From 4d57bb9357e30d04dbbba36d0de72058e0199dae Mon Sep 17 00:00:00 2001 From: Applevangelist Date: Thu, 28 Oct 2021 06:37:23 +0000 Subject: [PATCH] MOOSE generated documentation [skip ci] --- Documentation/AI.AI_A2G_Dispatcher.html | 44 + Documentation/AI.AI_AIR_Dispatcher.html | 44 + Documentation/AI.AI_Air.html | 44 - Documentation/AI.AI_Cargo.html | 20 +- Documentation/AI.AI_Cargo_Airplane.html | 68 +- Documentation/AI.AI_Patrol.html | 12 - Documentation/Cargo.CargoGroup.html | 56 +- Documentation/Cargo.CargoUnit.html | 22 - Documentation/Core.Menu.html | 37882 +++++++++++++++- Documentation/Core.Settings.html | 30 +- Documentation/Core.Spawn.html | 136 +- Documentation/Functional.Designate.html | 55 - Documentation/Functional.Mantis.html | 28 - Documentation/Functional.Rat.html | 45 + Documentation/Ops.Airboss.html | 28 +- Documentation/Ops.CSAR.html | 87 +- Documentation/Ops.CTLD.html | 33 +- Documentation/Tasking.Task_Cargo.html | 6 +- .../Tasking.Task_Cargo_Dispatcher.html | 176 - Documentation/Wrapper.Client.html | 14 +- Documentation/Wrapper.Marker.html | 132 +- Documentation/Wrapper.Positionable.html | 44 + 22 files changed, 38410 insertions(+), 596 deletions(-) diff --git a/Documentation/AI.AI_A2G_Dispatcher.html b/Documentation/AI.AI_A2G_Dispatcher.html index 8042f10ba..62cfd00e9 100644 --- a/Documentation/AI.AI_A2G_Dispatcher.html +++ b/Documentation/AI.AI_A2G_Dispatcher.html @@ -4645,6 +4645,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The Defender Default Settings over all Squadrons.

+ + + +
+
@@ -12988,6 +12999,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
@@ -14305,6 +14327,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
@@ -15928,6 +15961,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
diff --git a/Documentation/AI.AI_AIR_Dispatcher.html b/Documentation/AI.AI_AIR_Dispatcher.html index c9dd315e2..380d32418 100644 --- a/Documentation/AI.AI_AIR_Dispatcher.html +++ b/Documentation/AI.AI_AIR_Dispatcher.html @@ -4441,6 +4441,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The Defender Default Settings over all Squadrons.

+ + + +
+
@@ -9738,6 +9749,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
@@ -11055,6 +11077,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
@@ -12678,6 +12711,17 @@ multiplied by the Overhead and rounded up to the smallest integer.

The Defender Default Settings over all Squadrons.

+ + + +
+
diff --git a/Documentation/AI.AI_Air.html b/Documentation/AI.AI_Air.html index 7de17d5fb..68e6d0a64 100644 --- a/Documentation/AI.AI_Air.html +++ b/Documentation/AI.AI_Air.html @@ -2935,17 +2935,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -5690,17 +5679,6 @@ Once the time is finished, the old AI will return to the base.

- - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -6426,17 +6404,6 @@ Once the time is finished, the old AI will return to the base.

- - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -8054,17 +8021,6 @@ Once the time is finished, the old AI will return to the base.

- - - -
-
- - #number -AI_AIR.IdleCount - - -
diff --git a/Documentation/AI.AI_Cargo.html b/Documentation/AI.AI_Cargo.html index 2020f568b..7c8d31aaf 100644 --- a/Documentation/AI.AI_Cargo.html +++ b/Documentation/AI.AI_Cargo.html @@ -2634,7 +2634,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier @@ -2672,9 +2672,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

No loading happened, so we need to pickup something else.

-
@@ -4667,7 +4664,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier @@ -4705,9 +4702,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

No loading happened, so we need to pickup something else.

-
@@ -5282,7 +5276,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier @@ -5320,9 +5314,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

No loading happened, so we need to pickup something else.

-
@@ -6789,7 +6780,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + Wrapper.Group#GROUP AI_CARGO.CargoCarrier @@ -6827,9 +6818,6 @@ 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 fc6268d69..a9b0a9df2 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2621,6 +2621,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

+
+ + +
@@ -2651,9 +2662,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a depoly mission.

-
@@ -2679,9 +2687,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a pickup mission.

- @@ -4400,6 +4405,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

+
+ + +
@@ -4430,9 +4446,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a depoly mission.

-
@@ -4458,9 +4471,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a pickup mission.

- @@ -5021,6 +5031,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

+
+ + +
@@ -5051,9 +5072,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a depoly mission.

-
@@ -5079,9 +5097,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a pickup mission.

- @@ -6534,6 +6549,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Field(s)

+
+ + +
@@ -6564,9 +6590,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a depoly mission.

-
@@ -6592,9 +6615,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

Aircraft is on a pickup mission.

- diff --git a/Documentation/AI.AI_Patrol.html b/Documentation/AI.AI_Patrol.html index 1c3405b6d..c690312c6 100644 --- a/Documentation/AI.AI_Patrol.html +++ b/Documentation/AI.AI_Patrol.html @@ -3137,9 +3137,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

This table contains the targets detected during patrol.

- @@ -6387,9 +6384,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -

This table contains the targets detected during patrol.

- @@ -7134,9 +7128,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -

This table contains the targets detected during patrol.

- @@ -8773,9 +8764,6 @@ Note that this method is required, as triggers the next route when patrolling fo - -

This table contains the targets detected during patrol.

- diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index dc83f1524..332e2ddec 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -1820,6 +1820,20 @@ Controls a network of short range air/missile defense groups.

+CARGO_GROUP.CargoCarrier + + + + +

self.CargoObject:Destroy()

+ +
+ + +
+
+ + CARGO_GROUP.CargoGroup @@ -1838,20 +1852,6 @@ Controls a network of short range air/missile defense groups.

-
- -
-
-
- - -CARGO_GROUP.CargoObject - - - - -

Now we spawn the new group based on the template created.

-
@@ -3141,6 +3141,20 @@ This works for ground only groups.

+CARGO_GROUP.CargoCarrier + + + + +

self.CargoObject:Destroy()

+ +
+ + +
+
+ + CARGO_GROUP.CargoGroup @@ -3159,20 +3173,6 @@ This works for ground only groups.

-
- -
-
-
- - -CARGO_GROUP.CargoObject - - - - -

Now we spawn the new group based on the template created.

-
diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index 820f688bb..49ec27dee 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -1698,17 +1698,6 @@ Note that ground forces behave in a group, and thus, act in formation, regardles
-CARGO_UNIT.CargoCarrier - - - -
- - -
-
- - CARGO_UNIT.CargoInAir @@ -2413,17 +2402,6 @@ Note that ground forces behave in a group, and thus, act in formation, regardles - -
-
-
- - CARGO_UNIT.CargoInAir diff --git a/Documentation/Core.Menu.html b/Documentation/Core.Menu.html index 1ff08053b..3babef269 100644 --- a/Documentation/Core.Menu.html +++ b/Documentation/Core.Menu.html @@ -1936,7 +1936,7 @@ Using this object reference, you can then remove ALL the menus and submenus unde
MENU_BASE -, extends Base#BASE +, extends Core.Base#BASE
@@ -2014,6 +2014,535 @@ Using this object reference, you can then remove ALL the menus and submenus unde + +

MENU_BASE:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

MENU_BASE.ClassID

+

The ID number of the class.

+

MENU_BASE.ClassName

+

The name of the class.

+

MENU_BASE.ClassNameAndID

+

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

+

MENU_BASE:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

MENU_BASE:CreateEventCrash(EventTime, Initiator)

+

Creation of a Crash Event.

+

MENU_BASE:CreateEventDead(EventTime, Initiator)

+

Creation of a Dead Event.

+

MENU_BASE:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

MENU_BASE:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

MENU_BASE:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

MENU_BASE:E(Arguments)

+

Log an exception which will be traced always.

+

MENU_BASE:EventDispatcher()

+

Returns the event dispatcher

+

MENU_BASE:EventRemoveAll()

+

Remove all subscribed events

+

MENU_BASE:F(Arguments)

+

Trace a function call.

+

MENU_BASE:F2(Arguments)

+

Trace a function call level 2.

+

MENU_BASE:F3(Arguments)

+

Trace a function call level 3.

+

MENU_BASE:GetClassID()

+

Get the ClassID of the class instance.

+

MENU_BASE:GetClassName()

+

Get the ClassName of the class instance.

+

MENU_BASE:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

MENU_BASE:GetEventPriority()

+

Get the Class Event processing Priority.

+

MENU_BASE:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

MENU_BASE:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

MENU_BASE:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

MENU_BASE:I(Arguments)

+

Log an information which will be traced always.

+

MENU_BASE:Inherit(Child, Parent)

+

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

+

MENU_BASE:IsInstanceOf(ClassName)

+

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

+

MENU_BASE:IsTrace()

+

Enquires if tracing is on (for the class).

+

MENU_BASE:New()

+

BASE constructor.

+

MENU_BASE:OnEvent(EventData)

+

Occurs when an object is completely destroyed.

+

MENU_BASE:OnEventBDA(EventData)

+

BDA.

+

MENU_BASE:OnEventBaseCaptured(EventData)

+

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

+

MENU_BASE:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

MENU_BASE:OnEventCrash(EventData)

+

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

+

MENU_BASE:OnEventDead(EventData)

+

Occurs when an object is dead.

+

MENU_BASE:OnEventDetailedFailure(EventData)

+

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

+

MENU_BASE:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

MENU_BASE:OnEventEjection(EventData)

+

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

+

MENU_BASE:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

MENU_BASE:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

MENU_BASE:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

MENU_BASE:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

MENU_BASE:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

MENU_BASE:OnEventLand(EventData)

+

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

+

MENU_BASE:OnEventLandingAfterEjection(EventData)

+

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

+

MENU_BASE:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

MENU_BASE:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

MENU_BASE:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

MENU_BASE:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

MENU_BASE:OnEventMissionEnd(EventData)

+

Occurs when a mission ends

+

MENU_BASE:OnEventMissionStart(EventData)

+

Occurs when a mission starts

+

MENU_BASE:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

MENU_BASE:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

MENU_BASE:OnEventPlayerEnterAircraft(EventData)

+

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

+

MENU_BASE:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

MENU_BASE:OnEventPlayerLeaveUnit(EventData)

+

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

+

MENU_BASE:OnEventRefueling(EventData)

+

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

+

MENU_BASE:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

MENU_BASE:OnEventScore(EventData)

+

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

+

MENU_BASE:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

MENU_BASE:OnEventShootingStart(EventData)

+

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

+

MENU_BASE:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

MENU_BASE:OnEventTakeoff(EventData)

+

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

+

MENU_BASE:OnEventTriggerZone(EventData)

+

Trigger zone.

+

MENU_BASE:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

MENU_BASE:ScheduleStop(SchedulerFunction)

+

Stops the Schedule.

+

MENU_BASE.Scheduler

+ +

MENU_BASE:SetEventPriority(EventPriority)

+

Set the Class Event processing Priority.

+

MENU_BASE:SetState(Object, Key, Value)

+

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

+

MENU_BASE:T(Arguments)

+

Trace a function logic level 1.

+

MENU_BASE:T2(Arguments)

+

Trace a function logic level 2.

+

MENU_BASE:T3(Arguments)

+

Trace a function logic level 3.

+

MENU_BASE:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

MENU_BASE:TraceClass(Class)

+

Set tracing for a class

+

MENU_BASE:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

MENU_BASE:TraceLevel(Level)

+

Set trace level

+

MENU_BASE:TraceOff()

+

Set trace off.

+

MENU_BASE:TraceOn()

+

Set trace on.

+

MENU_BASE:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

MENU_BASE:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

MENU_BASE._

+ +

MENU_BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

MENU_BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

MENU_BASE.__

+ +

MENU_BASE:onEvent(event)

+
@@ -2023,7 +2552,7 @@ Using this object reference, you can then remove ALL the menus and submenus unde
@@ -2139,6 +2668,535 @@ Using this object reference, you can then remove ALL the menus and submenus unde + +

MENU_COALITION:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

MENU_COALITION.ClassID

+

The ID number of the class.

+

MENU_COALITION.ClassName

+

The name of the class.

+

MENU_COALITION.ClassNameAndID

+

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

+

MENU_COALITION:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

MENU_COALITION:CreateEventCrash(EventTime, Initiator)

+

Creation of a Crash Event.

+

MENU_COALITION:CreateEventDead(EventTime, Initiator)

+

Creation of a Dead Event.

