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<h1>Module <code>Base</code></h1>
<p>This module contains the BASE class.</p>
<h1>1) <a href="##(BASE)">#BASE</a> class</h1>
<p>The <a href="##(BASE)">#BASE</a> class is the super class for all the classes defined within MOOSE.</p>
<p>It handles:</p>
<ul>
<li>The construction and inheritance of child classes.</li>
<li>The tracing of objects during mission execution within the <strong>DCS.log</strong> file, under the <strong>"Saved Games\DCS\Logs"</strong> folder.</li>
</ul>
<p>Note: Normally you would not use the BASE class unless you are extending the MOOSE framework with new classes.</p>
<h2>1.1) BASE constructor</h2>
<p>Any class derived from BASE, must use the <a href="Base.html##(BASE).New">Base#BASE.New</a> method how this is done.</p>
<h2>1.2) BASE Trace functionality</h2>
<p>The BASE class contains trace methods to trace progress within a mission execution of a certain object.
Note that these trace methods are inherited by each MOOSE class interiting BASE.
As such, each object created from derived class from BASE can use the tracing functions to trace its execution.</p>
<h3>1.2.1) Tracing functions</h3>
<p>There are basically 3 types of tracing methods available within BASE:</p>
<ul>
<li><a href="##(BASE).F">BASE.F</a>: Trace the beginning of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.</li>
<li><a href="##(BASE).T">BASE.T</a>: Trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.</li>
<li><a href="##(BASE).E">BASE.E</a>: Trace an exception within a function giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file. An exception will always be traced.</li>
</ul>
<h3>1.2.2) Tracing levels</h3>
<p>There are 3 tracing levels within MOOSE. <br/>
These tracing levels were defined to avoid bulks of tracing to be generated by lots of objects.</p>
<p>As such, the F and T methods have additional variants to trace level 2 and 3 respectively:</p>
<ul>
<li><a href="##(BASE).F2">BASE.F2</a>: Trace the beginning of a function and its given parameters with tracing level 2.</li>
<li><a href="##(BASE).F3">BASE.F3</a>: Trace the beginning of a function and its given parameters with tracing level 3.</li>
<li><a href="##(BASE).T2">BASE.T2</a>: Trace further logic within a function giving optional variables or parameters with tracing level 2.</li>
<li><a href="##(BASE).T3">BASE.T3</a>: Trace further logic within a function giving optional variables or parameters with tracing level 3.</li>
</ul>
<h3>1.2.3) Trace activation.</h3>
<p>Tracing can be activated in several ways:</p>
<ul>
<li>Switch tracing on or off through the <a href="##(BASE).TraceOnOff">BASE.TraceOnOff</a>() method.</li>
<li>Activate all tracing through the <a href="##(BASE).TraceAll">BASE.TraceAll</a>() method.</li>
<li>Activate only the tracing of a certain class (name) through the <a href="##(BASE).TraceClass">BASE.TraceClass</a>() method.</li>
<li>Activate only the tracing of a certain method of a certain class through the <a href="##(BASE).TraceClassMethod">BASE.TraceClassMethod</a>() method.</li>
<li>Activate only the tracing of a certain level through the <a href="##(BASE).TraceLevel">BASE.TraceLevel</a>() method.
<h3>1.2.4) Check if tracing is on.</h3></li>
</ul>
<p>The method <a href="##(BASE).IsTrace">BASE.IsTrace</a>() will validate if tracing is activated or not.</p>
<h2>1.3 DCS simulator Event Handling</h2>
<p>The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently.</p>
<h3>1.3.1 Subscribe / Unsubscribe to DCS Events</h3>
<p>At first, the mission designer will need to <strong>Subscribe</strong> to a specific DCS event for the class.
So, when the DCS event occurs, the class will be notified of that event.
