diff --git a/Documentation/AI.AI_A2G_Dispatcher.html b/Documentation/AI.AI_A2G_Dispatcher.html index 8706ec973..5ce1bc4a2 100644 --- a/Documentation/AI.AI_A2G_Dispatcher.html +++ b/Documentation/AI.AI_A2G_Dispatcher.html @@ -4670,6 +4670,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
The Defender Default Settings over all Squadrons.
+ + + +The Defender Default Settings over all Squadrons.
+ + + +The Defender Default Settings over all Squadrons.
+ + + +The Defender Default Settings over all Squadrons.
+ + + +No loading happened, so we need to pickup something else.
- @@ -4715,9 +4712,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -No loading happened, so we need to pickup something else.
- @@ -5330,9 +5324,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -No loading happened, so we need to pickup something else.
- @@ -6837,9 +6828,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -No loading happened, so we need to pickup something else.
- diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index 791b47499..2326fa2b0 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2631,6 +2631,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauSet destination airbase for next :Route() command.
+ +Aircraft is on a pickup mission.
-Set destination airbase for next :Route() command.
+ +Aircraft is on a pickup mission.
-Set destination airbase for next :Route() command.
+ +Aircraft is on a pickup mission.
-Set destination airbase for next :Route() command.
+ +Aircraft is on a pickup mission.
-self.CargoObject:Destroy()
+ +Then we register the new group in the database
+self.CargoObject:Destroy()
+ +Then we register the new group in the database
+Set cargo object.
-Set cargo object.
-the y coordinate in meters.
-the y coordinate in meters.
-the y coordinate in meters.
- - - -SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
The AI is on by default when spawning a group.
+Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
+The internal counter of the amount of spawning the has happened since SpawnStart.
+Overwrite unit names by default with group name.
+By default, no InitLimit
- - - -Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
+When the first Spawn executes, all the Groups need to be made visible before start.
@@ -3912,50 +3889,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauWhen working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
- - - -The AI is on by default when spawning a group.
+The internal counter of the amount of spawning the has happened since SpawnStart.
+Overwrite unit names by default with group name.
+When the first Spawn executes, all the Groups need to be made visible before start.
@@ -9341,50 +9275,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups. When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts. - - - -Spawns a new static using a given template.
+Base class for ATC_GROUND implementations.
+[DEPRECATED, use ATC_GROUND_UNIVERSAL] Base class for ATC_GROUND implementations.
Base class for ATC_GROUND implementations.
+[DEPRECATED, use ATC_GROUND_UNIVERSAL] Base class for ATC_GROUND implementations.
@@ -1558,7 +1556,7 @@ Controls a network of short range air/missile defense groups.The ATC_GROUND_CAUCASUS class monitors the speed of the airplanes at the airbase during taxi.
The ATC_GROUND_CAUCASUS class monitors the speed of the airplanes at the airbase during taxi.
@@ -1686,6 +1684,127 @@ ATC_Ground = ATC_GROUND_CAUCASUS:New( + + + +Global ATC_GROUND_MARIANAISLANDS |
+
+ATC_GROUND_MARIANA, extends #ATC_GROUND+ +The ATC_GROUND_MARIANA class monitors the speed of the airplanes at the airbase during taxi. + |
+
The ATC_GROUND_MARIANA class monitors the speed of the airplanes at the airbase during taxi.
+ + +The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned.
+ +The default maximum speed for the airbases at Persian Gulf is 50 km/h. Warnings are given if this speed limit is trespassed. +Players will be immediately kicked when driving faster than 150 km/h on the taxi way.
+ +The ATC_GROUND_MARIANA class monitors the speed of the airplanes at the airbase during taxi. +The pilots may not drive faster than the maximum speed for the airbase, or they will be despawned.
+ +The pilot will receive 3 times a warning during speeding. After the 3rd warning, if the pilot is still driving +faster than the maximum allowed speed, the pilot will be kicked.
+ +Different airbases have different maximum speeds, according safety regulations.
+ +The following airbases are monitored at the Mariana Island region. +Use the Wrapper.Airbase#AIRBASE.MarianaIslands enumeration to select the airbases to be monitored.