+

MENU_COALITION:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

MENU_COALITION:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

MENU_COALITION:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

MENU_COALITION:E(Arguments)

+

Log an exception which will be traced always.

+

MENU_COALITION:EventDispatcher()

+

Returns the event dispatcher

+

MENU_COALITION:EventRemoveAll()

+

Remove all subscribed events

+

MENU_COALITION:F(Arguments)

+

Trace a function call.

+

MENU_COALITION:F2(Arguments)

+

Trace a function call level 2.

+

MENU_COALITION:F3(Arguments)

+

Trace a function call level 3.

+

MENU_COALITION:GetClassID()

+

Get the ClassID of the class instance.

+

MENU_COALITION:GetClassName()

+

Get the ClassName of the class instance.

+

MENU_COALITION:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

MENU_COALITION:GetEventPriority()

+

Get the Class Event processing Priority.

+

MENU_COALITION:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

MENU_COALITION:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

MENU_COALITION:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

MENU_COALITION:I(Arguments)

+

Log an information which will be traced always.

+

MENU_COALITION:Inherit(Child, Parent)

+

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

+

MENU_COALITION:IsInstanceOf(ClassName)

+

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

+

MENU_COALITION:IsTrace()

+

Enquires if tracing is on (for the class).

+

MENU_COALITION:New()

+

BASE constructor.

+

MENU_COALITION:OnEvent(EventData)

+

Occurs when an object is completely destroyed.

+

MENU_COALITION:OnEventBDA(EventData)

+

BDA.

+

MENU_COALITION:OnEventBaseCaptured(EventData)

+

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

+

MENU_COALITION:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

MENU_COALITION:OnEventCrash(EventData)

+

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

+

MENU_COALITION:OnEventDead(EventData)

+

Occurs when an object is dead.

+

MENU_COALITION:OnEventDetailedFailure(EventData)

+

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

+

MENU_COALITION:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

MENU_COALITION:OnEventEjection(EventData)

+

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

+

MENU_COALITION:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

MENU_COALITION:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

MENU_COALITION:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

MENU_COALITION:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

MENU_COALITION:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

MENU_COALITION:OnEventLand(EventData)

+

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

+

MENU_COALITION:OnEventLandingAfterEjection(EventData)

+

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

+

MENU_COALITION:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

MENU_COALITION:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

MENU_COALITION:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

MENU_COALITION:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

MENU_COALITION:OnEventMissionEnd(EventData)

+

Occurs when a mission ends

+

MENU_COALITION:OnEventMissionStart(EventData)

+

Occurs when a mission starts

+

MENU_COALITION:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

MENU_COALITION:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

MENU_COALITION:OnEventPlayerEnterAircraft(EventData)

+

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

+

MENU_COALITION:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

MENU_COALITION:OnEventPlayerLeaveUnit(EventData)

+

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

+

MENU_COALITION:OnEventRefueling(EventData)

+

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

+

MENU_COALITION:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

MENU_COALITION:OnEventScore(EventData)

+

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

+

MENU_COALITION:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

MENU_COALITION:OnEventShootingStart(EventData)

+

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

+

MENU_COALITION:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

MENU_COALITION:OnEventTakeoff(EventData)

+

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

+

MENU_COALITION:OnEventTriggerZone(EventData)

+

Trigger zone.

+

MENU_COALITION:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

MENU_COALITION:ScheduleStop(SchedulerFunction)

+

Stops the Schedule.

+

MENU_COALITION.Scheduler

+ +

MENU_COALITION:SetEventPriority(EventPriority)

+

Set the Class Event processing Priority.

+

MENU_COALITION:SetState(Object, Key, Value)

+

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

+

MENU_COALITION:T(Arguments)

+

Trace a function logic level 1.

+

MENU_COALITION:T2(Arguments)

+

Trace a function logic level 2.

+

MENU_COALITION:T3(Arguments)

+

Trace a function logic level 3.

+

MENU_COALITION:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

MENU_COALITION:TraceClass(Class)

+

Set tracing for a class

+

MENU_COALITION:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

MENU_COALITION:TraceLevel(Level)

+

Set trace level

+

MENU_COALITION:TraceOff()

+

Set trace off.

+

MENU_COALITION:TraceOn()

+

Set trace on.

+

MENU_COALITION:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

MENU_COALITION:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

MENU_COALITION._

+ +

MENU_COALITION:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

MENU_COALITION:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

MENU_COALITION.__

+ +

MENU_COALITION:onEvent(event)

+
@@ -2149,7 +3207,7 @@ Using this object reference, you can then remove ALL the menus and submenus unde MENU_COALITION_COMMAND , extends Core.Menu#MENU_COMMAND_BASE , extends Core.Menu#MENU_BASE -, extends Base#BASE +, extends Core.Base#BASE
@@ -2291,6 +3349,535 @@ If the function changes, no new menu needs to be generated if the menu text is t + +

MENU_COALITION_COMMAND:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

MENU_COALITION_COMMAND.ClassID

+

The ID number of the class.

+

MENU_COALITION_COMMAND.ClassName

+

The name of the class.

+

MENU_COALITION_COMMAND.ClassNameAndID

+

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

+

MENU_COALITION_COMMAND:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

MENU_COALITION_COMMAND:CreateEventCrash(EventTime, Initiator)

+

Creation of a Crash Event.

+

MENU_COALITION_COMMAND:CreateEventDead(EventTime, Initiator)

+

Creation of a Dead Event.

+

MENU_COALITION_COMMAND:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

MENU_COALITION_COMMAND:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

MENU_COALITION_COMMAND:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

MENU_COALITION_COMMAND:E(Arguments)

+

Log an exception which will be traced always.

+

MENU_COALITION_COMMAND:EventDispatcher()

+

Returns the event dispatcher

+

MENU_COALITION_COMMAND:EventRemoveAll()

+

Remove all subscribed events

+

MENU_COALITION_COMMAND:F(Arguments)

+

Trace a function call.

+

MENU_COALITION_COMMAND:F2(Arguments)

+

Trace a function call level 2.

+

MENU_COALITION_COMMAND:F3(Arguments)

+

Trace a function call level 3.

+

MENU_COALITION_COMMAND:GetClassID()

+

Get the ClassID of the class instance.

+

MENU_COALITION_COMMAND:GetClassName()

+

Get the ClassName of the class instance.

+

MENU_COALITION_COMMAND:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

MENU_COALITION_COMMAND:GetEventPriority()

+

Get the Class Event processing Priority.

+

MENU_COALITION_COMMAND:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

MENU_COALITION_COMMAND:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

MENU_COALITION_COMMAND:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

MENU_COALITION_COMMAND:I(Arguments)

+

Log an information which will be traced always.

+

MENU_COALITION_COMMAND:Inherit(Child, Parent)

+

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

+

MENU_COALITION_COMMAND:IsInstanceOf(ClassName)

+

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

+

MENU_COALITION_COMMAND:IsTrace()

+

Enquires if tracing is on (for the class).

+

MENU_COALITION_COMMAND:New()

+

BASE constructor.

+

MENU_COALITION_COMMAND:OnEvent(EventData)

+

Occurs when an object is completely destroyed.

+

MENU_COALITION_COMMAND:OnEventBDA(EventData)

+

BDA.

+

MENU_COALITION_COMMAND:OnEventBaseCaptured(EventData)

+

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

+

MENU_COALITION_COMMAND:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

MENU_COALITION_COMMAND:OnEventCrash(EventData)

+

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

+

MENU_COALITION_COMMAND:OnEventDead(EventData)

+

Occurs when an object is dead.

+

MENU_COALITION_COMMAND:OnEventDetailedFailure(EventData)

+

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

+

MENU_COALITION_COMMAND:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

MENU_COALITION_COMMAND:OnEventEjection(EventData)

+

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

+

MENU_COALITION_COMMAND:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

MENU_COALITION_COMMAND:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

MENU_COALITION_COMMAND:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

MENU_COALITION_COMMAND:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

MENU_COALITION_COMMAND:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

MENU_COALITION_COMMAND:OnEventLand(EventData)

+

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

+

MENU_COALITION_COMMAND:OnEventLandingAfterEjection(EventData)

+

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

+

MENU_COALITION_COMMAND:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

MENU_COALITION_COMMAND:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

MENU_COALITION_COMMAND:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

MENU_COALITION_COMMAND:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

MENU_COALITION_COMMAND:OnEventMissionEnd(EventData)

+

Occurs when a mission ends

+

MENU_COALITION_COMMAND:OnEventMissionStart(EventData)

+

Occurs when a mission starts

+

MENU_COALITION_COMMAND:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

MENU_COALITION_COMMAND:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

MENU_COALITION_COMMAND:OnEventPlayerEnterAircraft(EventData)

+

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

+

MENU_COALITION_COMMAND:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

MENU_COALITION_COMMAND:OnEventPlayerLeaveUnit(EventData)

+

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

+

MENU_COALITION_COMMAND:OnEventRefueling(EventData)

+

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

+

MENU_COALITION_COMMAND:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

MENU_COALITION_COMMAND:OnEventScore(EventData)

+

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

+

MENU_COALITION_COMMAND:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

MENU_COALITION_COMMAND:OnEventShootingStart(EventData)

+

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

+

MENU_COALITION_COMMAND:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

MENU_COALITION_COMMAND:OnEventTakeoff(EventData)

+

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

+

MENU_COALITION_COMMAND:OnEventTriggerZone(EventData)

+

Trigger zone.

+

MENU_COALITION_COMMAND:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

MENU_COALITION_COMMAND:ScheduleStop(SchedulerFunction)

+

Stops the Schedule.

+

MENU_COALITION_COMMAND.Scheduler

+ +

MENU_COALITION_COMMAND:SetEventPriority(EventPriority)

+

Set the Class Event processing Priority.

+

MENU_COALITION_COMMAND:SetState(Object, Key, Value)

+

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

+

MENU_COALITION_COMMAND:T(Arguments)

+

Trace a function logic level 1.

+

MENU_COALITION_COMMAND:T2(Arguments)

+

Trace a function logic level 2.

+

MENU_COALITION_COMMAND:T3(Arguments)

+

Trace a function logic level 3.

+

MENU_COALITION_COMMAND:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

MENU_COALITION_COMMAND:TraceClass(Class)

+

Set tracing for a class

+

MENU_COALITION_COMMAND:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

MENU_COALITION_COMMAND:TraceLevel(Level)

+

Set trace level

+

MENU_COALITION_COMMAND:TraceOff()

+

Set trace off.

+

MENU_COALITION_COMMAND:TraceOn()

+

Set trace on.

+

MENU_COALITION_COMMAND:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

MENU_COALITION_COMMAND:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

MENU_COALITION_COMMAND._

+ +

MENU_COALITION_COMMAND:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

MENU_COALITION_COMMAND:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

MENU_COALITION_COMMAND.__

+ +

MENU_COALITION_COMMAND:onEvent(event)

+
@@ -2300,7 +3887,7 @@ If the function changes, no new menu needs to be generated if the menu text is t
@@ -2416,6 +4003,535 @@ If the function changes, no new menu needs to be generated if the menu text is t + +

MENU_COMMAND_BASE:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

MENU_COMMAND_BASE.ClassID

+

The ID number of the class.

+

MENU_COMMAND_BASE.ClassName

+

The name of the class.

+

MENU_COMMAND_BASE.ClassNameAndID

+

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

+

MENU_COMMAND_BASE:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

MENU_COMMAND_BASE:CreateEventCrash(EventTime, Initiator)

+

Creation of a Crash Event.

+

MENU_COMMAND_BASE:CreateEventDead(EventTime, Initiator)

+

Creation of a Dead Event.

+

MENU_COMMAND_BASE:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

MENU_COMMAND_BASE:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

MENU_COMMAND_BASE:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

MENU_COMMAND_BASE:E(Arguments)

+

Log an exception which will be traced always.

+

MENU_COMMAND_BASE:EventDispatcher()

+

Returns the event dispatcher

+

MENU_COMMAND_BASE:EventRemoveAll()

+

Remove all subscribed events

+

MENU_COMMAND_BASE:F(Arguments)

+

Trace a function call.

+

MENU_COMMAND_BASE:F2(Arguments)

+

Trace a function call level 2.

+

MENU_COMMAND_BASE:F3(Arguments)

+

Trace a function call level 3.

+

MENU_COMMAND_BASE:GetClassID()

+

Get the ClassID of the class instance.

+

MENU_COMMAND_BASE:GetClassName()

+

Get the ClassName of the class instance.

+

MENU_COMMAND_BASE:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

MENU_COMMAND_BASE:GetEventPriority()

+

Get the Class Event processing Priority.

+

MENU_COMMAND_BASE:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

MENU_COMMAND_BASE:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

MENU_COMMAND_BASE:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

MENU_COMMAND_BASE:I(Arguments)

+

Log an information which will be traced always.

