diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index 242f5120e..a923796f6 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -4964,11 +4964,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
Flash messages to player
+Flash messages to player
+Flash messages to player
+Flash messages to player
+The Defender Default Settings over all Squadrons.
+ + + +flash messages to players
+The Defender Default Settings over all Squadrons.
+ + + +flash messages to players
+The Defender Default Settings over all Squadrons.
+ + + +flash messages to players
+The Defender Default Settings over all Squadrons.
+ + + +flash messages to players
+The Defender Default Settings over all Squadrons.
+ + + +The Defender Default Settings over all Squadrons.
+ + + +The Defender Default Settings over all Squadrons.
+ + + +The Defender Default Settings over all Squadrons.
+ + + +No loading happened, so we need to pickup something else.
-Aircraft is on a depoly mission.
- @@ -4644,9 +4641,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a depoly mission.
- @@ -5265,9 +5259,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a depoly mission.
- @@ -6774,9 +6765,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -Aircraft is on a depoly mission.
- diff --git a/Documentation/AI.AI_Cargo_Helicopter.html b/Documentation/AI.AI_Cargo_Helicopter.html index 8ad928417..2c7690d6d 100644 --- a/Documentation/AI.AI_Cargo_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Helicopter.html @@ -3000,28 +3000,22 @@ When Moose is loaded statically, (as one file), tracing is switched off by defaumeter
-kph
-meter
-kph
-meter
-kph
-meter
-kph
-This table contains the targets detected during patrol.
- @@ -6621,9 +6618,6 @@ The default interval is 30 seconds. - -This table contains the targets detected during patrol.
- @@ -7368,9 +7362,6 @@ The default interval is 30 seconds. - -This table contains the targets detected during patrol.
- @@ -9003,9 +8994,6 @@ The default interval is 30 seconds. - -This table contains the targets detected during patrol.
- diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index b609a47de..c1a1acaf6 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -2012,6 +2012,9 @@ Therefore, this class is considered to be deprecated + +Then we register the new group in the database
+ diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index e9021fc5d..d37a0a556 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -1921,17 +1921,6 @@ Therefore, this class is considered to be deprecatedSet cargo object.
- - - -Set cargo object.
- - - -- #string + Wrapper.Static#STATIC AddStatic
SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
The AI is on by default when spawning a group.
+The internal counter of the amount of spawning the has happened since SpawnStart.
+Overwrite unit names by default with group name.
+ @@ -4201,60 +4176,8 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -By default, no InitLimit
When the first Spawn executes, all the Groups need to be made visible before start.
+Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
The AI is on by default when spawning a group.
+The internal counter of the amount of spawning the has happened since SpawnStart.
+By default, no InitLimit
Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
Spawns a new static using a given template.
