From 5bbbd73ddfeae4f3422d78985ff92e062b1c2eea Mon Sep 17 00:00:00 2001
From: Applevangelist Aircraft is on a pickup mission. Aircraft is on a pickup mission. Aircraft is on a pickup mission. Aircraft is on a pickup mission. meter kph meter kph meter kph meter kphField(s)
Field(s)
Field(s)
Field(s)
self.CargoObject:Destroy()
+ +Then we register the new group in the database
+Now we spawn the new group based on the template created.
-self.CargoObject:Destroy()
+ +Then we register the new group in the database
+Now we spawn the new group based on the template created.
-Set cargo object.
+Set cargo object.
+SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
+By default, no InitLimit
- - - -When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
+ + + +switch alarm state RED
- @@ -6178,9 +6175,6 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` - -switch alarm state RED
- diff --git a/Documentation/Functional.Rat.html b/Documentation/Functional.Rat.html index 743d12cdf..6b4ded5f9 100644 --- a/Documentation/Functional.Rat.html +++ b/Documentation/Functional.Rat.html @@ -4324,6 +4324,12 @@ and any spaces before and after the resulting name are removed.RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Missile enumerators
+Missile enumerators - from DCS ME and Wikipedia
Missile enumerators
+Missile enumerators - from DCS ME and Wikipedia
@@ -2522,7 +2522,7 @@ SEAD_RU_SAM_Defenses = SEAD:New( { 'RU SA-6 Kub', 'RU SA-6 Defenses', 'RU MI-26 #table SEAD.HarmData -Missile enumerators
+Missile enumerators - from DCS ME and Wikipedia
diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html index 63699acff..90ecff54f 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -9166,17 +9166,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauRadio queue of LSO.
- - - -Radio queue of marshal.
- - - -Radio queue of LSO.
- - - -Radio queue of marshal.
- - - -Radio queue of LSO.
- - - -Radio queue of marshal.
- - - -Set current case.
+Set case of f
@@ -38722,20 +38656,6 @@ BASE:TraceOnOff( false ) - -Decrease stack/flag. Human player needs to take care himself.
- -Set time stamp.
-GROUP_SET of all helis
+table of CSAR unit names
+Replacement woundedGroups
+counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +GROUP_SET of all helis
+table of CSAR unit names
+Replacement woundedGroups
+counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +GROUP_SET of all helis
+table of CSAR unit names
+Replacement woundedGroups
+counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +When adding generic cargo types, you can effectively limit how many units can be dropped/build by the players, e.g.
+ + -- if you want to limit your stock, add a number (here: 10) as parameter after weight. No parameter / nil means unlimited stock.
+ my_ctld:AddCratesCargo("Humvee",{"Humvee"},CTLD_CARGO.Enum.VEHICLE,2,2775,10)
+
+
+You can manually add or remove the available stock like so:
+ + -- Crates
+ my_ctld:AddStockCrates("Humvee", 2)
+ my_ctld:RemoveStockCrates("Humvee", 2)
+
+ -- Troops
+ my_ctld:AddStockTroops("Anti-Air", 2)
+ my_ctld:RemoveStockTroops("Anti-Air", 2)
+
+
+Notes: + Troops dropped back into a LOAD zone will effectively be added to the stock. Crates lost in e.g. a heli crash are just that - lost.
+The class comes with a number of FSM-based events that missions designers can use to shape their mission. @@ -1852,6 +1876,27 @@ be loaded from the Rearm/Refuel menu, i.e. you can drop them into the field, but +
Global CTLD_ENGINEERING |
+ + + | +
CTLD:AddCratesCargo(Name, Templates, Type, NoCrates, PerCrateMass)
CTLD:AddCratesCargo(Name, Templates, Type, NoCrates, PerCrateMass, Stock)
User function - Add generic crate-type loadable as cargo.
CTLD:AddCratesRepair(Name, Template, Type, NoCrates, PerCrateMass)
CTLD:AddCratesRepair(Name, Template, Type, NoCrates, PerCrateMass, Stock)
User function - Add generic repair crates loadable as cargo.
CTLD:AddTroopsCargo(Name, Templates, Type, NoTroops, PerTroopMass)
User - function to add stock of a certain crates type
+User - function to add stock of a certain troops type
+CTLD:AddTroopsCargo(Name, Templates, Type, NoTroops, PerTroopMass, Stock)
User function - Add generic troop type loadable as cargo.