+

MENU_COMMAND_BASE:Inherit(Child, Parent)

+

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

+

MENU_COMMAND_BASE:IsInstanceOf(ClassName)

+

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

+

MENU_COMMAND_BASE:IsTrace()

+

Enquires if tracing is on (for the class).

+

MENU_COMMAND_BASE:New()

+

BASE constructor.

+

MENU_COMMAND_BASE:OnEvent(EventData)

+

Occurs when an object is completely destroyed.

+

MENU_COMMAND_BASE:OnEventBDA(EventData)

+

BDA.

+

MENU_COMMAND_BASE:OnEventBaseCaptured(EventData)

+

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

+

MENU_COMMAND_BASE:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

MENU_COMMAND_BASE:OnEventCrash(EventData)

+

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

+

MENU_COMMAND_BASE:OnEventDead(EventData)

+

Occurs when an object is dead.

+

MENU_COMMAND_BASE:OnEventDetailedFailure(EventData)

+

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

+

MENU_COMMAND_BASE:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

MENU_COMMAND_BASE:OnEventEjection(EventData)

+

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

+

MENU_COMMAND_BASE:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

MENU_COMMAND_BASE:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

MENU_COMMAND_BASE:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

MENU_COMMAND_BASE:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

MENU_COMMAND_BASE:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

MENU_COMMAND_BASE:OnEventLand(EventData)

+

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

+

MENU_COMMAND_BASE:OnEventLandingAfterEjection(EventData)

+

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

+

MENU_COMMAND_BASE:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

MENU_COMMAND_BASE:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

MENU_COMMAND_BASE:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

MENU_COMMAND_BASE:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

MENU_COMMAND_BASE:OnEventMissionEnd(EventData)

+

Occurs when a mission ends

+

MENU_COMMAND_BASE:OnEventMissionStart(EventData)

+

Occurs when a mission starts

+

MENU_COMMAND_BASE:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

MENU_COMMAND_BASE:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

MENU_COMMAND_BASE:OnEventPlayerEnterAircraft(EventData)

+

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

+

MENU_COMMAND_BASE:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

MENU_COMMAND_BASE:OnEventPlayerLeaveUnit(EventData)

+

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

+

MENU_COMMAND_BASE:OnEventRefueling(EventData)

+

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

+

MENU_COMMAND_BASE:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

MENU_COMMAND_BASE:OnEventScore(EventData)

+

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

+

MENU_COMMAND_BASE:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

MENU_COMMAND_BASE:OnEventShootingStart(EventData)

+

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

+

MENU_COMMAND_BASE:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

MENU_COMMAND_BASE:OnEventTakeoff(EventData)

+

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

+

MENU_COMMAND_BASE:OnEventTriggerZone(EventData)

+

Trigger zone.

+

MENU_COMMAND_BASE:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

MENU_COMMAND_BASE:ScheduleStop(SchedulerFunction)

+

Stops the Schedule.

+

MENU_COMMAND_BASE.Scheduler

+ +

MENU_COMMAND_BASE:SetEventPriority(EventPriority)

+

Set the Class Event processing Priority.

+

MENU_COMMAND_BASE:SetState(Object, Key, Value)

+

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

+

MENU_COMMAND_BASE:T(Arguments)

+

Trace a function logic level 1.

+

MENU_COMMAND_BASE:T2(Arguments)

+

Trace a function logic level 2.

+

MENU_COMMAND_BASE:T3(Arguments)

+

Trace a function logic level 3.

+

MENU_COMMAND_BASE:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

MENU_COMMAND_BASE:TraceClass(Class)

+

Set tracing for a class

+

MENU_COMMAND_BASE:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

MENU_COMMAND_BASE:TraceLevel(Level)

+

Set trace level

+

MENU_COMMAND_BASE:TraceOff()

+

Set trace off.

+

MENU_COMMAND_BASE:TraceOn()

+

Set trace on.

+

MENU_COMMAND_BASE:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

MENU_COMMAND_BASE:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

MENU_COMMAND_BASE._

+ +

MENU_COMMAND_BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

MENU_COMMAND_BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

MENU_COMMAND_BASE.__

+ +

MENU_COMMAND_BASE:onEvent(event)

+
@@ -2425,7 +4541,7 @@ If the function changes, no new menu needs to be generated if the menu text is t
MENU_GROUP , extends Core.Menu#MENU_BASE -, extends Base#BASE +, extends Core.Base#BASE
@@ -2559,6 +4675,535 @@ If the function changes, no new menu needs to be generated if the menu text is t + +

MENU_GROUP:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

MENU_GROUP.ClassID

+

The ID number of the class.

+

MENU_GROUP.ClassName

+

The name of the class.

+

MENU_GROUP.ClassNameAndID

+

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

+

MENU_GROUP:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

MENU_GROUP:CreateEventCrash(EventTime, Initiator)

+

Creation of a Crash Event.

+

MENU_GROUP:CreateEventDead(EventTime, Initiator)

+

Creation of a Dead Event.

+

MENU_GROUP:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

MENU_GROUP:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

MENU_GROUP:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

MENU_GROUP:E(Arguments)

+

Log an exception which will be traced always.

+

MENU_GROUP:EventDispatcher()

+

Returns the event dispatcher

+

MENU_GROUP:EventRemoveAll()

+

Remove all subscribed events

+

MENU_GROUP:F(Arguments)

+

Trace a function call.

+

MENU_GROUP:F2(Arguments)

+

Trace a function call level 2.

+

MENU_GROUP:F3(Arguments)

+

Trace a function call level 3.

+

MENU_GROUP:GetClassID()

+

Get the ClassID of the class instance.

+

MENU_GROUP:GetClassName()

+

Get the ClassName of the class instance.

+

MENU_GROUP:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

MENU_GROUP:GetEventPriority()

+

Get the Class Event processing Priority.

+

MENU_GROUP:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

MENU_GROUP:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

MENU_GROUP:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

MENU_GROUP:I(Arguments)

+

Log an information which will be traced always.

+

MENU_GROUP:Inherit(Child, Parent)

+

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

+

MENU_GROUP:IsInstanceOf(ClassName)

+

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

+

MENU_GROUP:IsTrace()

+

Enquires if tracing is on (for the class).

+

MENU_GROUP:New()

+

BASE constructor.

+

MENU_GROUP:OnEvent(EventData)

+

Occurs when an object is completely destroyed.

+

MENU_GROUP:OnEventBDA(EventData)

+

BDA.

+

MENU_GROUP:OnEventBaseCaptured(EventData)

+

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

+

MENU_GROUP:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

MENU_GROUP:OnEventCrash(EventData)

+

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

+

MENU_GROUP:OnEventDead(EventData)

+

Occurs when an object is dead.

+

MENU_GROUP:OnEventDetailedFailure(EventData)

+

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

+

MENU_GROUP:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

MENU_GROUP:OnEventEjection(EventData)

+

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

+

MENU_GROUP:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

MENU_GROUP:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

MENU_GROUP:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

MENU_GROUP:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

MENU_GROUP:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

MENU_GROUP:OnEventLand(EventData)

+

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

+

MENU_GROUP:OnEventLandingAfterEjection(EventData)

+

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

+

MENU_GROUP:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

MENU_GROUP:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

MENU_GROUP:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

MENU_GROUP:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

MENU_GROUP:OnEventMissionEnd(EventData)

+

Occurs when a mission ends

+

MENU_GROUP:OnEventMissionStart(EventData)

+

Occurs when a mission starts

+

MENU_GROUP:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

MENU_GROUP:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

MENU_GROUP:OnEventPlayerEnterAircraft(EventData)

+

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

+

MENU_GROUP:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

MENU_GROUP:OnEventPlayerLeaveUnit(EventData)

+

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

+

MENU_GROUP:OnEventRefueling(EventData)

+

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

+

MENU_GROUP:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

MENU_GROUP:OnEventScore(EventData)

+

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

+

MENU_GROUP:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

MENU_GROUP:OnEventShootingStart(EventData)

+

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

+

MENU_GROUP:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

MENU_GROUP:OnEventTakeoff(EventData)

+

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

+

MENU_GROUP:OnEventTriggerZone(EventData)

+

Trigger zone.

+

MENU_GROUP:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

MENU_GROUP:ScheduleStop(SchedulerFunction)

+

Stops the Schedule.

+

MENU_GROUP.Scheduler

+ +

MENU_GROUP:SetEventPriority(EventPriority)

+

Set the Class Event processing Priority.

+

MENU_GROUP:SetState(Object, Key, Value)

+

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

+

MENU_GROUP:T(Arguments)

+

Trace a function logic level 1.

+

MENU_GROUP:T2(Arguments)

+

Trace a function logic level 2.

+

MENU_GROUP:T3(Arguments)

+

Trace a function logic level 3.

+

MENU_GROUP:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

MENU_GROUP:TraceClass(Class)

+

Set tracing for a class

+

MENU_GROUP:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

MENU_GROUP:TraceLevel(Level)

+

Set trace level

+

MENU_GROUP:TraceOff()

+

Set trace off.

+

MENU_GROUP:TraceOn()

+

Set trace on.

+

MENU_GROUP:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

MENU_GROUP:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

MENU_GROUP._

+ +

MENU_GROUP:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

MENU_GROUP:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

MENU_GROUP.__

+ +

MENU_GROUP:onEvent(event)

+
@@ -2569,7 +5214,7 @@ If the function changes, no new menu needs to be generated if the menu text is t MENU_GROUP_COMMAND , extends Core.Menu#MENU_COMMAND_BASE , extends Core.Menu#MENU_BASE -, extends Base#BASE +, extends Core.Base#BASE
@@ -2729,6 +5374,535 @@ If the function changes, no new menu needs to be generated if the menu text is t + +

MENU_GROUP_COMMAND:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

MENU_GROUP_COMMAND.ClassID

+

The ID number of the class.

+

MENU_GROUP_COMMAND.ClassName

+

The name of the class.

+

MENU_GROUP_COMMAND.ClassNameAndID

+

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

+

MENU_GROUP_COMMAND:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

MENU_GROUP_COMMAND:CreateEventCrash(EventTime, Initiator)

+

Creation of a Crash Event.

+

MENU_GROUP_COMMAND:CreateEventDead(EventTime, Initiator)

+

Creation of a Dead Event.

+

MENU_GROUP_COMMAND:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

MENU_GROUP_COMMAND:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

MENU_GROUP_COMMAND:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

MENU_GROUP_COMMAND:E(Arguments)

+

Log an exception which will be traced always.

+

MENU_GROUP_COMMAND:EventDispatcher()

+

Returns the event dispatcher

+

MENU_GROUP_COMMAND:EventRemoveAll()

+

Remove all subscribed events

+

MENU_GROUP_COMMAND:F(Arguments)

+

Trace a function call.

+

MENU_GROUP_COMMAND:F2(Arguments)

+

Trace a function call level 2.

+

MENU_GROUP_COMMAND:F3(Arguments)

+

Trace a function call level 3.

+

MENU_GROUP_COMMAND:GetClassID()

+

Get the ClassID of the class instance.

+

MENU_GROUP_COMMAND:GetClassName()

+

Get the ClassName of the class instance.

+

MENU_GROUP_COMMAND:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

MENU_GROUP_COMMAND:GetEventPriority()

+

Get the Class Event processing Priority.

+

MENU_GROUP_COMMAND:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

MENU_GROUP_COMMAND:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

MENU_GROUP_COMMAND:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

MENU_GROUP_COMMAND:I(Arguments)

+

Log an information which will be traced always.

+

MENU_GROUP_COMMAND:Inherit(Child, Parent)

+

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

+

MENU_GROUP_COMMAND:IsInstanceOf(ClassName)

+

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

+

MENU_GROUP_COMMAND:IsTrace()

+

Enquires if tracing is on (for the class).

+

MENU_GROUP_COMMAND:New()

+

BASE constructor.

+

MENU_GROUP_COMMAND:OnEvent(EventData)

+

Occurs when an object is completely destroyed.

+

MENU_GROUP_COMMAND:OnEventBDA(EventData)

+

BDA.

+

MENU_GROUP_COMMAND:OnEventBaseCaptured(EventData)

+

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

+

MENU_GROUP_COMMAND:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

MENU_GROUP_COMMAND:OnEventCrash(EventData)

+

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

+

MENU_GROUP_COMMAND:OnEventDead(EventData)

+

Occurs when an object is dead.