-Kickspeed
+Kickspeed
+| - | - -
| Fields and Methods inherited from FSM_PROCESS | -Description | -
|---|---|
| - |
- Assign the process to a Wrapper.Unit and activate the process. - |
-
| - |
- Creates a new FSM_PROCESS object based on this FSM_PROCESS. - |
-
| - |
- Gets the mission of the process. - |
-
| - |
- Gets the mission of the process. - |
-
| - |
- Gets the task of the process. - |
-
| - | - - | -
| - |
- Send a message of the Tasking.Task to the Group of the Unit. - |
-
| - |
- Creates a new FSM_PROCESS object. - |
-
| - |
- Removes an FSM_PROCESS object. - |
-
| - |
- Sets the task of the process. - |
-
| - | - - | -
| - | - - | -
| - | - - | -
| - |
- StateMachine callback function for a FSM_PROCESS - |
-
| Fields and Methods inherited from FSM_CONTROLLABLE | -Description | -
|---|---|
| - | - - | -
| - |
- Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. - |
-
| - |
- Creates a new FSM_CONTROLLABLE object. - |
-
| - |
- OnAfter Transition Handler for Event Stop. - |
-
| - |
- OnBefore Transition Handler for Event Stop. - |
-
| - |
- OnEnter Transition Handler for State Stopped. - |
-
| - |
- OnLeave Transition Handler for State Stopped. - |
-
| - |
- Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs. - |
-
| - |
- Synchronous Event Trigger for Event Stop. - |
-
| - |
- Asynchronous Event Trigger for Event Stop. - |
-
| - | - - | -
| Fields and Methods inherited from FSM | -Description | -
|---|---|
| - |
- Adds an End state. - |
-
| - |
- Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task. - |
-
| - |
- Adds a score for the FSM to be achieved. - |
-
DESIGNATE:AddScoreProcess(From, Event, State, ScoreText, Score) |
-
- Adds a score for the FSM_PROCESS to be achieved. - |
-
| - |
- Add a new transition rule to the FSM. - |
-
| - |
- Call scheduler. - |
-
| - |
- Name of the class. - |
-
| - | - - | -
| - |
- Get current state. - |
-
| - |
- Returns the End states. - |
-
| - | - - | -
| - |
- Returns a table of the SubFSM rules defined within the FSM. - |
-
| - |
- Returns a table with the scores defined. - |
-
| - |
- Returns the start state of the FSM. - |
-
| - |
- Get current state. - |
-
| - |
- Returns a table with the Subs defined. - |
-
| - |
- Returns a table of the transition rules defined within the FSM. - |
-
| - |
- Check if FSM is in state. - |
-
| - |
- Load call backs. - |
-
| - |
- Creates a new FSM object. - |
-
| - |
- Scores. - |
-
| - | - - | -
| - |
- Sets the start state of the FSM. - |
-
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - |
- Add to map. - |
-
| - |
- Call handler. - |
-
| - |
- Create transition. - |
-
| - |
- Delayed transition. - |
-
| - |
- Event map. - |
-
| - |
- Go sub. - |
-
| - |
- Handler. - |
-
| - |
- Is end state. - |
-
| - |
- Sub maps. - |
-
| - |
- Check if can do an event. - |
-
| - |
- Check if cannot do an event. - |
-
| - |
- Current state name. - |
-
| - | - - | -
| - |
- Check if FSM is in state. - |
-
| - |
- Options. - |
-
| - |
- Subs. - |
-
| Fields and Methods inherited from BASE | -Description | -
|---|---|
| - |
- The ID number of the class. - |
-
| - |
- The name of the class. - |
-
| - |
- The name of the class concatenated with the ID number of the class. - |
-
| - |
- Clear the state of an object. - |
-
DESIGNATE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
-
- Creation of a Birth Event. - |
-
DESIGNATE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
-
- Creation of a Crash Event. - |
-
DESIGNATE:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
-
- Creation of a Dead Event. - |
-
| - |
- Creation of a |
-
| - |
- Creation of a Remove Unit Event. - |
-
| - |
- Creation of a Takeoff Event. - |
-
| - |
- Creation of a Crash Event. - |
-
| - |
- Log an exception which will be traced always. - |
-
| - |
- Returns the event dispatcher - |
-
| - |
- Remove all subscribed events - |
-
| - |
- Trace a function call. - |
-
| - |
- Trace a function call level 2. - |
-
| - |
- Trace a function call level 3. - |
-
| - |
- Get the ClassID of the class instance. - |
-
| - |
- Get the ClassName of the class instance. - |
-
| - |
- Get the ClassName + ClassID of the class instance. - |
-
| - |
- Get the Class Core.Event processing Priority. - |
-
| - |
