT
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function BASE:Event()
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return _EVENTDISPATCHER
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end
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--- Remove all subscribed events
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-- @param #BASE self
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-- @return #BASE
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function BASE:EventRemoveAll()
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_EVENTDISPATCHER:RemoveAll( self )
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--- Returns the event dispatcher
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-- @param #BASE self
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-- @return Core.Event#EVENT
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function BASE:EventDispatcher()
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return self
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end
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--- Subscribe to a S_EVENT\_SHOT event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnShot( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_SHOT )
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return _EVENTDISPATCHER
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end
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return self
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end
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--- Subscribe to a S_EVENT\_HIT event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnHit( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_HIT )
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return self
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end
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--- Subscribe to a S_EVENT\_TAKEOFF event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnTakeOff( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_TAKEOFF )
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--- Get the Class @{Event} processing Priority.
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-- The Event processing Priority is a number from 1 to 10,
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-- reflecting the order of the classes subscribed to the Event to be processed.
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-- @param #BASE self
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-- @return #number The @{Event} processing Priority.
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function BASE:GetEventPriority()
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return self._Private.EventPriority or 5
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end
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return self
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end
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--- Subscribe to a S_EVENT\_LAND event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnLand( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_LAND )
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--- Set the Class @{Event} processing Priority.
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-- The Event processing Priority is a number from 1 to 10,
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-- reflecting the order of the classes subscribed to the Event to be processed.
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-- @param #BASE self
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-- @param #number EventPriority The @{Event} processing Priority.
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-- @return self
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function BASE:SetEventPriority( EventPriority )
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self._Private.EventPriority = EventPriority
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end
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return self
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end
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--- Subscribe to a S_EVENT\_CRASH event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnCrash( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_CRASH )
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--- Remove all subscribed events
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-- @param #BASE self
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-- @return #BASE
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function BASE:EventRemoveAll()
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return self
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end
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--- Subscribe to a S_EVENT\_EJECTION event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnEjection( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_EJECTION )
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self:EventDispatcher():RemoveAll( self )
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return self
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end
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return self
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end
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--- Subscribe to a S_EVENT\_REFUELING event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnRefueling( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_REFUELING )
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--- Subscribe to a DCS Event.
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-- @param #BASE self
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-- @param Core.Event#EVENTS Event
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-- @param #function EventFunction (optional) The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:HandleEvent( Event, EventFunction )
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return self
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end
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--- Subscribe to a S_EVENT\_DEAD event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnDead( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_DEAD )
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self:EventDispatcher():OnEventGeneric( EventFunction, self, Event )
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return self
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end
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return self
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end
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--- Subscribe to a S_EVENT_PILOT\_DEAD event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnPilotDead( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_PILOT_DEAD )
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--- UnSubscribe to a DCS event.
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-- @param #BASE self
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-- @param Core.Event#EVENTS Event
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-- @return #BASE
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function BASE:UnHandleEvent( Event )
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return self
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self:EventDispatcher():Remove( self, Event )
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return self
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end
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end
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--- Subscribe to a S_EVENT_BASE\_CAPTURED event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnBaseCaptured( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_BASE_CAPTURED )
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return self
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end
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--- Subscribe to a S_EVENT_MISSION\_START event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnMissionStart( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_MISSION_START )
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return self
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end
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--- Subscribe to a S_EVENT_MISSION\_END event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnPlayerMissionEnd( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_MISSION_END )
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return self
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end
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--- Subscribe to a S_EVENT_TOOK\_CONTROL event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnTookControl( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_TOOK_CONTROL )
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return self
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end
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--- Subscribe to a S_EVENT_REFUELING\_STOP event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnRefuelingStop( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_REFUELING_STOP )
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return self
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end
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--- Subscribe to a S_EVENT\_BIRTH event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnBirth( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_BIRTH )
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return self
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end
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--- Subscribe to a S_EVENT_HUMAN\_FAILURE event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnHumanFailure( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_HUMAN_FAILURE )
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return self
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end
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--- Subscribe to a S_EVENT_ENGINE\_STARTUP event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnEngineStartup( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_ENGINE_STARTUP )
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return self
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end
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--- Subscribe to a S_EVENT_ENGINE\_SHUTDOWN event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnEngineShutdown( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_ENGINE_SHUTDOWN )
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return self
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end
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--- Subscribe to a S_EVENT_PLAYER_ENTER\_UNIT event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnPlayerEnterUnit( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_PLAYER_ENTER_UNIT )
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return self
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end
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--- Subscribe to a S_EVENT_PLAYER_LEAVE\_UNIT event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnPlayerLeaveUnit( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_PLAYER_LEAVE_UNIT )
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return self
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end
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--- Subscribe to a S_EVENT_PLAYER\_COMMENT event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnPlayerComment( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_PLAYER_COMMENT )
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return self
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end
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--- Subscribe to a S_EVENT_SHOOTING\_START event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnShootingStart( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_SHOOTING_START )
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return self
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end
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--- Subscribe to a S_EVENT_SHOOTING\_END event.