+

MENU_GROUP_COMMAND:OnEventDetailedFailure(EventData)

+

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

+

MENU_GROUP_COMMAND:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

MENU_GROUP_COMMAND:OnEventEjection(EventData)

+

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

+

MENU_GROUP_COMMAND:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

MENU_GROUP_COMMAND:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

MENU_GROUP_COMMAND:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

MENU_GROUP_COMMAND:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

MENU_GROUP_COMMAND:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

MENU_GROUP_COMMAND:OnEventLand(EventData)

+

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

+

MENU_GROUP_COMMAND:OnEventLandingAfterEjection(EventData)

+

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

+

MENU_GROUP_COMMAND:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

MENU_GROUP_COMMAND:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

MENU_GROUP_COMMAND:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

MENU_GROUP_COMMAND:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

MENU_GROUP_COMMAND:OnEventMissionEnd(EventData)

+

Occurs when a mission ends

+

MENU_GROUP_COMMAND:OnEventMissionStart(EventData)

+

Occurs when a mission starts

+

MENU_GROUP_COMMAND:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

MENU_GROUP_COMMAND:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

MENU_GROUP_COMMAND:OnEventPlayerEnterAircraft(EventData)

+

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

+

MENU_GROUP_COMMAND:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

MENU_GROUP_COMMAND:OnEventPlayerLeaveUnit(EventData)

+

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

+

MENU_GROUP_COMMAND:OnEventRefueling(EventData)

+

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

+

MENU_GROUP_COMMAND:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

MENU_GROUP_COMMAND:OnEventScore(EventData)

+

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

+

MENU_GROUP_COMMAND:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

MENU_GROUP_COMMAND:OnEventShootingStart(EventData)

+

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

+

MENU_GROUP_COMMAND:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

MENU_GROUP_COMMAND:OnEventTakeoff(EventData)

+

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

+

MENU_GROUP_COMMAND:OnEventTriggerZone(EventData)

+

Trigger zone.

+

MENU_GROUP_COMMAND:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

MENU_GROUP_COMMAND:ScheduleStop(SchedulerFunction)

+

Stops the Schedule.

+

MENU_GROUP_COMMAND.Scheduler

+ +

MENU_GROUP_COMMAND:SetEventPriority(EventPriority)

+

Set the Class Event processing Priority.

+

MENU_GROUP_COMMAND:SetState(Object, Key, Value)

+

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

+

MENU_GROUP_COMMAND:T(Arguments)

+

Trace a function logic level 1.

+

MENU_GROUP_COMMAND:T2(Arguments)

+

Trace a function logic level 2.

+

MENU_GROUP_COMMAND:T3(Arguments)

+

Trace a function logic level 3.

+

MENU_GROUP_COMMAND:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

MENU_GROUP_COMMAND:TraceClass(Class)

+

Set tracing for a class

+

MENU_GROUP_COMMAND:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

MENU_GROUP_COMMAND:TraceLevel(Level)

+

Set trace level

+

MENU_GROUP_COMMAND:TraceOff()

+

Set trace off.

+

MENU_GROUP_COMMAND:TraceOn()

+

Set trace on.

+

MENU_GROUP_COMMAND:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

MENU_GROUP_COMMAND:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

MENU_GROUP_COMMAND._

+ +

MENU_GROUP_COMMAND:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

MENU_GROUP_COMMAND:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

MENU_GROUP_COMMAND.__

+ +

MENU_GROUP_COMMAND:onEvent(event)

+
@@ -2739,7 +5913,7 @@ If the function changes, no new menu needs to be generated if the menu text is t MENU_GROUP_COMMAND_DELAYED , extends Core.Menu#MENU_COMMAND_BASE , extends Core.Menu#MENU_BASE -, extends Base#BASE +, extends Core.Base#BASE
@@ -2911,6 +6085,535 @@ If the function changes, no new menu needs to be generated if the menu text is t + +

MENU_GROUP_COMMAND_DELAYED:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

MENU_GROUP_COMMAND_DELAYED.ClassID

+

The ID number of the class.

+

MENU_GROUP_COMMAND_DELAYED.ClassName

+

The name of the class.

+

MENU_GROUP_COMMAND_DELAYED.ClassNameAndID

+

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

+

MENU_GROUP_COMMAND_DELAYED:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

MENU_GROUP_COMMAND_DELAYED:CreateEventCrash(EventTime, Initiator)

+

Creation of a Crash Event.

+

MENU_GROUP_COMMAND_DELAYED:CreateEventDead(EventTime, Initiator)

+

Creation of a Dead Event.

+

MENU_GROUP_COMMAND_DELAYED:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

MENU_GROUP_COMMAND_DELAYED:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

MENU_GROUP_COMMAND_DELAYED:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

MENU_GROUP_COMMAND_DELAYED:E(Arguments)

+

Log an exception which will be traced always.

+

MENU_GROUP_COMMAND_DELAYED:EventDispatcher()

+

Returns the event dispatcher

+

MENU_GROUP_COMMAND_DELAYED:EventRemoveAll()

+

Remove all subscribed events

+

MENU_GROUP_COMMAND_DELAYED:F(Arguments)

+

Trace a function call.

+

MENU_GROUP_COMMAND_DELAYED:F2(Arguments)

+

Trace a function call level 2.

+

MENU_GROUP_COMMAND_DELAYED:F3(Arguments)

+

Trace a function call level 3.

+

MENU_GROUP_COMMAND_DELAYED:GetClassID()

+

Get the ClassID of the class instance.

+

MENU_GROUP_COMMAND_DELAYED:GetClassName()

+

Get the ClassName of the class instance.

+

MENU_GROUP_COMMAND_DELAYED:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

MENU_GROUP_COMMAND_DELAYED:GetEventPriority()

+

Get the Class Event processing Priority.

+

MENU_GROUP_COMMAND_DELAYED:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

MENU_GROUP_COMMAND_DELAYED:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

MENU_GROUP_COMMAND_DELAYED:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

MENU_GROUP_COMMAND_DELAYED:I(Arguments)

+

Log an information which will be traced always.

+

MENU_GROUP_COMMAND_DELAYED:Inherit(Child, Parent)

+

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

+

MENU_GROUP_COMMAND_DELAYED:IsInstanceOf(ClassName)

+

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

+

MENU_GROUP_COMMAND_DELAYED:IsTrace()

+

Enquires if tracing is on (for the class).

+

MENU_GROUP_COMMAND_DELAYED:New()

+

BASE constructor.

+

MENU_GROUP_COMMAND_DELAYED:OnEvent(EventData)

+

Occurs when an object is completely destroyed.

+

MENU_GROUP_COMMAND_DELAYED:OnEventBDA(EventData)

+

BDA.

+

MENU_GROUP_COMMAND_DELAYED:OnEventBaseCaptured(EventData)

+

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

+

MENU_GROUP_COMMAND_DELAYED:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

MENU_GROUP_COMMAND_DELAYED:OnEventCrash(EventData)

+

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

+

MENU_GROUP_COMMAND_DELAYED:OnEventDead(EventData)

+

Occurs when an object is dead.

+

MENU_GROUP_COMMAND_DELAYED:OnEventDetailedFailure(EventData)

+

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

+

MENU_GROUP_COMMAND_DELAYED:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

MENU_GROUP_COMMAND_DELAYED:OnEventEjection(EventData)

+

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

+

MENU_GROUP_COMMAND_DELAYED:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

MENU_GROUP_COMMAND_DELAYED:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

MENU_GROUP_COMMAND_DELAYED:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

MENU_GROUP_COMMAND_DELAYED:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

MENU_GROUP_COMMAND_DELAYED:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

MENU_GROUP_COMMAND_DELAYED:OnEventLand(EventData)

+

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

+

MENU_GROUP_COMMAND_DELAYED:OnEventLandingAfterEjection(EventData)

+

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

+

MENU_GROUP_COMMAND_DELAYED:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

MENU_GROUP_COMMAND_DELAYED:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

MENU_GROUP_COMMAND_DELAYED:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

MENU_GROUP_COMMAND_DELAYED:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

MENU_GROUP_COMMAND_DELAYED:OnEventMissionEnd(EventData)

+

Occurs when a mission ends

+

MENU_GROUP_COMMAND_DELAYED:OnEventMissionStart(EventData)

+

Occurs when a mission starts

+

MENU_GROUP_COMMAND_DELAYED:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

MENU_GROUP_COMMAND_DELAYED:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

MENU_GROUP_COMMAND_DELAYED:OnEventPlayerEnterAircraft(EventData)

+

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

+

MENU_GROUP_COMMAND_DELAYED:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

MENU_GROUP_COMMAND_DELAYED:OnEventPlayerLeaveUnit(EventData)

+

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

+

MENU_GROUP_COMMAND_DELAYED:OnEventRefueling(EventData)

+

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

+

MENU_GROUP_COMMAND_DELAYED:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

MENU_GROUP_COMMAND_DELAYED:OnEventScore(EventData)

+

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

+

MENU_GROUP_COMMAND_DELAYED:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

MENU_GROUP_COMMAND_DELAYED:OnEventShootingStart(EventData)

+

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

+

MENU_GROUP_COMMAND_DELAYED:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

MENU_GROUP_COMMAND_DELAYED:OnEventTakeoff(EventData)

+

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

+

MENU_GROUP_COMMAND_DELAYED:OnEventTriggerZone(EventData)

+

Trigger zone.

+

MENU_GROUP_COMMAND_DELAYED:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

MENU_GROUP_COMMAND_DELAYED:ScheduleStop(SchedulerFunction)

+

Stops the Schedule.

+

MENU_GROUP_COMMAND_DELAYED.Scheduler

+ +

MENU_GROUP_COMMAND_DELAYED:SetEventPriority(EventPriority)

+

Set the Class Event processing Priority.

+

MENU_GROUP_COMMAND_DELAYED:SetState(Object, Key, Value)

+

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

+

MENU_GROUP_COMMAND_DELAYED:T(Arguments)

+

Trace a function logic level 1.

+

MENU_GROUP_COMMAND_DELAYED:T2(Arguments)

+

Trace a function logic level 2.

+

MENU_GROUP_COMMAND_DELAYED:T3(Arguments)

+

Trace a function logic level 3.

+

MENU_GROUP_COMMAND_DELAYED:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

MENU_GROUP_COMMAND_DELAYED:TraceClass(Class)

+

Set tracing for a class

+

MENU_GROUP_COMMAND_DELAYED:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

MENU_GROUP_COMMAND_DELAYED:TraceLevel(Level)

+

Set trace level

+

MENU_GROUP_COMMAND_DELAYED:TraceOff()

+

Set trace off.

+

MENU_GROUP_COMMAND_DELAYED:TraceOn()

+

Set trace on.

+

MENU_GROUP_COMMAND_DELAYED:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

MENU_GROUP_COMMAND_DELAYED:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

MENU_GROUP_COMMAND_DELAYED._

+ +

MENU_GROUP_COMMAND_DELAYED:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

MENU_GROUP_COMMAND_DELAYED:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

MENU_GROUP_COMMAND_DELAYED.__

+ +

MENU_GROUP_COMMAND_DELAYED:onEvent(event)

+
@@ -2920,7 +6623,7 @@ If the function changes, no new menu needs to be generated if the menu text is t
@@ -3066,6 +6769,535 @@ If the function changes, no new menu needs to be generated if the menu text is t + +

MENU_GROUP_DELAYED:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

MENU_GROUP_DELAYED.ClassID

+

The ID number of the class.

+

MENU_GROUP_DELAYED.ClassName

+

The name of the class.

+

MENU_GROUP_DELAYED.ClassNameAndID

+

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

+

MENU_GROUP_DELAYED:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

MENU_GROUP_DELAYED:CreateEventCrash(EventTime, Initiator)

+

Creation of a Crash Event.

+

MENU_GROUP_DELAYED:CreateEventDead(EventTime, Initiator)

+

Creation of a Dead Event.

+

MENU_GROUP_DELAYED:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

MENU_GROUP_DELAYED:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

MENU_GROUP_DELAYED:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

MENU_GROUP_DELAYED:E(Arguments)

+

Log an exception which will be traced always.

+

MENU_GROUP_DELAYED:EventDispatcher()

+

Returns the event dispatcher

+

MENU_GROUP_DELAYED:EventRemoveAll()

+

Remove all subscribed events

+

MENU_GROUP_DELAYED:F(Arguments)

+

Trace a function call.

+

MENU_GROUP_DELAYED:F2(Arguments)

+

Trace a function call level 2.

+

MENU_GROUP_DELAYED:F3(Arguments)

+

Trace a function call level 3.

+

MENU_GROUP_DELAYED:GetClassID()

+

Get the ClassID of the class instance.

+

MENU_GROUP_DELAYED:GetClassName()

+

Get the ClassName of the class instance.

+

MENU_GROUP_DELAYED:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

MENU_GROUP_DELAYED:GetEventPriority()

+

Get the Class Event processing Priority.