There are two functions which you use to subscribe to or unsubscribe from an event.</p>
<ul>
<li><a href="##(BASE).HandleEvent">BASE.HandleEvent</a>(): Subscribe to a DCS Event.</li>
<li><a href="##(BASE).UnHandleEvent">BASE.UnHandleEvent</a>(): Unsubscribe from a DCS Event.</li>
</ul>
<h3>1.3.2 Event Handling of DCS Events</h3>
<p>Once the class is subscribed to the event, an <strong>Event Handling</strong> method on the object or class needs to be written that will be called
when the DCS event occurs. The Event Handling method receives an <a href="Event.html##(EVENTDATA)">Event#EVENTDATA</a> structure, which contains a lot of information
about the event that occurred.</p>
<p>Find below an example of the prototype how to write an event handling function for two units: </p>
<pre><code> local Tank1 = UNIT:FindByName( "Tank A" )
local Tank2 = UNIT:FindByName( "Tank B" )
-- Here we subscribe to the Dead events. So, if one of these tanks dies, the Tank1 or Tank2 objects will be notified.
Tank1:HandleEvent( EVENTS.Dead )
Tank2:HandleEvent( EVENTS.Dead )
--- This function is an Event Handling function that will be called when Tank1 is Dead.
-- @param Wrapper.Unit#UNIT self
-- @param Core.Event#EVENTDATA EventData
function Tank1:OnEventDead( EventData )
self:SmokeGreen()
end
--- This function is an Event Handling function that will be called when Tank2 is Dead.
-- @param Wrapper.Unit#UNIT self
-- @param Core.Event#EVENTDATA EventData
function Tank2:OnEventDead( EventData )
self:SmokeBlue()
end
</code></pre>
<p>See the <a href="Event.html">Event</a> module for more information about event handling.</p>
<h2>1.4) Class identification methods</h2>
<p>BASE provides methods to get more information of each object:</p>
<ul>
<li><a href="##(BASE).GetClassID">BASE.GetClassID</a>(): Gets the ID (number) of the object. Each object created is assigned a number, that is incremented by one.</li>
<li><a href="##(BASE).GetClassName">BASE.GetClassName</a>(): Gets the name of the object, which is the name of the class the object was instantiated from.</li>
<li><a href="##(BASE).GetClassNameAndID">BASE.GetClassNameAndID</a>(): Gets the name and ID of the object.</li>
</ul>
<h2>1.5) All objects derived from BASE can have "States"</h2>
<p>A mechanism is in place in MOOSE, that allows to let the objects administer <strong>states</strong>.
States are essentially properties of objects, which are identified by a <strong>Key</strong> and a <strong>Value</strong>.
The method <a href="##(BASE).SetState">BASE.SetState</a>() can be used to set a Value with a reference Key to the object.
To <strong>read or retrieve</strong> a state Value based on a Key, use the <a href="##(BASE).GetState">BASE.GetState</a> method.
These two methods provide a very handy way to keep state at long lasting processes.
Values can be stored within the objects, and later retrieved or changed when needed.
There is one other important thing to note, the <a href="##(BASE).SetState">BASE.SetState</a>() and <a href="##(BASE).GetState">BASE.GetState</a> methods
receive as the <strong>first parameter the object for which the state needs to be set</strong>.
Thus, if the state is to be set for the same object as the object for which the method is used, then provide the same
object name to the method.</p>
<h2>1.10) BASE Inheritance (tree) support</h2>
<p>The following methods are available to support inheritance:</p>
<ul>
<li><a href="##(BASE).Inherit">BASE.Inherit</a>: Inherits from a class.</li>
<li><a href="##(BASE).GetParent">BASE.GetParent</a>: Returns the parent object from the object it is handling, or nil if there is no parent object.</li>
</ul>
<hr/>
<h1><strong>API CHANGE HISTORY</strong></h1>
<p>The underlying change log documents the API changes. Please read this carefully. The following notation is used:</p>
<ul>
<li><strong>Added</strong> parts are expressed in bold type face.</li>
<li><em>Removed</em> parts are expressed in italic type face.</li>
</ul>
<p>YYYY-MM-DD: CLASS:<strong>NewFunction</strong>( Params ) replaces CLASS:<em>OldFunction</em>( Params )
YYYY-MM-DD: CLASS:<strong>NewFunction( Params )</strong> added</p>
<p>Hereby the change log:</p>
<hr/>
<h1><strong>AUTHORS and CONTRIBUTIONS</strong></h1>
<h3>Contributions:</h3>
<ul>
<li>None.</li>
</ul>
<h3>Authors:</h3>
<ul>
<li><strong>FlightControl</strong>: Design &amp; Programming</li>
</ul>
<h2>Global(s)</h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="#BASE">BASE</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="#FORMATION">FORMATION</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(BASE)">Type <code>BASE</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).ClassID">BASE.ClassID</a></td>
