From 5f717889cd99500af8fb21229ee10791f1638ddf Mon Sep 17 00:00:00 2001
From: Applevangelist The Defender Default Settings over all Squadrons.
The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -No loading happened, so we need to pickup something else.
- @@ -4715,9 +4712,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -No loading happened, so we need to pickup something else.
- @@ -5330,9 +5324,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -No loading happened, so we need to pickup something else.
- @@ -6837,9 +6828,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -No loading happened, so we need to pickup something else.
- diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index 10ae68c0a..791b47499 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2661,6 +2661,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a depoly mission.
+ @@ -4437,6 +4440,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a depoly mission.
+ @@ -5055,6 +5061,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a depoly mission.
+ @@ -6565,6 +6574,9 @@ 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 1c8376119..d9e6f3133 100644 --- a/Documentation/AI.AI_Cargo_Helicopter.html +++ b/Documentation/AI.AI_Cargo_Helicopter.html @@ -2796,22 +2796,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defaumeter
+kph
+meter
+kph
+meter
+kph
+meter
+kph
+Then we register the new group in the database
-Then we register the new group in the database
-Set cargo object.
- - - -Set cargo object.
- - - -the y coordinate in meters.
+ + + +the y coordinate in meters.
+ + + +the y coordinate in meters.
+ + + +SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
By default, no InitLimit
- - - - -Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
+When the first Spawn executes, all the Groups need to be made visible before start.
When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
+When the first Spawn executes, all the Groups need to be made visible before start.
Kickspeed
+Kickspeed
+switch alarm state RED
+ @@ -7018,6 +7021,9 @@ E.g. `mymantis:SetAdvancedMode(true, 90)` + +switch alarm state RED
+ diff --git a/Documentation/Functional.Rat.html b/Documentation/Functional.Rat.html index 32715e717..0e846fee5 100644 --- a/Documentation/Functional.Rat.html +++ b/Documentation/Functional.Rat.html @@ -3369,6 +3369,12 @@ manager:Stop(7200)Type of terminal to be used when spawning at an airbase.
+RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Type of terminal to be used when spawning at an airbase.
+ + + +Type of terminal to be used when spawning at an airbase.
+ + + +Radio 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 to that of lead.
@@ -38887,17 +38821,6 @@ When moose is loading dynamically (for moose class development), tracing is switData table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
- - - -Set Stable Hover
+ @@ -39091,9 +39017,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -Set new time stamp.
- diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index 28ec85693..16282ce50 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -2337,12 +2337,6 @@ Create a late-activated single infantry unit as template in the mission editor acontain a table for each SAR with all units he has with the original names
- - - -contain a table for each SAR with all units he has with the original names
- - - -contain a table for each SAR with all units he has with the original names
- - - -Name of the class.
+ + + +holds #CTLD_ENGINEERING objects
+Beacons
+#1570
+noob catch
+time to repair a unit/group
@@ -14460,6 +14488,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauName of the class.
+ + + +holds #CTLD_ENGINEERING objects
+Beacons
+#1570
+noob catch
+time to repair a unit/group
@@ -16825,6 +16881,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauName of the class.
+ + + +holds #CTLD_ENGINEERING objects
+Beacons
+#1570
+noob catch
+time to repair a unit/group
@@ -21447,6 +21531,17 @@ When moose is loading dynamically (for moose class development), tracing is switCan transport crate.
+ + + +
This class allows to broadcast sound files or text via Simple Radio Standalone (SRS).
@@ -1565,8 +1563,6 @@ Controls a network of short range air/missile defense groups.
This class allows to broadcast sound files or text via Simple Radio Standalone (SRS).
@@ -1641,6 +1637,27 @@ Google's supported voices: https://cloud.google.com/text-to-speech/docs/voicesUse MSRS.SetVolume to define the SRS volume. Defaults to 1.0. Allowed values are between 0.0 and 1.0, from silent to loudest.
+ + + +Global MSRSQUEUE |
+ + + | +
Play text message via STTS.