+

MENU_GROUP_DELAYED:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

MENU_GROUP_DELAYED:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

MENU_GROUP_DELAYED:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

MENU_GROUP_DELAYED:I(Arguments)

+

Log an information which will be traced always.

+

MENU_GROUP_DELAYED:Inherit(Child, Parent)

+

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

+

MENU_GROUP_DELAYED:IsInstanceOf(ClassName)

+

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

+

MENU_GROUP_DELAYED:IsTrace()

+

Enquires if tracing is on (for the class).

+

MENU_GROUP_DELAYED:New()

+

BASE constructor.

+

MENU_GROUP_DELAYED:OnEvent(EventData)

+

Occurs when an object is completely destroyed.

+

MENU_GROUP_DELAYED:OnEventBDA(EventData)

+

BDA.

+

MENU_GROUP_DELAYED:OnEventBaseCaptured(EventData)

+

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

+

MENU_GROUP_DELAYED:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

MENU_GROUP_DELAYED:OnEventCrash(EventData)

+

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

+

MENU_GROUP_DELAYED:OnEventDead(EventData)

+

Occurs when an object is dead.

+

MENU_GROUP_DELAYED:OnEventDetailedFailure(EventData)

+

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

+

MENU_GROUP_DELAYED:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

MENU_GROUP_DELAYED:OnEventEjection(EventData)

+

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

+

MENU_GROUP_DELAYED:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

MENU_GROUP_DELAYED:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

MENU_GROUP_DELAYED:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

MENU_GROUP_DELAYED:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

MENU_GROUP_DELAYED:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

MENU_GROUP_DELAYED:OnEventLand(EventData)

+

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

+

MENU_GROUP_DELAYED:OnEventLandingAfterEjection(EventData)

+

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

+

MENU_GROUP_DELAYED:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

MENU_GROUP_DELAYED:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

MENU_GROUP_DELAYED:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

MENU_GROUP_DELAYED:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

MENU_GROUP_DELAYED:OnEventMissionEnd(EventData)

+

Occurs when a mission ends

+

MENU_GROUP_DELAYED:OnEventMissionStart(EventData)

+

Occurs when a mission starts

+

MENU_GROUP_DELAYED:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

MENU_GROUP_DELAYED:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

MENU_GROUP_DELAYED:OnEventPlayerEnterAircraft(EventData)

+

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

+

MENU_GROUP_DELAYED:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

MENU_GROUP_DELAYED:OnEventPlayerLeaveUnit(EventData)

+

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

+

MENU_GROUP_DELAYED:OnEventRefueling(EventData)

+

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

+

MENU_GROUP_DELAYED:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

MENU_GROUP_DELAYED:OnEventScore(EventData)

+

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

+

MENU_GROUP_DELAYED:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

MENU_GROUP_DELAYED:OnEventShootingStart(EventData)

+

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

+

MENU_GROUP_DELAYED:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

MENU_GROUP_DELAYED:OnEventTakeoff(EventData)

+

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

+

MENU_GROUP_DELAYED:OnEventTriggerZone(EventData)

+

Trigger zone.

+

MENU_GROUP_DELAYED:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

MENU_GROUP_DELAYED:ScheduleStop(SchedulerFunction)

+

Stops the Schedule.

+

MENU_GROUP_DELAYED.Scheduler

+ +

MENU_GROUP_DELAYED:SetEventPriority(EventPriority)

+

Set the Class Event processing Priority.

+

MENU_GROUP_DELAYED:SetState(Object, Key, Value)

+

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

+

MENU_GROUP_DELAYED:T(Arguments)

+

Trace a function logic level 1.

+

MENU_GROUP_DELAYED:T2(Arguments)

+

Trace a function logic level 2.

+

MENU_GROUP_DELAYED:T3(Arguments)

+

Trace a function logic level 3.

+

MENU_GROUP_DELAYED:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

MENU_GROUP_DELAYED:TraceClass(Class)

+

Set tracing for a class

+

MENU_GROUP_DELAYED:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

MENU_GROUP_DELAYED:TraceLevel(Level)

+

Set trace level

+

MENU_GROUP_DELAYED:TraceOff()

+

Set trace off.

+

MENU_GROUP_DELAYED:TraceOn()

+

Set trace on.

+

MENU_GROUP_DELAYED:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

MENU_GROUP_DELAYED:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

MENU_GROUP_DELAYED._

+ +

MENU_GROUP_DELAYED:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

MENU_GROUP_DELAYED:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

MENU_GROUP_DELAYED.__

+ +

MENU_GROUP_DELAYED:onEvent(event)

+
@@ -3075,7 +7307,7 @@ If the function changes, no new menu needs to be generated if the menu text is t
MENU_MISSION , extends Core.Menu#MENU_BASE -, extends Base#BASE +, extends Core.Base#BASE
@@ -3197,6 +7429,535 @@ If the function changes, no new menu needs to be generated if the menu text is t + +

MENU_MISSION:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

MENU_MISSION.ClassID

+

The ID number of the class.

+

MENU_MISSION.ClassName

+

The name of the class.

+

MENU_MISSION.ClassNameAndID

+

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

+

MENU_MISSION:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

MENU_MISSION:CreateEventCrash(EventTime, Initiator)

+

Creation of a Crash Event.

+

MENU_MISSION:CreateEventDead(EventTime, Initiator)

+

Creation of a Dead Event.

+

MENU_MISSION:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

MENU_MISSION:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

MENU_MISSION:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

MENU_MISSION:E(Arguments)

+

Log an exception which will be traced always.

+

MENU_MISSION:EventDispatcher()

+

Returns the event dispatcher

+

MENU_MISSION:EventRemoveAll()

+

Remove all subscribed events

+

MENU_MISSION:F(Arguments)

+

Trace a function call.

+

MENU_MISSION:F2(Arguments)

+

Trace a function call level 2.

+

MENU_MISSION:F3(Arguments)

+

Trace a function call level 3.

+

MENU_MISSION:GetClassID()

+

Get the ClassID of the class instance.

+

MENU_MISSION:GetClassName()

+

Get the ClassName of the class instance.

+

MENU_MISSION:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

MENU_MISSION:GetEventPriority()

+

Get the Class Event processing Priority.

+

MENU_MISSION:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

MENU_MISSION:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

MENU_MISSION:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

MENU_MISSION:I(Arguments)

+

Log an information which will be traced always.

+

MENU_MISSION:Inherit(Child, Parent)

+

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

+

MENU_MISSION:IsInstanceOf(ClassName)

+

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

+

MENU_MISSION:IsTrace()

+

Enquires if tracing is on (for the class).

+

MENU_MISSION:New()

+

BASE constructor.

+

MENU_MISSION:OnEvent(EventData)

+

Occurs when an object is completely destroyed.

+

MENU_MISSION:OnEventBDA(EventData)

+

BDA.

+

MENU_MISSION:OnEventBaseCaptured(EventData)

+

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

+

MENU_MISSION:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

MENU_MISSION:OnEventCrash(EventData)

+

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

+

MENU_MISSION:OnEventDead(EventData)

+

Occurs when an object is dead.

+

MENU_MISSION:OnEventDetailedFailure(EventData)

+

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

+

MENU_MISSION:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

MENU_MISSION:OnEventEjection(EventData)

+

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

+

MENU_MISSION:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

MENU_MISSION:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

MENU_MISSION:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

MENU_MISSION:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

MENU_MISSION:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

MENU_MISSION:OnEventLand(EventData)

+

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

+

MENU_MISSION:OnEventLandingAfterEjection(EventData)

+

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

+

MENU_MISSION:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

MENU_MISSION:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

MENU_MISSION:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

MENU_MISSION:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

MENU_MISSION:OnEventMissionEnd(EventData)

+

Occurs when a mission ends

+

MENU_MISSION:OnEventMissionStart(EventData)

+

Occurs when a mission starts

+

MENU_MISSION:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

MENU_MISSION:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

MENU_MISSION:OnEventPlayerEnterAircraft(EventData)

+

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

+

MENU_MISSION:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

MENU_MISSION:OnEventPlayerLeaveUnit(EventData)

+

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

+

MENU_MISSION:OnEventRefueling(EventData)

+

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

+

MENU_MISSION:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

MENU_MISSION:OnEventScore(EventData)

+

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

+

MENU_MISSION:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

MENU_MISSION:OnEventShootingStart(EventData)

+

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

+

MENU_MISSION:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

MENU_MISSION:OnEventTakeoff(EventData)

+

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

+

MENU_MISSION:OnEventTriggerZone(EventData)

+

Trigger zone.

+

MENU_MISSION:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

MENU_MISSION:ScheduleStop(SchedulerFunction)

+

Stops the Schedule.

+

MENU_MISSION.Scheduler

+ +

MENU_MISSION:SetEventPriority(EventPriority)

+

Set the Class Event processing Priority.

+

MENU_MISSION:SetState(Object, Key, Value)

+

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

+

MENU_MISSION:T(Arguments)

+

Trace a function logic level 1.

+

MENU_MISSION:T2(Arguments)

+

Trace a function logic level 2.

+

MENU_MISSION:T3(Arguments)

+

Trace a function logic level 3.

+

MENU_MISSION:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

MENU_MISSION:TraceClass(Class)

+

Set tracing for a class

+

MENU_MISSION:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

MENU_MISSION:TraceLevel(Level)

+

Set trace level

+

MENU_MISSION:TraceOff()

+

Set trace off.

+

MENU_MISSION:TraceOn()

+

Set trace on.

+

MENU_MISSION:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

MENU_MISSION:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

MENU_MISSION._

+ +

MENU_MISSION:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

MENU_MISSION:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

MENU_MISSION.__

+ +

MENU_MISSION:onEvent(event)

+
@@ -3207,7 +7968,7 @@ If the function changes, no new menu needs to be generated if the menu text is t MENU_MISSION_COMMAND , extends Core.Menu#MENU_COMMAND_BASE , extends Core.Menu#MENU_BASE -, extends Base#BASE +, extends Core.Base#BASE
@@ -3349,6 +8110,535 @@ If the function changes, no new menu needs to be generated if the menu text is t + +

MENU_MISSION_COMMAND:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

+
+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
Fields and Methods inherited from BASEDescription

MENU_MISSION_COMMAND.ClassID

+

The ID number of the class.

+

MENU_MISSION_COMMAND.ClassName

+

The name of the class.

+

MENU_MISSION_COMMAND.ClassNameAndID

+

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

+

MENU_MISSION_COMMAND:ClearState(Object, StateName)

+

Clear the state of an object.

+

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

+

Creation of a Birth Event.

+

MENU_MISSION_COMMAND:CreateEventCrash(EventTime, Initiator)

+

Creation of a Crash Event.

+

MENU_MISSION_COMMAND:CreateEventDead(EventTime, Initiator)

+

Creation of a Dead Event.

+

MENU_MISSION_COMMAND:CreateEventPlayerEnterAircraft(PlayerUnit)

+

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+

MENU_MISSION_COMMAND:CreateEventRemoveUnit(EventTime, Initiator)

+

Creation of a Remove Unit Event.

+

MENU_MISSION_COMMAND:CreateEventTakeoff(EventTime, Initiator)

+

Creation of a Takeoff Event.

+

MENU_MISSION_COMMAND:E(Arguments)

+

Log an exception which will be traced always.

+

MENU_MISSION_COMMAND:EventDispatcher()

+

Returns the event dispatcher

+

MENU_MISSION_COMMAND:EventRemoveAll()

+

Remove all subscribed events

+

MENU_MISSION_COMMAND:F(Arguments)

+

Trace a function call.

+

MENU_MISSION_COMMAND:F2(Arguments)

+

Trace a function call level 2.

+

MENU_MISSION_COMMAND:F3(Arguments)

+

Trace a function call level 3.

+

MENU_MISSION_COMMAND:GetClassID()

+

Get the ClassID of the class instance.

+

MENU_MISSION_COMMAND:GetClassName()

+

Get the ClassName of the class instance.

+

MENU_MISSION_COMMAND:GetClassNameAndID()

+

Get the ClassName + ClassID of the class instance.

+

MENU_MISSION_COMMAND:GetEventPriority()

+

Get the Class Event processing Priority.

+

MENU_MISSION_COMMAND:GetParent(Child, FromClass)

+

This is the worker method to retrieve the Parent class.

+

MENU_MISSION_COMMAND:GetState(Object, Key)

+

Get a Value given a Key from the Object.

+

MENU_MISSION_COMMAND:HandleEvent(EventID, EventFunction)

+

Subscribe to a DCS Event.

+

MENU_MISSION_COMMAND:I(Arguments)

+

Log an information which will be traced always.