- This is the worker method to retrieve the Parent class. - |
-
| - |
- Get a Value given a Key from the Object. - |
-
| - |
- Subscribe to a DCS Event. - |
-
| - |
- Log an information which will be traced always. - |
-
| - |
- This is the worker method to inherit from a parent class. - |
-
| - |
- This is the worker method to check if an object is an (sub)instance of a class. - |
-
| - |
- Enquires if tracing is on (for the class). - |
-
| - |
- BASE constructor. - |
-
| - |
- Occurs when an Event for an object is triggered. - |
-
| - |
- BDA. - |
-
| - |
- Occurs when a ground unit captures either an airbase or a farp. - |
-
| - |
- Occurs when any object is spawned into the mission. - |
-
| - |
- Occurs when any aircraft crashes into the ground and is completely destroyed. - |
-
| - |
- Occurs when an object is dead. - |
-
| - |
- Unknown precisely what creates this event, likely tied into newer damage model. - |
-
| - |
- Discard chair after ejection. - |
-
| - |
- Occurs when a pilot ejects from an aircraft -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when any aircraft shuts down its engines. - |
-
| - |
- Occurs when any aircraft starts its engines. - |
-
| - |
- Occurs whenever an object is hit by a weapon. - |
-
| - |
- Occurs when any system fails on a human controlled aircraft. - |
-
| - |
- Occurs on the death of a unit. - |
-
| - |
- Occurs when an aircraft lands at an airbase, farp or ship -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. - |
-
| - |
- Landing quality mark. - |
-
| - |
- Occurs when a new mark was added. - |
-
| - |
- Occurs when a mark text was changed. - |
-
| - |
- Occurs when a mark was removed. - |
-
| - |
- Occurs when a mission ends -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Occurs when a mission starts -Have a look at the class Core.Event#EVENT as these are just the prototypes. - |
-
| - |
- Weapon add. - |
-
| - |
- Occurs when the pilot of an aircraft is killed. - |
-
| - |
- Occurs when a player enters a slot and takes control of an aircraft. - |
-
| - |
- Occurs when any player assumes direct control of a unit. - |
-
| - |
- Occurs when any player relieves control of a unit to the AI. - |
-
| - |
- Occurs when an aircraft connects with a tanker and begins taking on fuel. - |
-
| - |
- Occurs when an aircraft is finished taking fuel. - |
-
| - |
- Occurs when any modification to the "Score" as seen on the debrief menu would occur. - |
-
| - |
- Occurs when any unit stops firing its weapon. - |
-
| - |
- Occurs when any unit begins firing a weapon that has a high rate of fire. - |
-
| - |
- Occurs whenever any unit in a mission fires a weapon. - |
-
| - |
- Occurs when an aircraft takes off from an airbase, farp, or ship. - |
-
| - |
- Trigger zone. - |
-
| - |
- Occurs when the game thinks an object is destroyed. - |
-
| - |
- Schedule a new time event. - |
-
DESIGNATE:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
-
- Schedule a new time event. - |
-
| - |
- Stops the Schedule. - |
-
| - | - - | -
| - |
- Set the Class Core.Event processing Priority. - |
-
| - |
- Set a state or property of the Object given a Key and a Value. - |
-
| - |
- Trace a function logic level 1. - |
-
| - |
- Trace a function logic level 2. - |
-
| - |
- Trace a function logic level 3. - |
-
| - |
- Trace all methods in MOOSE - |
-
| - |
- Set tracing for a class - |
-
| - |
- Set tracing for a specific method of class - |
-
| - |
- Set trace level - |
-
| - |
- Set trace off. - |
-
| - |
- Set trace on. - |
-
| - |
- Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default. - |
-
| - |
- UnSubscribe to a DCS event. - |
-
| - | - - | -
DESIGNATE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function call. - |
-
| - |
- (Internal) Serialize arguments - |
-
DESIGNATE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function logic. - |
-
| - | - - | -
| - |
- The main event handling function... |
This map contains the laser codes that will be shown in the designate menu to lase with specific laser codes.
- -Assign the process to a Wrapper.Unit and activate the process.
- -- Tasking.Task#TASK - Task -
-- Wrapper.Unit#UNIT - ProcessUnit -
-self
- -Creates a new FSM_PROCESS object based on this FSM_PROCESS.