<td class="summary">
<p>The ID number of the class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).ClassName">BASE.ClassName</a></td>
<td class="summary">
<p>The name of the class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).ClassNameAndID">BASE.ClassNameAndID</a></td>
<td class="summary">
<p>The name of the class concatenated with the ID number of the class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).ClearState">BASE:ClearState(Object, StateName)</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).CreateEventBirth">BASE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)</a></td>
<td class="summary">
<p>Creation of a Birth Event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).CreateEventCrash">BASE:CreateEventCrash(EventTime, Initiator)</a></td>
<td class="summary">
<p>Creation of a Crash Event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).E">BASE:E(Arguments)</a></td>
<td class="summary">
<p>Log an exception which will be traced always.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).EventDispatcher">BASE:EventDispatcher()</a></td>
<td class="summary">
<p>Returns the event dispatcher</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).EventRemoveAll">BASE:EventRemoveAll()</a></td>
<td class="summary">
<p>Remove all subscribed events</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).Events">BASE.Events</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).F">BASE:F(Arguments)</a></td>
<td class="summary">
<p>Trace a function call.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).F2">BASE:F2(Arguments)</a></td>
<td class="summary">
<p>Trace a function call level 2.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).F3">BASE:F3(Arguments)</a></td>
<td class="summary">
<p>Trace a function call level 3.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).GetClassID">BASE:GetClassID()</a></td>
<td class="summary">
<p>Get the ClassID of the class instance.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).GetClassName">BASE:GetClassName()</a></td>
<td class="summary">
<p>Get the ClassName of the class instance.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).GetClassNameAndID">BASE:GetClassNameAndID()</a></td>
<td class="summary">
<p>Get the ClassName + ClassID of the class instance.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).GetEventPriority">BASE:GetEventPriority()</a></td>
<td class="summary">
<p>Get the Class <a href="Event.html">Event</a> processing Priority.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).GetParent">BASE:GetParent(Child)</a></td>
<td class="summary">
<p>This is the worker method to retrieve the Parent class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).GetState">BASE:GetState(Object, Key, Value)</a></td>
<td class="summary">
<p>Get a Value given a Key from the Object.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).HandleEvent">BASE:HandleEvent(Event, EventFunction)</a></td>
<td class="summary">
<p>Subscribe to a DCS Event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).Inherit">BASE:Inherit(Child, Parent)</a></td>
<td class="summary">
<p>This is the worker method to inherit from a parent class.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).IsTrace">BASE:IsTrace()</a></td>
<td class="summary">
<p>Enquires if tracing is on (for the class).</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).New">BASE:New()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEvent">BASE:OnEvent(EventData)</a></td>
<td class="summary">
<p>Occurs when an object is completely destroyed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventBaseCaptured">BASE:OnEventBaseCaptured(EventData)</a></td>
<td class="summary">
<p>Occurs when a ground unit captures either an airbase or a farp.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventBirth">BASE:OnEventBirth(EventData)</a></td>
<td class="summary">
<p>Occurs when any object is spawned into the mission.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventCrash">BASE:OnEventCrash(EventData)</a></td>
<td class="summary">
<p>Occurs when any aircraft crashes into the ground and is completely destroyed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventEjection">BASE:OnEventEjection(EventData)</a></td>
<td class="summary">
<p>Occurs when a pilot ejects from an aircraft
initiator : The unit that has ejected </p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventEngineShutdown">BASE:OnEventEngineShutdown(EventData)</a></td>
<td class="summary">