User - function to remove stock of a certain crates type
+User - function to remove stock of a certain troops type
Triggers the FSM event "Status".
+(Internal) Function to build nearby crates.
CTLD:_BuildObjectFromCrates(Group, Unit, Build, Repair, Coordinate, RepairLocation)
(Internal) Function to actually SPAWN buildables in the mission.
+(Internal) Check on engineering teams
(Internal) Function to repair nearby vehicles / FOBs
CTLD:_RepairObjectFromCrates(Group, Unit, Crates, Build, Number)
CTLD:_RepairObjectFromCrates(Group, Unit, Crates, Build, Number, Engineering)
(Internal) Function to repair an object.
Add Stock.
+Query ID.
+Query type.
+Get Stock.
Flag for direct loading.
+Function to create new CTLD_CARGO object.
Representation of cargo in the mission.
+Remove Stock.
Set WasDropped.
+Number of builds available, -1 for unlimited
Query was dropped.
| Fields and Methods inherited from FSM | -Description | -|
|---|---|---|
| - |
- Adds an End state. - |
- |
| - |
- Set the default 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. - |
- |
CTLD_CARGO: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 CTLD_ENGINEERING | +Description | +
|---|---|
| + |
+ (Internal) Arrived at crates in reach. + |
+
| + |
+ (Internal) Set build status. + |
+
| + | + + | +
| + |
+ (Internal) Set done status. + |
+
| + |
+ (Internal) Get the status + |
+
| + | + + | +
| + | + + | +
| + | + + | +
| + |
+ (Internal) Check the negative status + |
+
| + |
+ (Internal) Check the status + |
+
| + |
+ (Internal) Move towards crates in reach. + |
+
| + | + + | +
CTLD_ENGINEERING:New(Name, GroupName, HeliGroup, HeliGroup, HeliUnit) |
+
+ Create a new instance. + |
+
| + |
+ (Internal) Search for crates in reach. + |
+
| + |
+ (Internal) Set the status + |
+
| + |
+ (Internal) Set start status. + |
+
| + | + + | +
| + |
+ (Internal) Set stop status. + |
+
| + | + + | +
| + | + + | +
| + |
+ (Internal) Return distance in meters between two coordinates. + |
+
| + | + + | +
| + | + + | +
| + | + + | +
| 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. + |
+
CTLD_ENGINEERING:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
| + |
+ Creation of a Crash Event. + |
+
| + |
+ Creation of a Dead Event. + |
+
| + |
+ Creation of a |
+
CTLD_ENGINEERING:CreateEventRemoveUnit(EventTime, Initiator) |
+
+ Creation of a Remove Unit Event. + |
+
| + |
+ Creation of a Takeoff Event. + |
+
| + |
+ Log an exception which will be traced always. + |
+
| + |
+ Returns the event dispatcher + |
+
| + |
+ Remove all subscribed events + |
+
| + |
+ Trace a function call. + |
+
| + |
+ Trace a function call level 2. + |
+
| + |
+ Trace a function call level 3. + |
+
| + |
+ Get the ClassID of the class instance. + |
+
| + |
+ Get the ClassName of the class instance. + |
+
| + |
+ Get the ClassName + ClassID of the class instance. + |
+
| + |
+ Get the Class Event processing Priority. + |
+
| + |
+ This is the worker method to retrieve the Parent class. + |
+
| + |
+ Get a Value given a Key from the Object. + |
+
| + |
+ Subscribe to a DCS Event. + |
+
| + |
+ Log an information which will be traced always. + |
+
| + |
+ This is the worker method to inherit from a parent class. + |
+
| + |
+ This is the worker method to check if an object is an (sub)instance of a class. + |
+
| + |
+ Enquires if tracing is on (for the class). + |
+
| + |
+ BASE constructor. + |
+
| + |
+ Occurs when an object is completely destroyed. + |
+
| + |
+ BDA. + |
+
| + |
+ Occurs when a ground unit captures either an airbase or a farp. + |
+
| + |
+ Occurs when any object is spawned into the mission. + |
+
| + |
+ Occurs when any aircraft crashes into the ground and is completely destroyed. + |
+
| + |
+ Occurs when an object is dead. + |
+
| + |
+ Unknown precisely what creates this event, likely tied into newer damage model. + |
+
CTLD_ENGINEERING:OnEventDiscardChairAfterEjection(EventData) |
+
+ Discard chair after ejection. + |
+
| + |
+ Occurs when a pilot ejects from an aircraft +initiator : The unit that has ejected + |
+
| + |
+ Occurs when any aircraft shuts down its engines. + |
+
| + |
+ Occurs when any aircraft starts its engines. + |