- -- Controllable -
-- Task -
-Gets the mission of the process.
- -Gets the mission of the process.
- -Gets the task of the process.
- -Send a message of the Tasking.Task to the Group of the Unit.
- -Creates a new FSM_PROCESS object.
- -- Controllable -
-- Task -
-Removes an FSM_PROCESS object.
- -Sets the task of the process.
- -- Tasking.Task#TASK - Task -
-- step -
-- trigger -
-- params -
-- EventName -
-- ProcessUnit -
-- Task -
-- From -
-- Event -
-- To -
-StateMachine callback function for a FSM_PROCESS
- -- Wrapper.Controllable#CONTROLLABLE - ProcessUnit -
-- #string - Event -
-- #string - From -
-- #string - To -
-- Task -
-This map contains the laser codes that will be shown in the designate menu to lase with specific laser codes.
- -Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.
- -Creates a new FSM_CONTROLLABLE object.
- -- #table - FSMT -
-Finite State Machine Table
- -- Wrapper.Controllable#CONTROLLABLE - Controllable -
-(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.
- -OnAfter Transition Handler for Event Stop.
- -- Wrapper.Controllable#CONTROLLABLE - Controllable -
-The Controllable Object managed by the FSM.
- -- #string - From -
-The From State string.
- -- #string - Event -
-The Event string.
- -- #string - To -
-The To State string.
- -OnBefore Transition Handler for Event Stop.
- -- Wrapper.Controllable#CONTROLLABLE - Controllable -
-The Controllable Object managed by the FSM.
- -- #string - From -
-The From State string.
- -- #string - Event -
-The Event string.
- -- #string - To -
-The To State string.
- -#boolean:
-Return false to cancel Transition.
- -OnEnter Transition Handler for State Stopped.
- -- Wrapper.Controllable#CONTROLLABLE - Controllable -
-The Controllable Object managed by the FSM.
- -- #string - From -
-The From State string.
- -- #string - Event -
-The Event string.
- -- #string - To -
-The To State string.
- -OnLeave Transition Handler for State Stopped.
- -- Wrapper.Controllable#CONTROLLABLE - Controllable -
-The Controllable Object managed by the FSM.
- -- #string - From -
-The From State string.
- -- #string - Event -
-The Event string.
- -- #string - To -
-The To State string.
- -#boolean:
-Return false to cancel Transition.
- -Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.
- -- Wrapper.Controllable#CONTROLLABLE - FSMControllable -
-Synchronous Event Trigger for Event Stop.
- -Asynchronous Event Trigger for Event Stop.
- -- #number - Delay -
-The delay in seconds.
- -- step -
-- trigger -
-- params -
-- EventName -
-This map contains the laser codes that will be shown in the designate menu to lase with specific laser codes.
- -Adds an End state.
- -- #string - State -
-The FSM state.
- -Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.
- -- #table - From -
-Can contain a string indicating the From state or a table of strings containing multiple From states.
- -- #string - Event -
-The Event name.
- -- Core.Fsm#FSM_PROCESS - Process -
-An sub-process FSM.
- -- #table - ReturnEvents -
-A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.
- -The SubFSM.
- -Adds a score for the FSM to be achieved.
- -- #string - State -
-is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
- -- #string - ScoreText -
-is a text describing the score that is given according the status.
- -- #number - Score -
-is a number providing the score of the status.
- -#FSM:
-self
- -Adds a score for the FSM_PROCESS to be achieved.
- -- #string - From -
-is the From State of the main process.
- -- #string - Event -
-is the Event of the main process.
- -- #string - State -
-is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
- -- #string - ScoreText -
-is a text describing the score that is given according the status.
- -- #number - Score -
-is a number providing the score of the status.
- -#FSM:
-self
- -Add a new transition rule to the FSM.
- - -A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.