<p>Occurs when any aircraft shuts down its engines.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventEngineStartup">BASE:OnEventEngineStartup(EventData)</a></td>
<td class="summary">
<p>Occurs when any aircraft starts its engines.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventHit">BASE:OnEventHit(EventData)</a></td>
<td class="summary">
<p>Occurs whenever an object is hit by a weapon.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventHumanFailure">BASE:OnEventHumanFailure(EventData)</a></td>
<td class="summary">
<p>Occurs when any system fails on a human controlled aircraft.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventLand">BASE:OnEventLand(EventData)</a></td>
<td class="summary">
<p>Occurs when an aircraft lands at an airbase, farp or ship
initiator : The unit that has landed
place: Object that the unit landed on.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventMissionEnd">BASE:OnEventMissionEnd(EventData)</a></td>
<td class="summary">
<p>Occurs when a mission ends</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventMissionStart">BASE:OnEventMissionStart(EventData)</a></td>
<td class="summary">
<p>Occurs when a mission starts </p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventPilotDead">BASE:OnEventPilotDead(EventData)</a></td>
<td class="summary">
<p>Occurs when the pilot of an aircraft is killed.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventPlayerEnterUnit">BASE:OnEventPlayerEnterUnit(EventData)</a></td>
<td class="summary">
<p>Occurs when any player assumes direct control of a unit.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventPlayerLeaveUnit">BASE:OnEventPlayerLeaveUnit(EventData)</a></td>
<td class="summary">
<p>Occurs when any player relieves control of a unit to the AI.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventRefueling">BASE:OnEventRefueling(EventData)</a></td>
<td class="summary">
<p>Occurs when an aircraft connects with a tanker and begins taking on fuel.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventRefuelingStop">BASE:OnEventRefuelingStop(EventData)</a></td>
<td class="summary">
<p>Occurs when an aircraft is finished taking fuel.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventShootingEnd">BASE:OnEventShootingEnd(EventData)</a></td>
<td class="summary">
<p>Occurs when any unit stops firing its weapon.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventShootingStart">BASE:OnEventShootingStart(EventData)</a></td>
<td class="summary">
<p>Occurs when any unit begins firing a weapon that has a high rate of fire.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventShot">BASE:OnEventShot(EventData)</a></td>
<td class="summary">
<p>Occurs whenever any unit in a mission fires a weapon.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).OnEventTakeoff">BASE:OnEventTakeoff(EventData)</a></td>
<td class="summary">
<p>Occurs when an aircraft takes off from an airbase, farp, or ship.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).SetEventPriority">BASE:SetEventPriority(EventPriority)</a></td>
<td class="summary">
<p>Set the Class <a href="Event.html">Event</a> processing Priority.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).SetState">BASE:SetState(Object, Key, Value)</a></td>
<td class="summary">
<p>Set a state or property of the Object given a Key and a Value.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).States">BASE.States</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).T">BASE:T(Arguments)</a></td>
<td class="summary">
<p>Trace a function logic level 1.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).T2">BASE:T2(Arguments)</a></td>
<td class="summary">
<p>Trace a function logic level 2.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).T3">BASE:T3(Arguments)</a></td>
<td class="summary">
<p>Trace a function logic level 3.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).TraceAll">BASE:TraceAll(TraceAll)</a></td>
<td class="summary">
<p>Trace all methods in MOOSE</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).TraceClass">BASE:TraceClass(Class)</a></td>
<td class="summary">
<p>Set tracing for a class</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).TraceClassMethod">BASE:TraceClassMethod(Class, Method)</a></td>
<td class="summary">
<p>Set tracing for a specific method of class</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).TraceLevel">BASE:TraceLevel(Level)</a></td>
<td class="summary">
<p>Set trace level</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).TraceOnOff">BASE:TraceOnOff(TraceOnOff)</a></td>
<td class="summary">
<p>Set trace on or off
Note that when trace is off, no debug statement is performed, increasing performance!