+
| + |
+ Occurs whenever an object is hit by a weapon. + |
+
| + |
+ Occurs when any system fails on a human controlled aircraft. + |
+
| + |
+ Occurs on the death of a unit. + |
+
| + |
+ Occurs when an aircraft lands at an airbase, farp or ship +initiator : The unit that has landed +place: Object that the unit landed on. + |
+
| + |
+ Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. + |
+
| + |
+ Landing quality mark. + |
+
| + |
+ Occurs when a new mark was added. + |
+
| + |
+ Occurs when a mark text was changed. + |
+
| + |
+ Occurs when a mark was removed. + |
+
| + |
+ Occurs when a mission ends + |
+
| + |
+ Occurs when a mission starts + |
+
| + |
+ Weapon add. + |
+
| + |
+ Occurs when the pilot of an aircraft is killed. + |
+
| + |
+ Occurs when a player enters a slot and takes control of an aircraft. + |
+
| + |
+ Occurs when any player assumes direct control of a unit. + |
+
| + |
+ Occurs when any player relieves control of a unit to the AI. + |
+
| + |
+ Occurs when an aircraft connects with a tanker and begins taking on fuel. + |
+
| + |
+ Occurs when an aircraft is finished taking fuel. + |
+
| + |
+ Occurs when any modification to the "Score" as seen on the debrief menu would occur. + |
+
| + |
+ Occurs when any unit stops firing its weapon. + |
+
| + |
+ Occurs when any unit begins firing a weapon that has a high rate of fire. + |
+
| + |
+ Occurs whenever any unit in a mission fires a weapon. + |
+
| + |
+ Occurs when an aircraft takes off from an airbase, farp, or ship. + |
+
| + |
+ Trigger zone. + |
+
| + |
+ Occurs when the game thinks an object is destroyed. + |
+
CTLD_ENGINEERING:ScheduleOnce(Start, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
CTLD_ENGINEERING:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + | + + | +
| + |
+ Set the Class Event processing Priority. + |
+
| + |
+ Set a state or property of the Object given a Key and a Value. + |
+
| + |
+ Trace a function logic level 1. + |
+
| + |
+ Trace a function logic level 2. + |
+
| + |
+ Trace a function logic level 3. + |
+
| + |
+ Trace all methods in MOOSE + |
+
| + |
+ Set tracing for a class + |
+
| + |
+ Set tracing for a specific method of class + |
+
| + |
+ Set trace level + |
+
| + |
+ Set trace off. + |
+
| + |
+ Set trace on. + |
+
| + |
+ Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default. + |
+
| + |
+ UnSubscribe to a DCS event. + |
+
| + | + + | +
CTLD_ENGINEERING:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
CTLD_ENGINEERING:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + | + |
Name of the class.
-search distance for crates to build or repair
+ +holds #CTLD_ENGINEERING objects
+tables
-User function - Add generic crate-type loadable as cargo.
@@ -5867,6 +6448,19 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauMass in kg of each crate
++ #number + Stock +
+Number of groups in stock. Nil for unlimited.
+User function - Add generic repair crates loadable as cargo.
@@ -5955,6 +6549,19 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauMass in kg of each crate
++ #number + Stock +
+Number of groups in stock. Nil for unlimited.
+User - function to add stock of a certain crates type
+ +CTLD
++ #string + Name +
+Name as defined in the generic cargo.
+ ++ #number + Number +
+Number of units/groups to add.
+ +self
+ +User - function to add stock of a certain troops type
+ +CTLD
++ #string + Name +
+Name as defined in the generic cargo.
+ ++ #number + Number +
+Number of units/groups to add.
+ +self
+ +User function - Add generic troop type loadable as cargo.
@@ -6043,6 +6764,19 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauMass in kg of each soldier
++ #number + Stock +
+Number of groups in stock. Nil for unlimited.
+User - function to remove stock of a certain crates type
+ +CTLD
++ #string + Name +
+Name as defined in the generic cargo.
+ ++ #number + Number +
+Number of units/groups to add.
+ +self
+ +User - function to remove stock of a certain troops type
+ +CTLD
++ #string + Name +
+Name as defined in the generic cargo.
+ ++ #number + Number +
+Number of units/groups to add.
+ +self
+ +(Internal) Function to build nearby crates.