+ +ATC_GROUND is fully functional in single player.
+ +ATC_GROUND is functional in multi player, however ...
+ +Due to a bug in DCS since release 1.5, the despawning of clients are not anymore working in multi player. +To work around this problem, a much better solution has been made, using the slot blocker script designed +by Ciribob.
+ +With the help of Ciribob, this script has been extended to also kick client players while in flight. +ATC_GROUND is communicating with this modified script to kick players!
+ +Install the file SimpleSlotBlockGameGUI.lua on the server, following the installation instructions described by Ciribob.
+ +Simple Slot Blocker from Ciribob & FlightControl
+ +Creates a new ATC_GROUND_MARIANAISLANDS object that will monitor pilots taxiing behaviour.
+ +-- This creates a new ATC_GROUND_MARIANAISLANDS object.
+
+-- Monitor for these clients the airbases.
+AirbasePoliceCaucasus = ATC_GROUND_MARIANAISLANDS:New()
+
+ATC_Ground = ATC_GROUND_MARIANAISLANDS:New(
+ { AIRBASE.MarianaIslands.Andersen_AFB,
+ AIRBASE.MarianaIslands.Saipan_Intl
+ }
+)
+
+
+
+There are various methods that you can use to tweak the behaviour of the ATC_GROUND classes.
+ +-- @field #ATC_GROUND_MARIANAISLANDS
+Global ATC_GROUND_UNIVERSAL |
+
+ Base class for ATC_GROUND_UNIVERSAL implementations. + |
+
Base class for ATC_GROUND_UNIVERSAL implementations.
+Creates a new ATC_GROUND object.
+[DEPRECATED, use ATC_GROUND_UNIVERSAL] Creates a new ATC_GROUND object.
Start SCHEDULER for ATC_GROUND_CAUCASUS object.
+| Fields and Methods inherited from ATC_GROUND_MARIANAISLANDS | +Description | +
|---|---|
| + | + |
Start SCHEDULER for ATC_GROUND_PERSIANGULF object.
+| Fields and Methods inherited from ATC_GROUND_UNIVERSAL | +Description | +
|---|---|
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + |
+ Draw the airbases boundaries. + |
+
| + |
+ Draw the airbases runways. + |
+
| + | + + | +
| + | + + | +
| + |
+ Creates a new ATC_GROUND_UNIVERSAL object. + |
+
| + |
+ Add a specific Airbase Boundary if you don't want to use the round zone that is auto-created. + |
+
| + | + + | +
| + |
+ Set the maximum speed in meters per second (Mps) until the player gets kicked. + |
+
| + |
+ Set the maximum speed in Kmph until the player gets kicked. + |
+
ATC_GROUND_UNIVERSAL:SetKickSpeedMiph(KickSpeedMiph, Airbase) |
+
+ Set the maximum speed in Miph until the player gets kicked. + |
+
ATC_GROUND_UNIVERSAL:SetMaximumKickSpeed(MaximumKickSpeed, Airbase) |
+
+ Set the maximum kick speed in meters per second (Mps) until the player gets kicked. + |
+
ATC_GROUND_UNIVERSAL:SetMaximumKickSpeedKmph(MaximumKickSpeed, Airbase) |
+
+ Set the maximum kick speed in kilometers per hour (Kmph) until the player gets kicked. + |
+
ATC_GROUND_UNIVERSAL:SetMaximumKickSpeedMiph(MaximumKickSpeedMiph, Airbase) |
+
+ Set the maximum kick speed in miles per hour (Miph) until the player gets kicked. + |
+
| + |
+ Smoke the airbases runways. + |
+
| + |
+ Start SCHEDULER for ATC_GROUND_UNIVERSAL object. + |
+
| + | + + | +
| + |
+ [Internal] Monitoring function + |
+
| Fields and Methods inherited from BASE | +Description | +
|---|---|
| + |
+ The ID number of the class. + |
+
| + |
+ The name of the class. + |
+
| + |
+ The name of the class concatenated with the ID number of the class. + |
+
| + |
+ Clear the state of an object. + |
+
ATC_GROUND_UNIVERSAL:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