+

MENU_MISSION_COMMAND:Inherit(Child, Parent)

+

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

+

MENU_MISSION_COMMAND:IsInstanceOf(ClassName)

+

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

+

MENU_MISSION_COMMAND:IsTrace()

+

Enquires if tracing is on (for the class).

+

MENU_MISSION_COMMAND:New()

+

BASE constructor.

+

MENU_MISSION_COMMAND:OnEvent(EventData)

+

Occurs when an object is completely destroyed.

+

MENU_MISSION_COMMAND:OnEventBDA(EventData)

+

BDA.

+

MENU_MISSION_COMMAND:OnEventBaseCaptured(EventData)

+

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

+

MENU_MISSION_COMMAND:OnEventBirth(EventData)

+

Occurs when any object is spawned into the mission.

+

MENU_MISSION_COMMAND:OnEventCrash(EventData)

+

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

+

MENU_MISSION_COMMAND:OnEventDead(EventData)

+

Occurs when an object is dead.

+

MENU_MISSION_COMMAND:OnEventDetailedFailure(EventData)

+

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

+

MENU_MISSION_COMMAND:OnEventDiscardChairAfterEjection(EventData)

+

Discard chair after ejection.

+

MENU_MISSION_COMMAND:OnEventEjection(EventData)

+

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

+

MENU_MISSION_COMMAND:OnEventEngineShutdown(EventData)

+

Occurs when any aircraft shuts down its engines.

+

MENU_MISSION_COMMAND:OnEventEngineStartup(EventData)

+

Occurs when any aircraft starts its engines.

+

MENU_MISSION_COMMAND:OnEventHit(EventData)

+

Occurs whenever an object is hit by a weapon.

+

MENU_MISSION_COMMAND:OnEventHumanFailure(EventData)

+

Occurs when any system fails on a human controlled aircraft.

+

MENU_MISSION_COMMAND:OnEventKill(EventData)

+

Occurs on the death of a unit.

+

MENU_MISSION_COMMAND:OnEventLand(EventData)

+

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

+

MENU_MISSION_COMMAND:OnEventLandingAfterEjection(EventData)

+

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

+

MENU_MISSION_COMMAND:OnEventLandingQualityMark(EventData)

+

Landing quality mark.

+

MENU_MISSION_COMMAND:OnEventMarkAdded(EventData)

+

Occurs when a new mark was added.

+

MENU_MISSION_COMMAND:OnEventMarkChange(EventData)

+

Occurs when a mark text was changed.

+

MENU_MISSION_COMMAND:OnEventMarkRemoved(EventData)

+

Occurs when a mark was removed.

+

MENU_MISSION_COMMAND:OnEventMissionEnd(EventData)

+

Occurs when a mission ends

+

MENU_MISSION_COMMAND:OnEventMissionStart(EventData)

+

Occurs when a mission starts

+

MENU_MISSION_COMMAND:OnEventParatrooperLanding(EventData)

+

Weapon add.

+

MENU_MISSION_COMMAND:OnEventPilotDead(EventData)

+

Occurs when the pilot of an aircraft is killed.

+

MENU_MISSION_COMMAND:OnEventPlayerEnterAircraft(EventData)

+

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

+

MENU_MISSION_COMMAND:OnEventPlayerEnterUnit(EventData)

+

Occurs when any player assumes direct control of a unit.

+

MENU_MISSION_COMMAND:OnEventPlayerLeaveUnit(EventData)

+

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

+

MENU_MISSION_COMMAND:OnEventRefueling(EventData)

+

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

+

MENU_MISSION_COMMAND:OnEventRefuelingStop(EventData)

+

Occurs when an aircraft is finished taking fuel.

+

MENU_MISSION_COMMAND:OnEventScore(EventData)

+

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

+

MENU_MISSION_COMMAND:OnEventShootingEnd(EventData)

+

Occurs when any unit stops firing its weapon.

+

MENU_MISSION_COMMAND:OnEventShootingStart(EventData)

+

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

+

MENU_MISSION_COMMAND:OnEventShot(EventData)

+

Occurs whenever any unit in a mission fires a weapon.

+

MENU_MISSION_COMMAND:OnEventTakeoff(EventData)

+

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

+

MENU_MISSION_COMMAND:OnEventTriggerZone(EventData)

+

Trigger zone.

+

MENU_MISSION_COMMAND:OnEventUnitLost(EventData)

+

Occurs when the game thinks an object is destroyed.

+

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

+

Schedule a new time event.

+

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

+

Schedule a new time event.

+

MENU_MISSION_COMMAND:ScheduleStop(SchedulerFunction)

+

Stops the Schedule.

+

MENU_MISSION_COMMAND.Scheduler

+ +

MENU_MISSION_COMMAND:SetEventPriority(EventPriority)

+

Set the Class Event processing Priority.

+

MENU_MISSION_COMMAND:SetState(Object, Key, Value)

+

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

+

MENU_MISSION_COMMAND:T(Arguments)

+

Trace a function logic level 1.

+

MENU_MISSION_COMMAND:T2(Arguments)

+

Trace a function logic level 2.

+

MENU_MISSION_COMMAND:T3(Arguments)

+

Trace a function logic level 3.

+

MENU_MISSION_COMMAND:TraceAll(TraceAll)

+

Trace all methods in MOOSE

+

MENU_MISSION_COMMAND:TraceClass(Class)

+

Set tracing for a class

+

MENU_MISSION_COMMAND:TraceClassMethod(Class, Method)

+

Set tracing for a specific method of class

+

MENU_MISSION_COMMAND:TraceLevel(Level)

+

Set trace level

+

MENU_MISSION_COMMAND:TraceOff()

+

Set trace off.

+

MENU_MISSION_COMMAND:TraceOn()

+

Set trace on.

+

MENU_MISSION_COMMAND:TraceOnOff(TraceOnOff)

+

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+

MENU_MISSION_COMMAND:UnHandleEvent(EventID)

+

UnSubscribe to a DCS event.

+

MENU_MISSION_COMMAND._

+ +

MENU_MISSION_COMMAND:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function call.

+

MENU_MISSION_COMMAND:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

+

Trace a function logic.

+

MENU_MISSION_COMMAND.__

+ +

MENU_MISSION_COMMAND:onEvent(event)

+
@@ -3769,6 +9059,3278 @@ If the function changes, no new menu needs to be generated if the menu text is t
+
+

Field(s)

+
+
+
+ + +MENU_BASE.MenuRemoveParent + + + + +

self:F( { RemoveParent } )

+ +
+ +
+
+
+ + +MENU_BASE.MenuStamp + + + +
+ +
+
+
+ + +MENU_BASE.MenuTag + + + +
+ +
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ + + +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Event processing Priority.

+ +
+
+
+ +
+
+ +
+ + + +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+
+
+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ + + +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + + +

Examples:

+ +
    +
  • ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true

  • +
  • ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true

  • +
  • ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true

  • +
  • ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true

  • +
  • ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false

  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+  
+
+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is completely destroyed.

+ + +

initiator : The unit that is was destroyed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

BDA.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any object is spawned into the mission.

+ + +

initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is dead.

+ + +

initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
    +
  • initiator: The unit that had the failure.
  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Discard chair after ejection.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft shuts down its engines.

+ + +

initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft starts its engines.

+ + +

initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any system fails on a human controlled aircraft.

+ + +

initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
    +
  • initiator: The unit that killed the target
  • +
  • target: Target Object
  • +
  • weapon: Weapon Object
  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
    +
  • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
  • +
  • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
  • +
  • subplace: is always 0 for unknown reasons.
  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Landing quality mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a new mark was added.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark text was changed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark was removed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission ends

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission starts

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an aircraft is finished taking fuel.

+ + +

initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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), autocannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Trigger zone.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when the game thinks an object is destroyed.

+ + + +
    +
  • initiator: The unit that is was destroyed.
  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+ +
+
+ +
+ + + +

Set the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ + + +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+
+

+ #string + Method +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ + + +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ + + +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+
-- Switch the tracing On
+BASE:TraceOnOff( true )
+
+-- Switch the tracing Off
+BASE:TraceOnOff( false )
+ +
+ +
+
+ +
+ + + +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + + + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ event +

+
+
+

+
+
+
+ +
+
+
@@ -4338,6 +12900,3242 @@ If the function changes, no new menu needs to be generated if the menu text is t
+
+

Field(s)

+
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ + + +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Event processing Priority.

+ +
+
+
+ +
+
+ +
+ + + +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+
+
+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ + + +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + + +

Examples:

+ +
    +
  • ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true

  • +
  • ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true

  • +
  • ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true

  • +
  • ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true

  • +
  • ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false

  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+  
+
+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is completely destroyed.

+ + +

initiator : The unit that is was destroyed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

BDA.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any object is spawned into the mission.

+ + +

initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is dead.

+ + +

initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
    +
  • initiator: The unit that had the failure.
  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Discard chair after ejection.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft shuts down its engines.

+ + +

initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft starts its engines.

+ + +

initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any system fails on a human controlled aircraft.

+ + +

initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
    +
  • initiator: The unit that killed the target
  • +
  • target: Target Object
  • +
  • weapon: Weapon Object
  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
    +
  • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
  • +
  • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
  • +
  • subplace: is always 0 for unknown reasons.
  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Landing quality mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a new mark was added.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark text was changed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark was removed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission ends

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission starts

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an aircraft is finished taking fuel.

+ + +

initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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), autocannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Trigger zone.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when the game thinks an object is destroyed.

+ + + +
    +
  • initiator: The unit that is was destroyed.
  • +
+ + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+ +
+
+ +
+ + + +

Set the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ + + +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+
+

+ #string + Method +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ + + +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ + + +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+
-- Switch the tracing On
+BASE:TraceOnOff( true )
+
+-- Switch the tracing Off
+BASE:TraceOnOff( false )
+ +
+ +
+
+ +
+ + + +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + + + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ event +

+
+
+

+
+
+
+ +
+
+
@@ -5073,6 +16871,3242 @@ If the function changes, no new menu needs to be generated if the menu text is t
+
+

Field(s)

+
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ + + +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Event processing Priority.

+ +
+
+
+ +
+
+ +
+ + + +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+
+
+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ + + +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+  
+
+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is completely destroyed.

+ + +

initiator : The unit that is was destroyed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

BDA.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any object is spawned into the mission.

+ + +

initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is dead.

+ + +

initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Discard chair after ejection.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft shuts down its engines.

+ + +

initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft starts its engines.

+ + +

initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any system fails on a human controlled aircraft.

+ + +

initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Landing quality mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a new mark was added.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark text was changed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark was removed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission ends

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission starts

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an aircraft is finished taking fuel.

+ + +

initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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), autocannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Trigger zone.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when the game thinks an object is destroyed.

+ + + + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+ +
+
+ +
+ + + +

Set the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ + + +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+
+

+ #string + Method +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ + + +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ + + +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+
-- Switch the tracing On
+BASE:TraceOnOff( true )
+
+-- Switch the tracing Off
+BASE:TraceOnOff( false )
+ +
+ +
+
+ +
+ + + +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + + + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ event +

+
+
+

+
+
+
+ +
+
+ @@ -5636,6 +20670,3253 @@ If the function changes, no new menu needs to be generated if the menu text is t +
+

Field(s)

+
+
+
+ + #function +MENU_COMMAND_BASE.MenuCallHandler + + + +
+ +
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ + + +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Event processing Priority.

+ +
+
+
+ +
+
+ +
+ + + +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+
+
+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ + + +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+  
+
+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is completely destroyed.

+ + +

initiator : The unit that is was destroyed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

BDA.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any object is spawned into the mission.

+ + +

initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is dead.

+ + +

initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Discard chair after ejection.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft shuts down its engines.

+ + +

initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft starts its engines.

+ + +

initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any system fails on a human controlled aircraft.

+ + +

initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Landing quality mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a new mark was added.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark text was changed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark was removed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission ends

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission starts

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an aircraft is finished taking fuel.

+ + +

initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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), autocannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Trigger zone.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when the game thinks an object is destroyed.

+ + + + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+ +
+
+ +
+ + + +

Set the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ + + +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+
+

+ #string + Method +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ + + +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ + + +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+
-- Switch the tracing On
+BASE:TraceOnOff( true )
+
+-- Switch the tracing Off
+BASE:TraceOnOff( false )
+ +
+ +
+
+ +
+ + + +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + + + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ event +

+
+
+

+
+
+
+ +
+
+ @@ -6293,6 +24574,3275 @@ If the function changes, no new menu needs to be generated if the menu text is t +
+

Field(s)

+
+
+
+ + +MENU_GROUP.Group + + + +
+ +
+
+
+ + +MENU_GROUP.GroupID + + + +
+ +
+
+
+ + +MENU_GROUP.MenuPath + + + +
+ +
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ + + +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Event processing Priority.