@@ -7724,7 +8572,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau- Wrappe.Unit#UNIT + Wrapper.Unit#UNIT Unit
+ #boolean + Engineering +
+If true build is by an engineering team.
+ +(Internal) Check on engineering teams
+ +(Internal) Function to repair nearby vehicles / FOBs
@@ -8882,7 +9773,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau- Wrappe.Unit#UNIT + Wrapper.Unit#UNIT Unit
+ #boolean + Engineering +
+If true, this is an engineering role
+ +(Internal) Function to repair an object.
@@ -8969,6 +9873,19 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauNumber of objects in Crates (found) to limit search.
++ #boolean + Engineering +
+If true it is an Engineering repair.
+- Wrappe.Unit#UNIT + Wrapper.Unit#UNIT Unit
Name of the class.
-search distance for crates to build or repair
+ +holds #CTLD_ENGINEERING objects
+tables
-Name of the class.
-search distance for crates to build or repair
+ +holds #CTLD_ENGINEERING objects
+tables
-Number of builds available, -1 for unlimited
+ +CTLD_CARGO
++ Mark +
+Add Stock.
+ +CTLD_CARGO
++ #number + Number +
+to add, one if nil.
+ +self
+ +CTLD_CARGO
++ Mark +
+Get Stock.
+ +CTLD_CARGO
+#number:
+Stock
+ +Function to create new CTLD_CARGO object.
@@ -17547,6 +18637,63 @@ BASE:TraceOnOff( false )Mass in kg
++ #number + Stock +
+Number of builds available, nil for unlimited
+ +self
+ +Remove Stock.
+ +CTLD_CARGO
++ #number + Number +
+to reduce, one if nil.
+CTLD_CARGO
+Representation of cargo in the mission.
- - - -Table of #POSITIONABLE objects.
- -Adds an End state.
- -- #string - State -
-The FSM state.
- -Set the default 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.
- -- #boolean - If -
-true, FSM is in this state.
- -- state -
-True if dropped from heli.
- -Flag for moving.
- -ID of this cargo.
- -Flag for direct loading.
- -Name for menu.
- -Mass in kg
- -Representation of cargo in the mission.
+Number of builds available, -1 for unlimited
wait this many secs before trying a crate again
+ +(Internal) Arrived at crates in reach.
+ + +Stop group.
+ +(Internal) Set build status.
+ +(Internal) Set done status.
+ +(Internal) Get the status
+ +CTLD_ENGINEERING
+#string:
+State
+ +(Internal) Check the negative status
+ +CTLD_ENGINEERING
++ #string + State +
+#boolean:
+Outcome
+ +(Internal) Check the status
+ +CTLD_ENGINEERING
++ #string + State +
+#boolean:
+Outcome
+ +(Internal) Move towards crates in reach.
+ +Create a new instance.
+ +CTLD_ENGINEERING
++ #string + Name +
++ #string + GroupName +
++ Wrapper.Group#GROUP + HeliGroup +
+HeliGroup
+ ++ Wrapper.Unit#UNIT + HeliGroup +
+HeliUnit
+ ++ HeliUnit +
+self
+ +(Internal) Search for crates in reach.
+ +CTLD_ENGINEERING
++ #table + crates +
+Table of found crate Ops.CTLD#CTLD_CARGO objects.
+ ++ #number + number +
+Number of crates found.
+ +self
+ +(Internal) Set the status
+ +CTLD_ENGINEERING
++ #string + State +
+self
+ +(Internal) Set start status.
+ +(Internal) Set stop status.
+ +(Internal) Return distance in meters between two coordinates.
+ +CTLD_ENGINEERING
++ Core.Point#COORDINATE + _point1 +
+Coordinate one
+ ++ Core.Point#COORDINATE + _point2 +
+Coordinate two
+ +#number:
+Distance in meters or -1
+ +wait this many secs before trying a crate again
+ +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.
+ +Creation of a Dead Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
+ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +Creation of a Remove Unit Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Takeoff Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Log an exception which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Returns the event dispatcher
+ +Remove all subscribed events
+ +Trace a function call.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 2.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 3.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Get the ClassID of the class instance.
+ +#string:
+The ClassID of the class instance.
+ +Get the ClassName of the class instance.
+ +#string:
+The ClassName of the class instance.
+ +Get the ClassName + ClassID of the class instance.
+ + +The ClassName + ClassID is formatted as '%s#%09d'.
+ +#string:
+The ClassName + ClassID of the class instance.