- -- #table - From -
-Can contain a string indicating the From state or a table of strings containing multiple From states.
- -- #string - Event -
-The Event name.
- -- #string - To -
-The To state.
- -Get current state.
- -Returns the End states.
- -Returns a table of the SubFSM rules defined within the FSM.
- -Returns a table with the scores defined.
- -Returns the start state of the FSM.
- -#string:
-A string containing the start state.
- -Get current state.
- -Returns a table with the Subs defined.
- -Returns a table of the transition rules defined within the FSM.
- -Check if FSM is in state.
- -- #string - State -
-State name.
- -#boolean:
-If true, FSM is in this state.
- -Load call backs.
- -- #table - CallBackTable -
-Table of call backs.
- -Creates a new FSM object.
- -- From -
-- Event -
-- Fsm -
-Sets the start state of the FSM.
- -- #string - State -
-A string defining the start state.
- -Add to map.
- -- #table - Map -
-Map.
- -- #table - Event -
-Event table.
- -Call handler.
- -- #string - step -
-Step "onafter", "onbefore", "onenter", "onleave".
- -- #string - trigger -
-Trigger.
- -- #table - params -
-Parameters.
- -- #string - EventName -
-Event name.
- -Value.
- -Create transition.
- -- #string - EventName -
-Event name.
- -#function:
-Function.
- -Delayed transition.
- -- #string - EventName -
-Event name.
- -#function:
-Function.
- -Event map.
- -- #table - Events -
-Events.
- -- #table - EventStructure -
-Event structure.
- -Go sub.
- -- #string - ParentFrom -
-Parent from state.
- -- #string - ParentEvent -
-Parent event name.
- -#table:
-Subs.
- -Handler.
- -- #string - EventName -
-Event name.
- -- ... -
-Arguments.
- -Is end state.
- -- #string - Current -
-Current state name.
- -#table:
-FSM parent.
- -#string:
-Event name.
- -Sub maps.
- -- #table - subs -
-Subs.
- -- #table - sub -
-Sub.
- -- #string - name -
-Name.
- -Check if can do an event.
- -- #string - e -
-Event name.
- -#boolean:
-If true, FSM can do the event.
- -#string:
-To state.
- -Check if cannot do an event.
- -- #string - e -
-Event name.
- -#boolean:
-If true, FSM cannot do the event.
- -Check if FSM is in state.
- -- #string - State -
-State name.
- -- state -
-#boolean:
-If true, FSM is in this state.
- -This map contains the laser codes that will be shown in the designate menu to lase with specific laser codes.
- -Clear the state of an object.
- -- Object -
-The object that holds the Value set by the Key.
- -- StateName -
-The key that is should be cleared.
- -Creation of a Birth Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -- #string - IniUnitName -
-The initiating unit name.
- -- place -
-- subplace -
-Creation of a Crash Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -- IniObjectCategory -
-Creation of a Dead Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -- IniObjectCategory -
-Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
- Wrapper.Unit#UNIT - PlayerUnit -
-The aircraft unit the player entered.
- -Creation of a Remove Unit Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Takeoff Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Creation of a Crash Event.
- -- DCS#Time - EventTime -
-The time stamp of the event.
- -- DCS#Object - Initiator -
-The initiating object of the event.
- -Log an exception which will be traced always.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Returns the event dispatcher
- -Remove all subscribed events
- -Trace a function call.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 2.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function call level 3.
- - -Must be at the beginning of the function logic.
- -- Arguments -
-A #table or any field.
- -Get the ClassID of the class instance.
- -#string:
-The ClassID of the class instance.
- -Get the ClassName of the class instance.
- -#string:
-The ClassName of the class instance.
- -Get the ClassName + ClassID of the class instance.
- - -The ClassName + ClassID is formatted as '%s#%09d'.
- -#string:
-The ClassName + ClassID of the class instance.
- -Get the Class Core.Event processing Priority.