When Moose is loaded statically, (as one file), tracing is switched off by default.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).UnHandleEvent">BASE:UnHandleEvent(Event)</a></td>
<td class="summary">
<p>UnSubscribe to a DCS event.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE)._Destructor">BASE:_Destructor()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE)._F">BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)</a></td>
<td class="summary">
<p>Trace a function call.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE)._Private">BASE._Private</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE)._SetDestructor">BASE:_SetDestructor()</a></td>
<td class="summary">
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE)._T">BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)</a></td>
<td class="summary">
<p>Trace a function logic.</p>
</td>
</tr>
<tr>
<td class="name" nowrap="nowrap"><a href="##(BASE).onEvent">BASE:onEvent(event)</a></td>
<td class="summary">
</td>
</tr>
</table>
<h2><a id="#(FORMATION)">Type <code>FORMATION</code></a></h2>
<table class="function_list">
<tr>
<td class="name" nowrap="nowrap"><a href="##(FORMATION).Cone">FORMATION.Cone</a></td>
<td class="summary">
<p>A cone formation.</p>
</td>
</tr>
</table>
<h2>Global(s)</h2>
<dl class="function">
<dt>
<em><a href="##(BASE)">#BASE</a></em>
<a id="BASE" >
<strong>BASE</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<em><a href="##(FORMATION)">#FORMATION</a></em>
<a id="FORMATION" >
<strong>FORMATION</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<h2><a id="#(Base)" >Type <code>Base</code></a></h2>
<h2><a id="#(BASE)" >Type <code>BASE</code></a></h2>
<p>The BASE Class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(BASE).ClassID" >
<strong>BASE.ClassID</strong>
</a>
</dt>
<dd>
<p>The ID number of the class.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).ClassName" >
<strong>BASE.ClassName</strong>
</a>
</dt>
<dd>
<p>The name of the class.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).ClassNameAndID" >
<strong>BASE.ClassNameAndID</strong>
</a>
</dt>
<dd>
<p>The name of the class concatenated with the ID number of the class.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).ClearState" >
<strong>BASE:ClearState(Object, StateName)</strong>
</a>
</dt>
<dd>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Object </em></code>: </p>
</li>
<li>
<p><code><em> StateName </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).CreateEventBirth" >
<strong>BASE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)</strong>
</a>
</dt>
<dd>
<p>Creation of a Birth Event.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Time)">Dcs.DCSTypes#Time</a> EventTime </em></code>:
The time stamp of the event.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSWrapper.Object.html##(Object)">Dcs.DCSWrapper.Object#Object</a> Initiator </em></code>:
The initiating object of the event.</p>
</li>
<li>
<p><code><em>#string IniUnitName </em></code>:
The initiating unit name.</p>
</li>
<li>
<p><code><em> place </em></code>: </p>
</li>
<li>
<p><code><em> subplace </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).CreateEventCrash" >
<strong>BASE:CreateEventCrash(EventTime, Initiator)</strong>
</a>
</dt>
<dd>
<p>Creation of a Crash Event.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Dcs.DCSTypes.html##(Time)">Dcs.DCSTypes#Time</a> EventTime </em></code>:
The time stamp of the event.</p>
</li>
<li>
<p><code><em><a href="Dcs.DCSWrapper.Object.html##(Object)">Dcs.DCSWrapper.Object#Object</a> Initiator </em></code>:
The initiating object of the event.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).E" >
<strong>BASE:E(Arguments)</strong>
</a>
</dt>
<dd>
<p>Log an exception which will be traced always.</p>
<p>Can be anywhere within the function logic.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Arguments </em></code>:
A #table or any field.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).EventDispatcher" >
<strong>BASE:EventDispatcher()</strong>
</a>
</dt>
<dd>
<p>Returns the event dispatcher</p>
<h3>Return value</h3>
<p><em><a href="Core.Event.html##(EVENT)">Core.Event#EVENT</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).EventRemoveAll" >
<strong>BASE:EventRemoveAll()</strong>
</a>
</dt>
<dd>
<p>Remove all subscribed events</p>
<h3>Return value</h3>
<p><em><a href="##(BASE)">#BASE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(BASE).Events" >
<strong>BASE.Events</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).F" >
<strong>BASE:F(Arguments)</strong>
</a>
</dt>
<dd>
<p>Trace a function call.</p>
<p>Must be at the beginning of the function logic.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Arguments </em></code>:
A #table or any field.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).F2" >
<strong>BASE:F2(Arguments)</strong>
</a>
</dt>
<dd>
<p>Trace a function call level 2.</p>
<p>Must be at the beginning of the function logic.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Arguments </em></code>:
A #table or any field.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).F3" >
<strong>BASE:F3(Arguments)</strong>
</a>
</dt>
<dd>
<p>Trace a function call level 3.</p>