+ +
+
+
+ +
+
+ +
+ + + +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+
+
+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ + + +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+  
+
+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is completely destroyed.

+ + +

initiator : The unit that is was destroyed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

BDA.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any object is spawned into the mission.

+ + +

initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is dead.

+ + +

initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Discard chair after ejection.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft shuts down its engines.

+ + +

initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft starts its engines.

+ + +

initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any system fails on a human controlled aircraft.

+ + +

initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Landing quality mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a new mark was added.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark text was changed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark was removed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission ends

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission starts

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an aircraft is finished taking fuel.

+ + +

initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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), autocannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Trigger zone.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when the game thinks an object is destroyed.

+ + + + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+ +
+
+ +
+ + + +

Set the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ + + +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+
+

+ #string + Method +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ + + +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ + + +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+
-- Switch the tracing On
+BASE:TraceOnOff( true )
+
+-- Switch the tracing Off
+BASE:TraceOnOff( false )
+ +
+ +
+
+ +
+ + + +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + + + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ event +

+
+
+

+
+
+
+ +
+
+ @@ -7124,6 +28674,3275 @@ If the function changes, no new menu needs to be generated if the menu text is t +
+

Field(s)

+
+
+ + +
+
+ + +
+
+ + +
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ + + +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Event processing Priority.

+ +
+
+
+ +
+
+ +
+ + + +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+
+
+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ + + +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+  
+
+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is completely destroyed.

+ + +

initiator : The unit that is was destroyed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

BDA.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any object is spawned into the mission.

+ + +

initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is dead.

+ + +

initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Discard chair after ejection.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft shuts down its engines.

+ + +

initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft starts its engines.

+ + +

initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any system fails on a human controlled aircraft.

+ + +

initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Landing quality mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a new mark was added.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark text was changed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark was removed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission ends

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission starts

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an aircraft is finished taking fuel.

+ + +

initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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), autocannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Trigger zone.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when the game thinks an object is destroyed.

+ + + + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+ +
+
+ +
+ + + +

Set the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ + + +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+
+

+ #string + Method +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ + + +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ + + +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+
-- Switch the tracing On
+BASE:TraceOnOff( true )
+
+-- Switch the tracing Off
+BASE:TraceOnOff( false )
+ +
+ +
+
+ +
+ + + +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + + + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ event +

+
+
+

+
+
+
+ +
+
+ @@ -8018,6 +32837,3286 @@ If the function changes, no new menu needs to be generated if the menu text is t +
+

Field(s)

+
+
+ + +
+
+ + +
+
+ + +
+
+
+ + #boolean +MENU_GROUP_COMMAND_DELAYED.MenuSet + + + +
+ +
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ + + +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Event processing Priority.

+ +
+
+
+ +
+
+ +
+ + + +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+
+
+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ + + +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+  
+
+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is completely destroyed.

+ + +

initiator : The unit that is was destroyed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

BDA.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any object is spawned into the mission.

+ + +

initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is dead.

+ + +

initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Discard chair after ejection.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft shuts down its engines.

+ + +

initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft starts its engines.

+ + +

initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any system fails on a human controlled aircraft.

+ + +

initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Landing quality mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a new mark was added.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark text was changed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark was removed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission ends

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission starts

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an aircraft is finished taking fuel.

+ + +

initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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), autocannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Trigger zone.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when the game thinks an object is destroyed.

+ + + + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+ +
+
+ +
+ + + +

Set the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ + + +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+
+

+ #string + Method +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ + + +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ + + +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+
-- Switch the tracing On
+BASE:TraceOnOff( true )
+
+-- Switch the tracing Off
+BASE:TraceOnOff( false )
+ +
+ +
+
+ +
+ + + +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + + + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ event +

+
+
+

+
+
+
+ +
+
+ @@ -8727,6 +36826,3286 @@ If the function changes, no new menu needs to be generated if the menu text is t +
+

Field(s)

+
+
+ + +
+
+ + +
+
+ + +
+
+
+ + #boolean +MENU_GROUP_DELAYED.MenuSet + + + +
+ +
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ + + +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Event processing Priority.

+ +
+
+
+ +
+
+ +
+ + + +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+
+
+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ + + +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+  
+
+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is completely destroyed.

+ + +

initiator : The unit that is was destroyed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

BDA.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any object is spawned into the mission.

+ + +

initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is dead.

+ + +

initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Discard chair after ejection.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft shuts down its engines.

+ + +

initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft starts its engines.

+ + +

initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any system fails on a human controlled aircraft.

+ + +

initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Landing quality mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a new mark was added.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark text was changed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark was removed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission ends

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission starts

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an aircraft is finished taking fuel.

+ + +

initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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), autocannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Trigger zone.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when the game thinks an object is destroyed.

+ + + + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+ +
+
+ +
+ + + +

Set the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ + + +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+
+

+ #string + Method +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ + + +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ + + +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+
-- Switch the tracing On
+BASE:TraceOnOff( true )
+
+-- Switch the tracing Off
+BASE:TraceOnOff( false )
+ +
+ +
+
+ +
+ + + +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + + + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ event +

+
+
+

+
+
+
+ +
+
+ @@ -9305,6 +40684,3253 @@ If the function changes, no new menu needs to be generated if the menu text is t +
+

Field(s)

+
+
+
+ + +MENU_MISSION.MenuPath + + + +
+ +
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ + + +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Event processing Priority.

+ +
+
+
+ +
+
+ +
+ + + +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+
+
+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ + + +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+  
+
+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is completely destroyed.

+ + +

initiator : The unit that is was destroyed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

BDA.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any object is spawned into the mission.

+ + +

initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is dead.

+ + +

initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Discard chair after ejection.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft shuts down its engines.

+ + +

initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft starts its engines.

+ + +

initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any system fails on a human controlled aircraft.

+ + +

initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Landing quality mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a new mark was added.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark text was changed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark was removed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission ends

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission starts

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an aircraft is finished taking fuel.

+ + +

initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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), autocannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Trigger zone.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when the game thinks an object is destroyed.

+ + + + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+ +
+
+ +
+ + + +

Set the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ + + +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+
+

+ #string + Method +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ + + +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ + + +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+
-- Switch the tracing On
+BASE:TraceOnOff( true )
+
+-- Switch the tracing Off
+BASE:TraceOnOff( false )
+ +
+ +
+
+ +
+ + + +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + + + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ event +

+
+
+

+
+
+
+ +
+
+ @@ -10006,6 +44632,3242 @@ If the function changes, no new menu needs to be generated if the menu text is t +
+

Field(s)

+
+
+

Function(s)

+
+
+ + + +

Clear the state of an object.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ StateName +

+
+
+ +

The key that is should be cleared.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Birth Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+
+

+ #string + IniUnitName +

+
+
+ +

The initiating unit name.

+ +
+
+
+
+

+ place +

+
+
+

+
+
+
+
+

+ subplace +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Creation of a Crash Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Dead Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Wrapper.Unit#UNIT + PlayerUnit +

+
+
+ +

The aircraft unit the player entered.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Remove Unit Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Creation of a Takeoff Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ DCS#Time + EventTime +

+
+
+ +

The time stamp of the event.

+ +
+
+
+
+

+ DCS#Object + Initiator +

+
+
+ +

The initiating object of the event.

+ +
+
+
+ +
+
+ +
+ + + +

Log an exception which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Returns the event dispatcher

+ +
+
+

Defined in:

+ +

Return value:

+
+ +
+ + + +
+
+
+ +
+
+ +
+ + + +

Remove all subscribed events

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 2.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function call level 3.

+ + +

Must be at the beginning of the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassID of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName of the class instance.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the ClassName + ClassID of the class instance.

+ + +

The ClassName + ClassID is formatted as '%s#%09d'.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#string:

+
+
+ +

The ClassName + ClassID of the class instance.

+ +
+
+
+ +
+
+ +
+ + + +

Get the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#number:

+
+
+ +

The Event processing Priority.

+ +
+
+
+ +
+
+ +
+ + + +

This is the worker method to retrieve the Parent class.

+ + +

Note that the Parent class must be passed to call the parent class method.

+ +
self:GetParent(self):ParentMethod()
+
+
+
+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #BASE + Child +

+
+
+ +

This is the Child class from which the Parent class needs to be retrieved.

+ +
+
+
+
+

+ #BASE + FromClass +

+
+
+ +

(Optional) The class from which to get the parent.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Get a Value given a Key from the Object.

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that holds the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+

Return value:

+
+
+
+
+ +

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

+ +
+
+
+ +
+
+ +
+ + + +

Subscribe to a DCS Event.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+
+
+

+ #function + EventFunction +

+
+
+ +

(optional) The function to be called when the event occurs for the unit.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Log an information which will be traced always.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Child +

+
+
+ +

is the Child class that inherits.

+ +
+
+
+
+

+ #BASE + Parent +

+
+
+ +

is the Parent class that the Child inherits from.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

Child

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + + +

Examples:

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ ClassName +

+
+
+ +

is the name of the class or the class itself to run the check against

+ +
+
+

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Enquires if tracing is on (for the class).

+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#boolean:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

BASE constructor.

+ + + +

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

+ +
function EVENT:New()
+  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+  return self
+end
+  
+
+ +
+
+

Defined in:

+ +

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is completely destroyed.

+ + +

initiator : The unit that is was destroyed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

BDA.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any object is spawned into the mission.

+ + +

initiator : The unit that was spawned

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an object is dead.

+ + +

initiator : The unit that is dead.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Discard chair after ejection.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft shuts down its engines.

+ + +

initiator : The unit that is stopping its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any aircraft starts its engines.

+ + +

initiator : The unit that is starting its engines.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when any system fails on a human controlled aircraft.

+ + +

initiator : The unit that had the failure

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Landing quality mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a new mark was added.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark text was changed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mark was removed.

+ + +

MarkID: ID of the mark.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission ends

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when a mission starts

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when an aircraft is finished taking fuel.

+ + +

initiator : The unit that was receiving fuel.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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), autocannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs whenever any unit in a mission fires a weapon.

+ + +

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Trigger zone.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTDATA + EventData +

+
+
+ +

The EventData structure.

+ +
+
+
+ +
+
+ +
+ + + +

Occurs when the game thinks an object is destroyed.

+ + + + + + +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ 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.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Schedule a new time event.

+ + +

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #number + Start +

+
+
+ +

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

+ +
+
+
+
+

+ #number + Repeat +

+
+
+ +

Specifies the interval in seconds when the scheduler will call the event function.

+ +
+
+
+
+

+ #number + RandomizeFactor +

+
+
+ +

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

+ +
+
+
+
+

+ #number + Stop +

+
+
+ +

Specifies the amount of seconds when the scheduler will be stopped.

+ +
+
+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+
+

+ #table + ... +

+
+
+ +

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

+ +
+
+

Return value:

+
+
+

#number:

+
+
+ +

The ScheduleID of the planned schedule.

+ +
+
+
+ +
+
+ +
+ + + +

Stops the Schedule.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #function + SchedulerFunction +

+
+
+ +

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

+ +
+
+
+ +
+
+ +
+ + + +

Set the Class Event processing Priority.

+ + +

The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + EventPriority +

+
+
+ +

The Event processing Priority.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ +

self

+ +
+
+
+ +
+
+ +
+ + + +

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

+ + +

Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Object +

+
+
+ +

The object that will hold the Value set by the Key.

+ +
+
+
+
+

+ Key +

+
+
+ +

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

+ +
+
+
+
+

+ Value +

+
+
+ +

The value to is stored in the object.

+ +
+
+

Return value:

+
+
+
+
+ +

The Value set.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 1.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 2.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace a function logic level 3.

+ + +

Can be anywhere within the function logic.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+ +
+
+ +
+ + + +

Trace all methods in MOOSE

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceAll +

+
+
+ +

true = trace all methods in MOOSE.

+ +
+
+
+ +
+
+ +
+ + + +

Set tracing for a class

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set tracing for a specific method of class

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ #string + Class +

+
+
+

+
+
+
+
+

+ #string + Method +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace level

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #number + Level +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Set trace off.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing Off
+BASE:TraceOff()
+ +
+ +
+
+ +
+ + + +

Set trace on.

+ +
+
+

Defined in:

+ +

Usage:

+
-- Switch the tracing On
+BASE:TraceOn()
+ +
+ +
+
+ +
+ + + +

Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.

+ + +

So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ #boolean + TraceOnOff +

+
+
+ +

Switch the tracing on or off.

+ +
+
+

Usage:

+
-- Switch the tracing On
+BASE:TraceOnOff( true )
+
+-- Switch the tracing Off
+BASE:TraceOnOff( false )
+ +
+ +
+
+ +
+ + + +

UnSubscribe to a DCS event.