ATC_GROUND_UNIVERSAL:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Crash Event. + |
+
| + |
+ Creation of a Dead Event. + |
+
ATC_GROUND_UNIVERSAL:CreateEventPlayerEnterAircraft(PlayerUnit) |
+
+ Creation of a |
+
ATC_GROUND_UNIVERSAL:CreateEventRemoveUnit(EventTime, Initiator) |
+
+ Creation of a Remove Unit Event. + |
+
ATC_GROUND_UNIVERSAL:CreateEventTakeoff(EventTime, Initiator) |
+
+ Creation of a Takeoff Event. + |
+
| + |
+ Log an exception which will be traced always. + |
+
| + |
+ Returns the event dispatcher + |
+
| + |
+ Remove all subscribed events + |
+
| + |
+ Trace a function call. + |
+
| + |
+ Trace a function call level 2. + |
+
| + |
+ Trace a function call level 3. + |
+
| + |
+ Get the ClassID of the class instance. + |
+
| + |
+ Get the ClassName of the class instance. + |
+
| + |
+ Get the ClassName + ClassID of the class instance. + |
+
| + |
+ Get the Class Event processing Priority. + |
+
| + |
+ This is the worker method to retrieve the Parent class. + |
+
| + |
+ Get a Value given a Key from the Object. + |
+
| + |
+ Subscribe to a DCS Event. + |
+
| + |
+ Log an information which will be traced always. + |
+
| + |
+ This is the worker method to inherit from a parent class. + |
+
| + |
+ This is the worker method to check if an object is an (sub)instance of a class. + |
+
| + |
+ Enquires if tracing is on (for the class). + |
+
| + |
+ BASE constructor. + |
+
| + |
+ Occurs when an object is completely destroyed. + |
+
| + |
+ BDA. + |
+
| + |
+ Occurs when a ground unit captures either an airbase or a farp. + |
+
| + |
+ Occurs when any object is spawned into the mission. + |
+
| + |
+ Occurs when any aircraft crashes into the ground and is completely destroyed. + |
+
| + |
+ Occurs when an object is dead. + |
+
| + |
+ Unknown precisely what creates this event, likely tied into newer damage model. + |
+
ATC_GROUND_UNIVERSAL:OnEventDiscardChairAfterEjection(EventData) |
+
+ Discard chair after ejection. + |
+
| + |
+ Occurs when a pilot ejects from an aircraft +initiator : The unit that has ejected + |
+
| + |
+ Occurs when any aircraft shuts down its engines. + |
+
| + |
+ Occurs when any aircraft starts its engines. + |
+
| + |
+ Occurs whenever an object is hit by a weapon. + |
+
| + |
+ Occurs when any system fails on a human controlled aircraft. + |
+
| + |
+ Occurs on the death of a unit. + |
+
| + |
+ Occurs when an aircraft lands at an airbase, farp or ship +initiator : The unit that has landed. + |
+
| + |
+ Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. + |
+
| + |
+ Landing quality mark. + |
+
| + |
+ Occurs when a new mark was added. + |
+
| + |
+ Occurs when a mark text was changed. + |
+
| + |
+ Occurs when a mark was removed. + |
+
| + |
+ Occurs when a mission ends. + |
+
| + |
+ Occurs when a mission starts. + |
+
| + |
+ Weapon add. + |
+
| + |
+ Occurs when the pilot of an aircraft is killed. + |
+
| + |
+ Occurs when a player enters a slot and takes control of an aircraft. + |
+
| + |
+ Occurs when any player assumes direct control of a unit. + |
+
| + |
+ Occurs when any player relieves control of a unit to the AI. + |
+
| + |
+ Occurs when an aircraft connects with a tanker and begins taking on fuel. + |
+
| + |
+ Occurs when an aircraft is finished taking fuel. + |
+
| + |
+ Occurs when any modification to the "Score" as seen on the debrief menu would occur. + |
+
| + |