- - -The Event processing Priority is a number from 1 to 10, -reflecting the order of the classes subscribed to the Event to be processed.
- -This is the worker method to retrieve the Parent class.
- - -Note that the Parent class must be passed to call the parent class method.
- -self:GetParent(self):ParentMethod()
-
-
-
-
-
-Get a Value given a Key from the Object.
- - -Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
- -- Object -
-The object that holds the Value set by the Key.
- -- Key -
-The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
- -The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
- -Subscribe to a DCS Event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -- #function - EventFunction -
-(optional) The function to be called when the event occurs for the unit.
- -Log an information which will be traced always.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -This is the worker method to inherit from a parent class.
- -- Child -
-is the Child class that inherits.
- -- #BASE - Parent -
-is the Parent class that the Child inherits from.
- -Child
- -This is the worker method to check if an object is an (sub)instance of a class.
- - - -ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
- ClassName -
-is the name of the class or the class itself to run the check against
- -#boolean:
-Enquires if tracing is on (for the class).
- -BASE constructor.
- - - -This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
- -function EVENT:New()
- local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
- return self
-end
-
-
-
-Occurs when an Event for an object is triggered.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that triggered the event.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -BDA.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when a ground unit captures either an airbase or a farp.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that captured the base -place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when any object is spawned into the mission.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that was spawned
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when any aircraft crashes into the ground and is completely destroyed.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that has crashed
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when an object is dead.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that is dead.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Unknown precisely what creates this event, likely tied into newer damage model.
- - -Will update this page when new information become available.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Discard chair after ejection.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when a pilot ejects from an aircraft -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- - -initiator : The unit that has ejected
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when any aircraft shuts down its engines.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that is stopping its engines.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when any aircraft starts its engines.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that is starting its engines.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs whenever an object is hit by a weapon.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit object the fired the weapon -weapon: Weapon object that hit the target -target: The Object that was hit.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when any system fails on a human controlled aircraft.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that had the failure
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs on the death of a unit.
- - -Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when an aircraft lands at an airbase, farp or ship -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- - -initiator : The unit that has landed -place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
- - -Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Landing quality mark.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when a new mark was added.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -MarkID: ID of the mark.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when a mark text was changed.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -MarkID: ID of the mark.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when a mark was removed.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -MarkID: ID of the mark.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when a mission ends -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when a mission starts -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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. -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- 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. -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that the pilot has died in.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when a player enters a slot and takes control of an aircraft.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. -initiator : The unit that is being taken control of.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when any player assumes direct control of a unit.
- - -Note - not Mulitplayer safe. Use PlayerEnterAircraft. -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that is being taken control of.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when any player relieves control of a unit to the AI.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that the player left.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when an aircraft connects with a tanker and begins taking on fuel.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that is receiving fuel.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when an aircraft is finished taking fuel.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that was receiving fuel.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when any modification to the "Score" as seen on the debrief menu would occur.
- - -There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when any unit stops firing its weapon.
- - -Event will always correspond with a shooting start event. -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that was doing the shooting.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when any unit begins firing a weapon that has a high rate of fire.
- - -Most common with aircraft cannons (GAU-8), autocannons, and machine guns. -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that is doing the shooting. -target: The unit that is being targeted.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs whenever any unit in a mission fires a weapon.
- - -But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when an aircraft takes off from an airbase, farp, or ship.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes. -initiator : The unit that tookoff -place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Trigger zone.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when the game thinks an object is destroyed.
- - -Have a look at the class Core.Event#EVENT as these are just the prototypes.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Schedule a new time event.
- - -Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
- -- #number - Start -
-Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
- -- #function - SchedulerFunction -
-The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
- -- #table - ... -
-Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
- -#string:
-The Schedule ID of the planned schedule.
- -Schedule a new time event.
- - -Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
- -- #number - Start -
-Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
- -- #number - Repeat -
-Specifies the interval in seconds when the scheduler will call the event function.