+MSRS:PlayTextExt(Text, Delay, Frequencies, Modulations, Gender, Culture, Voice, Volume, Label)
Play text message via STTS with explicitly specified options.
| Fields and Methods inherited from MSRSQUEUE | +Description | +
|---|---|
| + |
+ Add a transmission to the radio queue. + |
+
| + |
+ Broadcast radio message. + |
+
| + |
+ Calculate total transmission duration of all transmission in the queue. + |
+
| + |
+ Name of the class "MSRSQUEUE". + |
+
| + |
+ Clear the radio queue. + |
+
| + | + + | +
| + |
+ Create a new MSRSQUEUE object for a given radio frequency/modulation. + |
+
| + |
+ Create a new transmission and add it to the radio queue. + |
+
| + |
+ Time (abs) when the last transmission finished. + |
+
| + |
+ Check radio queue for transmissions to be broadcasted. + |
+
| + |
+ Name of the radio queue. + |
+
| + |
+ If |
+
| + |
+ Time interval in seconds for checking the radio queue. + |
+
| + |
+ ID for dcs.log. + |
+
| + |
+ The queue of transmissions. + |
+
| 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. + |
+
MSRSQUEUE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
MSRSQUEUE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Crash Event. + |
+
| + |
+ Creation of a Dead Event. + |
+
| + |
+ Creation of a |
+
| + |
+ 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. + |
+
| + |
+ Discard chair after ejection. + |
+
| + |
+ Occurs when a pilot ejects from an aircraft +initiator : The unit that has ejected + |
+
| + |
+ Occurs when any aircraft shuts down its engines. + |
+
| + |
+ Occurs when any aircraft starts its engines. + |
+
| + |
+ Occurs whenever an object is hit by a weapon. + |
+
| + |
+ Occurs when any system fails on a human controlled aircraft. + |
+
| + |
+ Occurs on the death of a unit. + |
+
| + |
+ Occurs when an aircraft lands at an airbase, farp or ship +initiator : The unit that has landed. + |
+
| + |
+ Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. + |
+
| + |
+ Landing quality mark. + |
+
| + |
+ Occurs when a new mark was added. + |
+
| + |
+ Occurs when a mark text was changed. + |
+
| + |
+ Occurs when a mark was removed. + |
+
| + |
+ Occurs when a mission ends. + |
+
| + |
+ Occurs when a mission starts. + |
+
| + |
+ Weapon add. + |
+
| + |
+ Occurs when the pilot of an aircraft is killed. + |
+
| + |
+ Occurs when a player enters a slot and takes control of an aircraft. + |
+
| + |
+ Occurs when any player assumes direct control of a unit. + |
+
| + |
+ Occurs when any player relieves control of a unit to the AI. + |
+
| + |
+ Occurs when an aircraft connects with a tanker and begins taking on fuel. + |
+
| + |
+ Occurs when an aircraft is finished taking fuel. + |
+
| + |
+ Occurs when any modification to the "Score" as seen on the debrief menu would occur. + |
+
| + |
+ Occurs when any unit stops firing its weapon. + |
+
| + |
+ Occurs when any unit begins firing a weapon that has a high rate of fire. + |
+
| + |
+ Occurs whenever any unit in a mission fires a weapon. + |
+
| + |
+ Occurs when an aircraft takes off from an airbase, farp, or ship. + |
+
| + |
+ Trigger zone. + |
+
| + |
+ Occurs when the game thinks an object is destroyed. + |
+
| + |
+ Schedule a new time event. + |
+
MSRSQUEUE: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. + |
+
| + | + + | +
MSRSQUEUE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
MSRSQUEUE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + | + + | +
| Fields and Methods inherited from MSRSQUEUE.Transmission | +Description | +
|---|---|
| + |
+ Mission time (abs) in seconds when the transmission should be played. + |
+
| + |
+ Mission time (abs) in seconds when the transmission started. + |
+
| + |
+ Duration in seconds. + |
+
| + |
+ Frequency. + |
+
| + |
+ Interval in seconds before next transmission. + |
+
| + |
+ If true, transmission is currently playing. + |
+
| + |
+ Modulation. + |
+
| + |
+ MOOSE SRS object. + |
+
| + |
+ Duration of the subtitle being displayed. + |
+
| + |
+ Groups to send subtitle to. + |
+
| + |
+ Subtitle of the transmission. + |
+
| + |
+ Text to be transmitted. |
Play text message via STTS with explicitly specified options.