+ Occurs when any unit stops firing its weapon. + |
+
| + |
+ Occurs when any unit begins firing a weapon that has a high rate of fire. + |
+
| + |
+ Occurs whenever any unit in a mission fires a weapon. + |
+
| + |
+ Occurs when an aircraft takes off from an airbase, farp, or ship. + |
+
| + |
+ Trigger zone. + |
+
| + |
+ Occurs when the game thinks an object is destroyed. + |
+
ATC_GROUND_UNIVERSAL:ScheduleOnce(Start, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
ATC_GROUND_UNIVERSAL:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + | + + | +
| + |
+ Set the Class Event processing Priority. + |
+
| + |
+ Set a state or property of the Object given a Key and a Value. + |
+
| + |
+ Trace a function logic level 1. + |
+
| + |
+ Trace a function logic level 2. + |
+
| + |
+ Trace a function logic level 3. + |
+
| + |
+ Trace all methods in MOOSE + |
+
| + |
+ Set tracing for a class + |
+
| + |
+ Set tracing for a specific method of class + |
+
| + |
+ Set trace level + |
+
| + |
+ Set trace off. + |
+
| + |
+ Set trace on. + |
+
| + |
+ 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. + |
+
| + |
+ UnSubscribe to a DCS event. + |
+
| + | + + | +
ATC_GROUND_UNIVERSAL:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
ATC_GROUND_UNIVERSAL:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + | + |
Kickspeed
+Creates a new ATC_GROUND object.
+[DEPRECATED, use ATC_GROUND_UNIVERSAL] Creates a new ATC_GROUND object.
Kickspeed
+Draw the airbases boundaries.
+ +ATC_GROUND_UNIVERSAL
++ #table + Color +
+The color of the line around the runways, in RGB, e.g {1,0,0} for red.
self
+ +Draw the airbases runways.
+ +ATC_GROUND_UNIVERSAL
++ #table + Color +
+The color of the line around the runways, in RGB, e.g {1,0,0} for red.
self
+ +Creates a new ATC_GROUND_UNIVERSAL object.
+ + +This works on any map.
+ +ATC_GROUND_UNIVERSAL
++ AirbaseList +
+(Optional) A table of Airbase Names.
+ +self
+ +Add a specific Airbase Boundary if you don't want to use the round zone that is auto-created.
+ +ATC_GROUND_UNIVERSAL
++ #string + Airbase +
+The name of the Airbase
+ ++ Core.Zone#ZONE + Zone +
+The ZONE object to be used, e.g. a ZONE_POLYGON
+ +self
+ +Set the maximum speed in meters per second (Mps) until the player gets kicked.
+ + +An airbase can be specified to set the kick speed for.
+ +ATC_GROUND_UNIVERSAL
++ #number + KickSpeed +
+The speed in Mps.
+ ++ #string + Airbase +
+(optional) The airbase name to set the kick speed for.
+ +self
+ +
+ -- Declare Atc_Ground
+
+ Atc_Ground = ATC_GROUND_UNIVERSAL:New()
+
+ -- Then use one of these methods...
+
+ Atc_Ground:SetKickSpeed( UTILS.KmphToMps( 80 ) ) -- Kick the players at 80 kilometers per hour
+
+ Atc_Ground:SetKickSpeed( UTILS.MiphToMps( 100 ) ) -- Kick the players at 100 miles per hour
+
+ Atc_Ground:SetKickSpeed( 24 ) -- Kick the players at 24 meters per second ( 24 * 3.6 = 86.4 kilometers per hour )
+
+
+Set the maximum speed in Kmph until the player gets kicked.
+ +ATC_GROUND_UNIVERSAL
++ #number + KickSpeed +
+Set the speed in Kmph.
+ ++ #string + Airbase +
+(optional) The airbase name to set the kick speed for.
+ +self
+ +Atc_Ground:SetKickSpeedKmph( 80 ) -- Kick the players at 80 kilometers per hour
+ + +Set the maximum speed in Miph until the player gets kicked.
+ +ATC_GROUND_UNIVERSAL
++ #number + KickSpeedMiph +
+Set the speed in Mph.
+ ++ #string + Airbase +
+(optional) The airbase name to set the kick speed for.