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-- @param #BASE self
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-- @param #function EventFunction The function to be called when the event occurs for the unit.
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-- @return #BASE
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function BASE:EventOnShootingEnd( EventFunction )
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_EVENTDISPATCHER:OnEventGeneric( EventFunction, self, world.event.S_EVENT_SHOOTING_END )
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return self
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end
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||||
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||||
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||||
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||||
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||||
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||||
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--- Enable the event listeners for the class.
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-- @param #BASE self
|
||||
-- @return #BASE
|
||||
function BASE:EnableEvents()
|
||||
self:F( #self.Events )
|
||||
|
||||
for EventID, Event in pairs( self.Events ) do
|
||||
Event.Self = self
|
||||
Event.EventEnabled = true
|
||||
end
|
||||
self.Events.Handler = world.addEventHandler( self )
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
--- Disable the event listeners for the class.
|
||||
-- @param #BASE self
|
||||
-- @return #BASE
|
||||
function BASE:DisableEvents()
|
||||
self:F()
|
||||
|
||||
world.removeEventHandler( self )
|
||||
for EventID, Event in pairs( self.Events ) do
|
||||
Event.Self = nil
|
||||
Event.EventEnabled = false
|
||||
end
|
||||
|
||||
return self
|
||||
end
|
||||
|
||||
|
||||
local BaseEventCodes = {
|
||||
"S_EVENT_SHOT",
|
||||
"S_EVENT_HIT",
|
||||
"S_EVENT_TAKEOFF",
|
||||
"S_EVENT_LAND",
|
||||
"S_EVENT_CRASH",
|
||||
"S_EVENT_EJECTION",
|
||||
"S_EVENT_REFUELING",
|
||||
"S_EVENT_DEAD",
|
||||
"S_EVENT_PILOT_DEAD",
|
||||
"S_EVENT_BASE_CAPTURED",
|
||||
"S_EVENT_MISSION_START",
|
||||
"S_EVENT_MISSION_END",
|
||||
"S_EVENT_TOOK_CONTROL",
|
||||
"S_EVENT_REFUELING_STOP",
|
||||
"S_EVENT_BIRTH",
|
||||
"S_EVENT_HUMAN_FAILURE",
|
||||
"S_EVENT_ENGINE_STARTUP",
|
||||
"S_EVENT_ENGINE_SHUTDOWN",
|
||||
"S_EVENT_PLAYER_ENTER_UNIT",
|
||||
"S_EVENT_PLAYER_LEAVE_UNIT",
|
||||
"S_EVENT_PLAYER_COMMENT",
|
||||
"S_EVENT_SHOOTING_START",
|
||||
"S_EVENT_SHOOTING_END",
|
||||
"S_EVENT_MAX",
|
||||
}
|
||||
|
||||
--onEvent( {[1]="S_EVENT_BIRTH",[2]={["subPlace"]=5,["time"]=0,["initiator"]={["id_"]=16884480,},["place"]={["id_"]=5000040,},["id"]=15,["IniUnitName"]="US F-15C@RAMP-Air Support Mountains#001-01",},}
|
||||
-- Event = {
|
||||
-- id = enum world.event,
|
||||
-- time = Time,
|
||||
-- initiator = Unit,
|
||||
-- target = Unit,
|
||||
-- place = Unit,
|
||||
-- subPlace = enum world.BirthPlace,
|
||||
-- weapon = Weapon
|
||||
-- }
|
||||
|
||||
--- Creation of a Birth Event.
|
||||
-- @param #BASE self
|
||||
|
||||
Reference in New Issue
Block a user