<p>Must be at the beginning of the function logic.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Arguments </em></code>:
A #table or any field.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).GetClassID" >
<strong>BASE:GetClassID()</strong>
</a>
</dt>
<dd>
<p>Get the ClassID of the class instance.</p>
<h3>Return value</h3>
<p><em>#string:</em>
The ClassID of the class instance.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).GetClassName" >
<strong>BASE:GetClassName()</strong>
</a>
</dt>
<dd>
<p>Get the ClassName of the class instance.</p>
<h3>Return value</h3>
<p><em>#string:</em>
The ClassName of the class instance.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).GetClassNameAndID" >
<strong>BASE:GetClassNameAndID()</strong>
</a>
</dt>
<dd>
<p>Get the ClassName + ClassID of the class instance.</p>
<p>The ClassName + ClassID is formatted as '%s#%09d'. </p>
<h3>Return value</h3>
<p><em>#string:</em>
The ClassName + ClassID of the class instance.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).GetEventPriority" >
<strong>BASE:GetEventPriority()</strong>
</a>
</dt>
<dd>
<p>Get the Class <a href="Event.html">Event</a> processing Priority.</p>
<p>The Event processing Priority is a number from 1 to 10,
reflecting the order of the classes subscribed to the Event to be processed.</p>
<h3>Return value</h3>
<p><em>#number:</em>
The <a href="Event.html">Event</a> processing Priority.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).GetParent" >
<strong>BASE:GetParent(Child)</strong>
</a>
</dt>
<dd>
<p>This is the worker method to retrieve the Parent class.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="##(BASE)">#BASE</a> Child </em></code>:
is the Child class from which the Parent class needs to be retrieved.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(BASE)">#BASE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).GetState" >
<strong>BASE:GetState(Object, Key, Value)</strong>
</a>
</dt>
<dd>
<p>Get a Value given a Key from the Object.</p>
<p>Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Object </em></code>:
The object that holds the Value set by the Key.</p>
</li>
<li>
<p><code><em> Key </em></code>:
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!</p>
</li>
<li>
<p><code><em> Value </em></code>:
The value to is stored in the Object.</p>
</li>
</ul>
<h3>Return value</h3>
<p>The Value retrieved.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).HandleEvent" >
<strong>BASE:HandleEvent(Event, EventFunction)</strong>
</a>
</dt>
<dd>
<p>Subscribe to a DCS Event.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTS)">Core.Event#EVENTS</a> Event </em></code>: </p>
</li>
<li>
<p><code><em>#function EventFunction </em></code>:
(optional) The function to be called when the event occurs for the unit.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(BASE)">#BASE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).Inherit" >
<strong>BASE:Inherit(Child, Parent)</strong>
</a>
</dt>
<dd>
<p>This is the worker method to inherit from a parent class.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Child </em></code>:
is the Child class that inherits.</p>
</li>
<li>
<p><code><em><a href="##(BASE)">#BASE</a> Parent </em></code>:
is the Parent class that the Child inherits from.</p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(BASE)">#BASE</a>:</em>
Child</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).IsTrace" >
<strong>BASE:IsTrace()</strong>
</a>
</dt>
<dd>
<p>Enquires if tracing is on (for the class).</p>
<h3>Return value</h3>
<p><em>#boolean:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).New" >
<strong>BASE:New()</strong>
</a>
</dt>
<dd>
<p> @todo need to investigate if the deepCopy is really needed... Don't think so.</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEvent" >
<strong>BASE:OnEvent(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when an object is completely destroyed.</p>
<p>initiator : The unit that is was destroyed. </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventBaseCaptured" >
<strong>BASE:OnEventBaseCaptured(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when a ground unit captures either an airbase or a farp.</p>
<p>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. </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventBirth" >
<strong>BASE:OnEventBirth(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when any object is spawned into the mission.</p>
<p>initiator : The unit that was spawned </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventCrash" >
<strong>BASE:OnEventCrash(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when any aircraft crashes into the ground and is completely destroyed.</p>
<p>initiator : The unit that has crashed </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventEjection" >
<strong>BASE:OnEventEjection(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when a pilot ejects from an aircraft
initiator : The unit that has ejected </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventEngineShutdown" >
<strong>BASE:OnEventEngineShutdown(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when any aircraft shuts down its engines.</p>