+ +self
+ +Atc_Ground:SetKickSpeedMiph( 100 ) -- Kick the players at 100 miles per hour
+ + +Set the maximum kick speed in meters per second (Mps) until the player gets kicked.
+ + +There are no warnings given if this speed is reached, and is to prevent players to take off from the airbase! +An airbase can be specified to set the maximum kick speed for.
+ +ATC_GROUND_UNIVERSAL
++ #number + MaximumKickSpeed +
+The speed in Mps.
+ ++ #string + Airbase +
+(optional) The airbase name to set the kick speed for.
+ +self
+ +
+ -- Declare Atc_Ground
+
+ Atc_Ground = ATC_GROUND_UNIVERSAL:New()
+
+ -- Then use one of these methods...
+
+ Atc_Ground:SetMaximumKickSpeed( UTILS.KmphToMps( 80 ) ) -- Kick the players at 80 kilometers per hour
+
+ Atc_Ground:SetMaximumKickSpeed( UTILS.MiphToMps( 100 ) ) -- Kick the players at 100 miles per hour
+
+ Atc_Ground:SetMaximumKickSpeed( 24 ) -- Kick the players at 24 meters per second ( 24 * 3.6 = 86.4 kilometers per hour )
+
+
+Set the maximum kick speed in kilometers per hour (Kmph) until the player gets kicked.
+ + +There are no warnings given if this speed is reached, and is to prevent players to take off from the airbase! +An airbase can be specified to set the maximum kick speed for.
+ +ATC_GROUND_UNIVERSAL
++ #number + MaximumKickSpeed +
+Set the speed in Kmph.
+ ++ #string + Airbase +
+(optional) The airbase name to set the kick speed for.
+ +self
+ +Atc_Ground:SetMaximumKickSpeedKmph( 150 ) -- Kick the players at 150 kilometers per hour
+ + +Set the maximum kick speed in miles per hour (Miph) until the player gets kicked.
+ + +There are no warnings given if this speed is reached, and is to prevent players to take off from the airbase! +An airbase can be specified to set the maximum kick speed for.
+ +ATC_GROUND_UNIVERSAL
++ #number + MaximumKickSpeedMiph +
+Set the speed in Mph.
+ ++ #string + Airbase +
+(optional) The airbase name to set the kick speed for.
+ +self
+ +Atc_Ground:SetMaximumKickSpeedMiph( 100 ) -- Kick the players at 100 miles per hour
+ + +Smoke the airbases runways.
+ +ATC_GROUND_UNIVERSAL
++ Utilities.Utils#SMOKECOLOR + SmokeColor +
+The color of the smoke around the runways.
+ +self
+ +Start SCHEDULER for ATC_GROUND_UNIVERSAL object.
+ +ATC_GROUND_UNIVERSAL
++ RepeatScanSeconds +
+Time in second for defining occurency of alerts.
+ +self
+ +[Internal] Monitoring function
+ +ATC_GROUND_UNIVERSAL
+self
+ +Clear the state of an object.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ StateName +
+The key that is should be cleared.
+ +Creation of a Birth Event.
+ ++ 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.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a Dead Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
+ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +Creation of a Remove Unit Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Takeoff Event.
+ ++ 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.
+ ++ Arguments +
+A #table or any field.
+ +Returns the event dispatcher
+ +Remove all subscribed events
+ +Trace a function call.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 2.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 3.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Get the ClassID of the class instance.
+ +#string:
+The ClassID of the class instance.
+ +Get the ClassName of the class instance.
+ +#string:
+The ClassName of the class instance.
+ +Get the ClassName + ClassID of the class instance.
+ + +The ClassName + ClassID is formatted as '%s#%09d'.
+ +#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.
+ +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()
+
+
+
+
+
+Get a Value given a Key from the Object.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ 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!
+ +The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
+ +Subscribe to a DCS Event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ ++ #function + EventFunction +
+(optional) The function to be called when the event occurs for the unit.
+ +Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ ++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +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
+ ClassName +
+is the name of the class or the class itself to run the check against
+ +#boolean:
+Enquires if tracing is on (for the class).
+ +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
+
+
+
+Occurs when an object is completely destroyed.