+ +Get the Class Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ +This is the worker method to retrieve the Parent class.
+ + +Note that the Parent class must be passed to call the parent class method.
+ +self:GetParent(self):ParentMethod()
+
+
+
+
+
+Get a Value given a Key from the Object.
+ + +Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ Key +
+The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
+ +The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
+ +Subscribe to a DCS Event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ ++ #function + EventFunction +
+(optional) The function to be called when the event occurs for the unit.
+ +Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ ++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
+ ClassName +
+is the name of the class or the class itself to run the check against
+ +#boolean:
+Enquires if tracing is on (for the class).
+ +BASE constructor.
+ + + +This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
+ +function EVENT:New()
+ local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+ return self
+end
+
+
+
+Occurs when an object is completely destroyed.
+ + +initiator : The unit that is was destroyed.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +BDA.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a ground unit captures either an airbase or a farp.
+ + +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any object is spawned into the mission.
+ + +initiator : The unit that was spawned
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft crashes into the ground and is completely destroyed.
+ + +initiator : The unit that has crashed
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an object is dead.
+ + +initiator : The unit that is dead.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Unknown precisely what creates this event, likely tied into newer damage model.
+ + +Will update this page when new information become available.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Discard chair after ejection.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a pilot ejects from an aircraft +initiator : The unit that has ejected
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft shuts down its engines.
+ + +initiator : The unit that is stopping its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft starts its engines.
+ + +initiator : The unit that is starting its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever an object is hit by a weapon.
+ + +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any system fails on a human controlled aircraft.
+ + +initiator : The unit that had the failure
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs on the death of a unit.
+ + +Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft lands at an airbase, farp or ship +initiator : The unit that has landed +place: Object that the unit landed on.
+ + +Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
+ + +Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Landing quality mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a new mark was added.
+ + +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark text was changed.
+ + +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark was removed.
+ + +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission ends
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission starts
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Weapon add.
+ + +Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the pilot of an aircraft is killed.
+ + +Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +initiator : The unit that the pilot has died in.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player enters a slot and takes control of an aircraft.
+ + +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player assumes direct control of a unit.
+ + +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player relieves control of a unit to the AI.
+ + +initiator : The unit that the player left.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft connects with a tanker and begins taking on fuel.
+ + +initiator : The unit that is receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft is finished taking fuel.
+ + +initiator : The unit that was receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any modification to the "Score" as seen on the debrief menu would occur.
+ + +There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit stops firing its weapon.
+ + +Event will always correspond with a shooting start event. +initiator : The unit that was doing the shooting.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit begins firing a weapon that has a high rate of fire.
+ + +Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever any unit in a mission fires a weapon.
+ + +But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft takes off from an airbase, farp, or ship.
+ + +initiator : The unit that 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.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the game thinks an object is destroyed.
+ + + ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#number:
+The ScheduleID of the planned schedule.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #number + Repeat +
+Specifies the interval in seconds when the scheduler will call the event function.
+ ++ #number + RandomizeFactor +
+Specifies a randomization factor between 0 and 1 to randomize the Repeat.
+ ++ #number + Stop +
+Specifies the amount of seconds when the scheduler will be stopped.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#number:
+The ScheduleID of the planned schedule.
+ +Stops the Schedule.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ +Set the Class Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ ++ #number + EventPriority +
+The Event processing Priority.
+ +self
+ +Set a state or property of the Object given a Key and a Value.
+ + +Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that will hold the Value set by the Key.
+ ++ Key +
+The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
+ ++ Value +
+The value to is stored in the object.
+ +The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ ++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ ++ #string + Class +
++ #string + Method +
+Set trace level
+ +Set trace off.
+ +Set trace on.
+ +Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.
+ + +So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.
+ ++ #boolean + TraceOnOff +
+Switch the tracing on or off.
+ +-- Switch the tracing On
+BASE:TraceOnOff( true )
+
+-- Switch the tracing Off
+BASE:TraceOnOff( false )
+
+UnSubscribe to a DCS event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ +Trace a function call.
+ + +This function is private.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+Trace a function logic.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+ TODO: Complete DCS#Event structure.
+- The main event handling function... This function captures all events generated for the class.
+ @param #BASE self
+ @param DCS#Event event
Alive2.
+Alive.
Alive2.
+Alive.
Alive2.
+Alive.
Alive2.
+Alive.
Alive2.
+Alive.
Alive2.
+Alive.
Alive2.
+Alive.