<p>initiator : The unit that is stopping its engines. </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventEngineStartup" >
<strong>BASE:OnEventEngineStartup(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when any aircraft starts its engines.</p>
<p>initiator : The unit that is starting its engines. </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventHit" >
<strong>BASE:OnEventHit(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs whenever an object is hit by a weapon.</p>
<p>initiator : The unit object the fired the weapon
weapon: Weapon object that hit the target
target: The Object that was hit. </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventHumanFailure" >
<strong>BASE:OnEventHumanFailure(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when any system fails on a human controlled aircraft.</p>
<p>initiator : The unit that had the failure </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventLand" >
<strong>BASE:OnEventLand(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when an aircraft lands at an airbase, farp or ship
initiator : The unit that has landed
place: Object that the unit landed on.</p>
<p>Can be an Airbase Object, FARP, or Ships </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventMissionEnd" >
<strong>BASE:OnEventMissionEnd(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when a mission ends</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventMissionStart" >
<strong>BASE:OnEventMissionStart(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when a mission starts </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventPilotDead" >
<strong>BASE:OnEventPilotDead(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when the pilot of an aircraft is killed.</p>
<p>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. </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventPlayerEnterUnit" >
<strong>BASE:OnEventPlayerEnterUnit(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when any player assumes direct control of a unit.</p>
<p>initiator : The unit that is being taken control of. </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventPlayerLeaveUnit" >
<strong>BASE:OnEventPlayerLeaveUnit(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when any player relieves control of a unit to the AI.</p>
<p>initiator : The unit that the player left. </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventRefueling" >
<strong>BASE:OnEventRefueling(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when an aircraft connects with a tanker and begins taking on fuel.</p>
<p>initiator : The unit that is receiving fuel. </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventRefuelingStop" >
<strong>BASE:OnEventRefuelingStop(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when an aircraft is finished taking fuel.</p>
<p>initiator : The unit that was receiving fuel. </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventShootingEnd" >
<strong>BASE:OnEventShootingEnd(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when any unit stops firing its weapon.</p>
<p>Event will always correspond with a shooting start event.
initiator : The unit that was doing the shooing. </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventShootingStart" >
<strong>BASE:OnEventShootingStart(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when any unit begins firing a weapon that has a high rate of fire.</p>
<p>Most common with aircraft cannons (GAU-8), autocannons, and machine guns.
initiator : The unit that is doing the shooing.
target: The unit that is being targeted. </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventShot" >
<strong>BASE:OnEventShot(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs whenever any unit in a mission fires a weapon.</p>
<p>But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).OnEventTakeoff" >
<strong>BASE:OnEventTakeoff(EventData)</strong>
</a>
</dt>
<dd>
<p>Occurs when an aircraft takes off from an airbase, farp, or ship.</p>
<p>initiator : The unit that tookoff
place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships </p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> EventData </em></code>:
The EventData structure.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).SetEventPriority" >
<strong>BASE:SetEventPriority(EventPriority)</strong>
</a>
</dt>
<dd>
<p>Set the Class <a href="Event.html">Event</a> processing Priority.</p>
<p>The Event processing Priority is a number from 1 to 10,
reflecting the order of the classes subscribed to the Event to be processed.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number EventPriority </em></code>:
The <a href="Event.html">Event</a> processing Priority.</p>
</li>
</ul>
<h3>Return value</h3>
<p>self</p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).SetState" >
<strong>BASE:SetState(Object, Key, Value)</strong>
</a>
</dt>
<dd>
<p>Set a state or property of the Object given a Key and a Value.</p>
<p>Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Object </em></code>:
The object that will hold the Value set by the Key.</p>
</li>
<li>
<p><code><em> Key </em></code>:
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!</p>