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ Core.Event#EVENTS + EventID +

+
+
+ +

Event ID.

+ +
+
+

Return value:

+
+
+

#BASE:

+
+
+ + + +
+
+
+ +
+
+ +
+ + + +

Trace a function call.

+ + +

This function is private.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + +

Trace a function logic.

+ +
+
+

Defined in:

+ +

Parameters:

+
+
+

+ Arguments +

+
+
+ +

A #table or any field.

+ +
+
+
+
+

+ DebugInfoCurrentParam +

+
+
+

+
+
+
+
+

+ DebugInfoFromParam +

+
+
+

+
+
+
+ +
+
+ +
+ + + + + + +

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

+ +
+
+

Defined in:

+ +

Parameter:

+
+
+

+ event +

+
+
+

+
+
+
+ +
+
+ diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index 0f7f66288..95e5b5368 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -2726,7 +2726,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- + #string SETTINGS.A2GSystem @@ -2770,11 +2770,22 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #boolean + SETTINGS.Metric +
+ +
+
+
+ + +SETTINGS.PlayerMenu + + +
@@ -4820,7 +4831,7 @@ It is advised to use this method at the start of the mission.

- + #string SETTINGS.A2GSystem @@ -4864,11 +4875,22 @@ It is advised to use this method at the start of the mission.

- #boolean + SETTINGS.Metric +
+ +
+
+
+ + +SETTINGS.PlayerMenu + + +
diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index 0c82c1e9c..ba9812a0c 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -2730,6 +2730,12 @@ and any spaces before and after the resulting name are removed.

SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)

+ + + +

SPAWN.uncontrolled

+ + @@ -3362,6 +3368,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.

+
@@ -3522,6 +3531,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
+ +
+
+
+ + +SPAWN.SpawnInitFreq + + +
@@ -3577,20 +3597,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - #boolean -SPAWN.SpawnInitKeepUnitNames - - - - -

Overwrite unit names by default with group name.

-
@@ -3611,8 +3617,30 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
+ +
+
+
+ + +SPAWN.SpawnInitModex + + + +
+ +
+
+
+ + +SPAWN.SpawnInitModu @@ -3882,6 +3910,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.

+
+ +
+
+
+ + +SPAWN.uncontrolled + + +
@@ -8701,6 +8740,9 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.

+ @@ -8861,6 +8903,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

+ + +
+
+ + +SPAWN.SpawnInitFreq + + +
@@ -8916,20 +8969,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- - -
-
- - #boolean -SPAWN.SpawnInitKeepUnitNames - - - - -

Overwrite unit names by default with group name.

-
@@ -8950,8 +8989,30 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

- #string -SPAWN.SpawnInitSkill + +SPAWN.SpawnInitLivery + + + +
+ + +
+
+ + +SPAWN.SpawnInitModex + + + +
+ +
+
+
+ + +SPAWN.SpawnInitModu @@ -9221,6 +9282,17 @@ 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.

+
+ +
+
+
+ + +SPAWN.uncontrolled + + +
diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index f9c0193b2..5e51b7402 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -3423,17 +3423,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
@@ -6602,17 +6591,6 @@ Designate:SetFlashStatusMenu( false ) - - - -
-
@@ -7423,17 +7401,6 @@ Designate:SetFlashStatusMenu( false ) - - - -
-
@@ -8214,17 +8181,6 @@ Designate:SetFlashStatusMenu( false ) - - - -
-
@@ -9897,17 +9853,6 @@ Designate:SetFlashStatusMenu( false ) - - - -
-
diff --git a/Documentation/Functional.Mantis.html b/Documentation/Functional.Mantis.html index e7e5e8040..86b531572 100644 --- a/Documentation/Functional.Mantis.html +++ b/Documentation/Functional.Mantis.html @@ -2832,17 +2832,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

The #DETECTION_AREAS object for AWACS

- - - -
-
- - -MANTIS.AWACS_Prefix - - -
@@ -3267,9 +3256,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

switch alarm state RED

- @@ -5918,17 +5904,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`

The #DETECTION_AREAS object for AWACS

- - - -
-
- - -MANTIS.AWACS_Prefix - - -
@@ -6353,9 +6328,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` - -

switch alarm state RED

- diff --git a/Documentation/Functional.Rat.html b/Documentation/Functional.Rat.html index a2252032a..6b4ded5f9 100644 --- a/Documentation/Functional.Rat.html +++ b/Documentation/Functional.Rat.html @@ -3358,6 +3358,12 @@ manager:Stop(7200)

RAT.termtype

Type of terminal to be used when spawning at an airbase.

+ + + +

RAT.type

+ + @@ -4318,6 +4324,12 @@ and any spaces before and after the resulting name are removed.

RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)

+ + + +

RAT.uncontrolled

+ + @@ -6689,6 +6701,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Type of terminal to be used when spawning at an airbase.

+ + + +
+
+ + +RAT.type + + +
@@ -14569,6 +14592,17 @@ Initializes the ratcraft array and group menu.

Type of terminal to be used when spawning at an airbase.

+ + + +
+
+ + +RAT.type + + +
@@ -20504,6 +20538,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

Type of terminal to be used when spawning at an airbase.

+ + + +
+
+ + +RAT.type + + +
diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html index 70064aaa1..1214793ef 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -38724,6 +38724,20 @@ BASE:TraceOnOff( false ) + +
+
+ + +AIRBOSS.PlayerData.flag + + + + +

Decrease stack/flag. Human player needs to take care himself.

+ +
+
@@ -38733,6 +38747,17 @@ BASE:TraceOnOff( false )

Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.

+
+ +
+
+
+ + #boolean +AIRBOSS.PlayerData.holding + + +
@@ -38901,9 +38926,6 @@ BASE:TraceOnOff( false ) - -

Set time stamp.

- diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index 7441b582b..ba878edf5 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -2241,6 +2241,12 @@ Create a late-activated single infantry unit as template in the mission editor a

CSAR.inTransitGroups

+ + + +

CSAR.index

+ + @@ -3584,14 +3590,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CSAR.allheligroupset - -

GROUP_SET of all helis

-
@@ -3799,17 +3802,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - #number -CSAR.downedpilotcounter - - -
@@ -3908,6 +3900,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

contain a table for each SAR with all units he has with the original names

+ + + +
+
+ + +CSAR.index + + +
@@ -8043,14 +8046,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CSAR.allheligroupset - -

GROUP_SET of all helis

-
@@ -8258,17 +8258,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - #number -CSAR.downedpilotcounter - - -
@@ -8367,6 +8356,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

contain a table for each SAR with all units he has with the original names

+ + + +
+
+ + +CSAR.index + + +
@@ -10281,14 +10281,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CSAR.allheligroupset - -

GROUP_SET of all helis

-
@@ -10496,17 +10493,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - #number -CSAR.downedpilotcounter - - -
@@ -10605,6 +10591,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

contain a table for each SAR with all units he has with the original names

+ + + +
+
+ + +CSAR.index + + +
diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index 67a57aa7e..8bc63fbd2 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -5628,7 +5628,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.DroppedTroops @@ -5653,14 +5653,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.EngineersInField - -

holds #CTLD_ENGINEERING objects

-
@@ -5681,7 +5678,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.FreeFMFrequencies @@ -6221,7 +6218,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

time to repair a unit/group

+

noob catch

@@ -12640,7 +12637,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.DroppedTroops @@ -12665,14 +12662,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.EngineersInField - -

holds #CTLD_ENGINEERING objects

-
@@ -12693,7 +12687,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.FreeFMFrequencies @@ -13233,7 +13227,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

time to repair a unit/group

+

noob catch

@@ -14900,7 +14894,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.DroppedTroops @@ -14925,14 +14919,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.EngineersInField - -

holds #CTLD_ENGINEERING objects

-
@@ -14953,7 +14944,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
- #table + CTLD.FreeFMFrequencies @@ -15493,7 +15484,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

time to repair a unit/group

+

noob catch

diff --git a/Documentation/Tasking.Task_Cargo.html b/Documentation/Tasking.Task_Cargo.html index ff52e0a12..a0f6a6048 100644 --- a/Documentation/Tasking.Task_Cargo.html +++ b/Documentation/Tasking.Task_Cargo.html @@ -3150,7 +3150,7 @@ based on the tasking capabilities defined in
- #number + TASK_CARGO.CargoLimit @@ -4572,7 +4572,7 @@ based on the tasking capabilities defined in
- #number + TASK_CARGO.CargoLimit @@ -9104,7 +9104,7 @@ If the Unit is part of the Task, true is returned.

- #number + TASK_CARGO.CargoLimit diff --git a/Documentation/Tasking.Task_Cargo_Dispatcher.html b/Documentation/Tasking.Task_Cargo_Dispatcher.html index 5a4813af9..4005fb540 100644 --- a/Documentation/Tasking.Task_Cargo_Dispatcher.html +++ b/Documentation/Tasking.Task_Cargo_Dispatcher.html @@ -3092,50 +3092,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -
- - -
-
- - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
- -
-
-
- - #table TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -4204,50 +4160,6 @@ This method can only be used once!

- -
- - -
-
- - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
- -
-
-
- - #table TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -5095,50 +5007,6 @@ This method can only be used once!

- -
- - -
-
- - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
- -
-
-
- - #table TASK_CARGO_DISPATCHER.DefaultDeployZones @@ -6621,50 +6489,6 @@ This method can only be used once!

- -
- - -
-
- - #boolean -TASK_CARGO_DISPATCHER.CSARTasks - - - -
- -
-
-
- - #table TASK_CARGO_DISPATCHER.DefaultDeployZones diff --git a/Documentation/Wrapper.Client.html b/Documentation/Wrapper.Client.html index 82ace3b68..8ea4f41ff 100644 --- a/Documentation/Wrapper.Client.html +++ b/Documentation/Wrapper.Client.html @@ -4232,7 +4232,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

Alive.

+

Alive2.

@@ -5346,7 +5346,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

Alive.

+

Alive2.

@@ -7610,7 +7610,7 @@ If the Unit is alive but not active, false is returned.

-

Alive.

+

Alive2.

@@ -16171,7 +16171,7 @@ Note that when the WayPoint parameter is used, the new start mission waypoint of -

Alive.

+

Alive2.

@@ -19685,7 +19685,7 @@ Coordinates are dependent on the position of the maps origin.

-

Alive.

+

Alive2.

@@ -20359,7 +20359,7 @@ If the Identifiable is alive, true is returned.

-

Alive.

+

Alive2.

@@ -20639,7 +20639,7 @@ If the Identifiable is alive, true is returned.

-

Alive.

+

Alive2.

diff --git a/Documentation/Wrapper.Marker.html b/Documentation/Wrapper.Marker.html index dd3091d5d..0f701b3c3 100644 --- a/Documentation/Wrapper.Marker.html +++ b/Documentation/Wrapper.Marker.html @@ -2899,6 +2899,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Coordinate of the mark.

+
+ +
+
+
+ + +MARKER.groupid + + + +
+ +
+
+
+ + +MARKER.groupname + + +
@@ -2976,28 +2998,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Text displayed in the mark panel.

-
- -
-
-
- - #boolean -MARKER.toall - - - -
- -
-
-
- - #boolean -MARKER.tocoaliton - - -
@@ -5005,6 +5005,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Coordinate of the mark.

+
+ +
+
+
+ + +MARKER.groupid + + + +
+ +
+
+
+ + +MARKER.groupname + + +
@@ -5082,28 +5104,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Text displayed in the mark panel.

-
- -
-
-
- - #boolean -MARKER.toall - - - -
- -
-
-
- - #boolean -MARKER.tocoaliton - - -
@@ -6619,6 +6619,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Coordinate of the mark.

+
+ +
+
+
+ + +MARKER.groupid + + + +
+ +
+
+
+ + +MARKER.groupname + + +
@@ -6696,28 +6718,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

Text displayed in the mark panel.

- - - -
-
- - #boolean -MARKER.toall - - - -
- -
-
-
- - #boolean -MARKER.tocoaliton - - -
diff --git a/Documentation/Wrapper.Positionable.html b/Documentation/Wrapper.Positionable.html index f55ce57f0..375caca04 100644 --- a/Documentation/Wrapper.Positionable.html +++ b/Documentation/Wrapper.Positionable.html @@ -3517,6 +3517,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
@@ -6934,6 +6945,17 @@ Coordinates are dependent on the position of the maps origin.

+ + + +
+
@@ -7511,6 +7533,17 @@ If the Identifiable is alive, true is returned.

+ + + +
+
@@ -7694,6 +7727,17 @@ If the Identifiable is alive, true is returned.

+ + + +
+