+ + +initiator : The unit that is was destroyed.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +BDA.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any object is spawned into the mission.
+ + +initiator : The unit that was spawned.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft crashes into the ground and is completely destroyed.
+ + +initiator : The unit that has crashed.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an object is dead.
+ + +initiator : The unit that is dead.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Unknown precisely what creates this event, likely tied into newer damage model.
+ + +Will update this page when new information become available.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Discard chair after ejection.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a pilot ejects from an aircraft +initiator : The unit that has ejected
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft shuts down its engines.
+ + +initiator : The unit that is stopping its engines..
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft starts its engines.
+ + +initiator : The unit that is starting its engines..
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any system fails on a human controlled aircraft.
+ + +initiator : The unit that had the failure.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Landing quality mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a new mark was added.
+ + +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark text was changed.
+ + +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark was removed.
+ + +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission ends.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission starts.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Weapon add.
+ + +Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player enters a slot and takes control of an aircraft.
+ + +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player assumes direct control of a unit.
+ + +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player relieves control of a unit to the AI.
+ + +initiator : The unit that the player left.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft connects with a tanker and begins taking on fuel.
+ + +initiator : The unit that is receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft is finished taking fuel.
+ + +initiator : The unit that was receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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), auto cannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever any unit in a mission fires a weapon.
+ + +But not any machine gun or auto cannon based weapon, those are handled by EVENT.ShootingStart.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft takes off from an airbase, farp, or ship.
+ + +initiator : The unit that took off. +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Trigger zone.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the game thinks an object is destroyed.
+ + + ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ #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, ... }.
+ +#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.
+ ++ #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, ... }.
+ +#number:
+The ScheduleID of the planned schedule.
+ +Stops the Schedule.
+ ++ #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.
+ ++ #number + EventPriority +
+The Event processing Priority.
+ +self
+ +Set a state or property of the Object given a Key and a Value.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ 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.
+ +The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ ++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ ++ #string + Class +
++ #string + Method +
+Set trace level
+ +Set trace off.
+ +Set trace on.
+ +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.
+ ++ #boolean + TraceOnOff +
+Switch the tracing on or off.
+ +
+ -- Switch the tracing On
+ BASE:TraceOnOff( true )
+
+ -- Switch the tracing Off
+ BASE:TraceOnOff( false )
+
+
+UnSubscribe to a DCS event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ +Trace a function call.
+ + +This function is private.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+Trace a function logic.
+ ++ 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
+ +switch alarm state RED
+switch alarm state RED
+ diff --git a/Documentation/Functional.Rat.html b/Documentation/Functional.Rat.html index bb7b3e2ae..7d2053e4d 100644 --- a/Documentation/Functional.Rat.html +++ b/Documentation/Functional.Rat.html @@ -3369,6 +3369,12 @@ manager:Stop(7200)Type of terminal to be used when spawning at an airbase.
+RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Type of terminal to be used when spawning at an airbase.
+ + + +Type of terminal to be used when spawning at an airbase.
+ + + +Set case to that of lead.
+Set current case.
Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
-Set Stable Hover
-GROUP_SET of all helis
+contain a table for each SAR with all units he has with the original names
+ + + +GROUP_SET of all helis
+contain a table for each SAR with all units he has with the original names
+ + + +GROUP_SET of all helis
+contain a table for each SAR with all units he has with the original names
+ + + +use as counter
- -Beacons
-tables
-time to repair a unit/group
+noob catch
@@ -14565,20 +14534,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -use as counter
- -Beacons
-tables
-time to repair a unit/group
+noob catch
@@ -16961,20 +16899,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -use as counter
- -Beacons
-tables
-time to repair a unit/group
+noob catch
@@ -29380,6 +29287,17 @@ When moose is loading dynamically (for moose class development), tracing is swittemplate for a group of 10 paratroopers
+ + + +template for a group of 10 paratroopers
+ + + +set to false to suppress flash messages
-set to false to suppress flash messages
-set to false to suppress flash messages
-set to false to suppress flash messages
-Coordinate of the mark.
-Coordinate of the mark.
-Coordinate of the mark.
-