</li>
<li>
<p><code><em> Value </em></code>:
The value to is stored in the object.</p>
</li>
</ul>
<h3>Return values</h3>
<ol>
<li>
<p>The Value set.</p>
</li>
<li>
<p><em>#nil:</em>
The Key was not found and thus the Value could not be retrieved.</p>
</li>
</ol>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(BASE).States" >
<strong>BASE.States</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).T" >
<strong>BASE:T(Arguments)</strong>
</a>
</dt>
<dd>
<p>Trace a function logic level 1.</p>
<p>Can be anywhere within the function logic.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Arguments </em></code>:
A #table or any field.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).T2" >
<strong>BASE:T2(Arguments)</strong>
</a>
</dt>
<dd>
<p>Trace a function logic level 2.</p>
<p>Can be anywhere within the function logic.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Arguments </em></code>:
A #table or any field.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).T3" >
<strong>BASE:T3(Arguments)</strong>
</a>
</dt>
<dd>
<p>Trace a function logic level 3.</p>
<p>Can be anywhere within the function logic.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> Arguments </em></code>:
A #table or any field.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).TraceAll" >
<strong>BASE:TraceAll(TraceAll)</strong>
</a>
</dt>
<dd>
<p>Trace all methods in MOOSE</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#boolean TraceAll </em></code>:
true = trace all methods in MOOSE.</p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).TraceClass" >
<strong>BASE:TraceClass(Class)</strong>
</a>
</dt>
<dd>
<p>Set tracing for a class</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#string Class </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).TraceClassMethod" >
<strong>BASE:TraceClassMethod(Class, Method)</strong>
</a>
</dt>
<dd>
<p>Set tracing for a specific method of class</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em>#string Class </em></code>: </p>
</li>
<li>
<p><code><em>#string Method </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).TraceLevel" >
<strong>BASE:TraceLevel(Level)</strong>
</a>
</dt>
<dd>
<p>Set trace level</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#number Level </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).TraceOnOff" >
<strong>BASE:TraceOnOff(TraceOnOff)</strong>
</a>
</dt>
<dd>
<p>Set trace on or off
Note that when trace is off, no debug statement is performed, increasing performance!
When Moose is loaded statically, (as one file), tracing is switched off by default.</p>
<p>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.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em>#boolean TraceOnOff </em></code>:
Switch the tracing on or off.</p>
</li>
</ul>
<h3>Usage:</h3>
<pre class="example"><code>-- Switch the tracing On
BASE:TraceOnOff( true )
-- Switch the tracing Off
BASE:TraceOnOff( false )</code></pre>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).UnHandleEvent" >
<strong>BASE:UnHandleEvent(Event)</strong>
</a>
</dt>
<dd>
<p>UnSubscribe to a DCS event.</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em><a href="Core.Event.html##(EVENTS)">Core.Event#EVENTS</a> Event </em></code>: </p>
</li>
</ul>
<h3>Return value</h3>
<p><em><a href="##(BASE)">#BASE</a>:</em></p>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE)._Destructor" >
<strong>BASE:_Destructor()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE)._F" >
<strong>BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)</strong>
</a>
</dt>
<dd>
<p>Trace a function call.</p>
<p>This function is private.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Arguments </em></code>:
A #table or any field.</p>
</li>
<li>
<p><code><em> DebugInfoCurrentParam </em></code>: </p>
</li>
<li>
<p><code><em> DebugInfoFromParam </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<em></em>
<a id="#(BASE)._Private" >
<strong>BASE._Private</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE)._SetDestructor" >
<strong>BASE:_SetDestructor()</strong>
</a>
</dt>
<dd>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE)._T" >
<strong>BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)</strong>
</a>
</dt>
<dd>
<p>Trace a function logic.</p>
<h3>Parameters</h3>
<ul>
<li>
<p><code><em> Arguments </em></code>:
A #table or any field.</p>
</li>
<li>
<p><code><em> DebugInfoCurrentParam </em></code>: </p>
</li>
<li>
<p><code><em> DebugInfoFromParam </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<dl class="function">
<dt>
<a id="#(BASE).onEvent" >
<strong>BASE:onEvent(event)</strong>
</a>
</dt>
<dd>
<p> TODO: Complete Dcs.DCSTypes#Event structure. <br/>
- The main event handling function... This function captures all events generated for the class.
@param #BASE self
@param Dcs.DCSTypes#Event event</p>
<h3>Parameter</h3>
<ul>
<li>
<p><code><em> event </em></code>: </p>
</li>
</ul>
</dd>
</dl>
<h2><a id="#(FORMATION)" >Type <code>FORMATION</code></a></h2>
<p>The Formation Class</p>
<h3>Field(s)</h3>
<dl class="function">
<dt>
<a id="#(FORMATION).Cone" >
<strong>FORMATION.Cone</strong>
</a>
</dt>
<dd>
<p>A cone formation.</p>
</dd>
</dl>
</div>
</div>
</body>
</html>