- -- #number - RandomizeFactor -
-Specifies a randomization factor between 0 and 1 to randomize the Repeat.
- -- #number - Stop -
-Specifies the amount of seconds when the scheduler will be stopped.
- -- #function - SchedulerFunction -
-The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
- -- #table - ... -
-Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
- -#string:
-The Schedule ID of the planned schedule.
- -Stops the Schedule.
- -- #string - SchedulerID -
-(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
- -Set the Class Core.Event processing Priority.
- - -The Event processing Priority is a number from 1 to 10, -reflecting the order of the classes subscribed to the Event to be processed.
- -- #number - EventPriority -
-The Core.Event processing Priority.
- -self
- -Set a state or property of the Object given a Key and a Value.
- - -Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
- -- Object -
-The object that will hold the Value set by the Key.
- -- Key -
-The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
- -- Value -
-The value to is stored in the object.
- -The Value set.
- -Trace a function logic level 1.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 2.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace a function logic level 3.
- - -Can be anywhere within the function logic.
- -- Arguments -
-A #table or any field.
- -Trace all methods in MOOSE
- -- #boolean - TraceAll -
-true = trace all methods in MOOSE.
- -Set tracing for a class
- -Set tracing for a specific method of class
- -- #string - Class -
-Class name.
- -- #string - Method -
-Method.
- -Set trace level
- -Set trace off.
- -Set trace on.
- -Set trace on or off -Note that when trace is off, no BASE.Debug statement is performed, increasing performance! -When Moose is loaded statically, (as one file), tracing is switched off by default.
- - -So tracing must be switched on manually in your mission if you are using Moose statically. -When moose is loading dynamically (for moose class development), tracing is switched on by default.
- -- #boolean - TraceOnOff -
-Switch the tracing on or off.
- -
- -- Switch the tracing On
- BASE:TraceOnOff( true )
-
- -- Switch the tracing Off
- BASE:TraceOnOff( false )
-
-
-UnSubscribe to a DCS event.
- -- Core.Event#EVENTS - EventID -
-Event ID.
- -Trace a function call.
- - -This function is private.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-(Internal) Serialize arguments
- -- #table - Arguments -
-#string:
-Text
- -Trace a function logic.
- -- Arguments -
-A #table or any field.
- -- DebugInfoCurrentParam -
-- DebugInfoFromParam -
-The main event handling function...
- - -This function captures all events generated for the class.
- -Prefix for logging
+switch alarm state RED
+Prefix for logging
+switch alarm state RED
+Contains the counter how many units are currently alive.
+ +Contains the counter how many units are currently alive.
+ +RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Radio queue of LSO.
-Radio queue of marshal.
-Radio queue of LSO.
-Radio queue of marshal.
-Radio queue of LSO.
-Radio queue of marshal.
-Also decrease flag for section members of flight.
+Decrease stack/flag. Human player needs to take care himself.
Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
+Set Stable Hover
+Set new time stamp.
-Replacement woundedGroups
- -contain a table for each SAR with all units he has with the original names
+ + + +Replacement woundedGroups
- -contain a table for each SAR with all units he has with the original names
+ + + +Replacement woundedGroups
- -contain a table for each SAR with all units he has with the original names
+ + + +Name of the class.
-use as counter
- -Beacons
-tables
-Folderpath.
+#1570
- - - -Name of the class.
-use as counter
- -Beacons
-tables
-Folderpath.
+#1570
- - - -Name of the class.
-use as counter
- -Beacons
-tables
-Folderpath.
+#1570
- - - -Location (if set) where to get this cargo item.
- - - -Location (if set) where to get this cargo item.
- - - -template for a group of 10 paratroopers
+ + + +template for a group of 10 paratroopers
+ + + +set to false to suppress flash messages
+set to false to suppress flash messages
+set to false to suppress flash messages
+set to false to suppress flash messages
+Stack by pointer.
+Stack by pointer.
+