+ +MSRS
++ #string + Text +
+Text message.
+ ++ #number + Delay +
+Delay in seconds, before the message is played.
+ ++ #table + Frequencies +
+Radio frequencies.
+ ++ #table + Modulations +
+Radio modulations.
+ ++ #string + Gender +
+Gender.
+ ++ #string + Culture +
+Culture.
+ ++ #string + Voice +
+Voice.
+ ++ #number + Volume +
+Volume.
+ ++ #string + Label +
+Label.
+ +self
+ +Manages radio transmissions.
+ + + +The purpose of the MSRSQUEUE class is to manage SRS text-to-speech (TTS) messages using the MSRS class. +This can be used to submit multiple TTS messages and the class takes care that they are transmitted one after the other (and not overlapping).
+ + +Name of the class "MSRSQUEUE".
+ +Time (abs) when the last transmission finished.
+ +Name of the radio queue.
+ +If true, the queue update function is scheduled to be called again.
Time interval in seconds for checking the radio queue.
+ +ID for dcs.log.
+ +The queue of transmissions.
+ +Add a transmission to the radio queue.
+ +MSRSQUEUE
++ #MSRSQUEUE.Transmission + transmission +
+The transmission data table.
+ +self
+ +Broadcast radio message.
+ +MSRSQUEUE
++ #MSRSQUEUE.Transmission + transmission +
+The transmission.
+ +Calculate total transmission duration of all transmission in the queue.
+ +MSRSQUEUE
+#number:
+Total transmission duration.
+ +Clear the radio queue.
+ +MSRSQUEUE
+self The MSRSQUEUE object.
+ +Create a new MSRSQUEUE object for a given radio frequency/modulation.
+ +MSRSQUEUE
++ #string + alias +
+(Optional) Name of the radio queue.
+ +self The MSRSQUEUE object.
+ +Create a new transmission and add it to the radio queue.
+ +MSRSQUEUE
++ #string + text +
+Text to play.
+ ++ #number + duration +
+Duration in seconds the file lasts. Default is determined by number of characters of the text message.
+ ++ Sound.SRS#MSRS + msrs +
+MOOSE SRS object.
+ ++ #number + tstart +
+Start time (abs) seconds. Default now.
+ ++ #number + interval +
+Interval in seconds after the last transmission finished.
+ ++ #table + subgroups +
+Groups that should receive the subtiltle.
+ ++ #string + subtitle +
+Subtitle displayed when the message is played.
+ ++ #number + subduration +
+Duration [sec] of the subtitle being displayed. Default 5 sec.
+ ++ #number + frequency +
+Radio frequency if other than MSRS default.
+ ++ #number + modulation +
+Radio modulation if other then MSRS default.
+ +Radio transmission table.
+ +Check radio queue for transmissions to be broadcasted.
+ +MSRSQUEUE
++ #number + delay +
+Delay in seconds before checking.
+ +Name of the class "MSRSQUEUE".
+ +Time (abs) when the last transmission finished.
+ +Name of the radio queue.
+ +If true, the queue update function is scheduled to be called again.
Time interval in seconds for checking the radio queue.
+ +ID for dcs.log.
+ +The queue of transmissions.
+ +Clear the state of an object.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ StateName +
+The key that is should be cleared.
+ +Creation of a Birth Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ #string + IniUnitName +
+The initiating unit name.
+ ++ place +
++ subplace +
+Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a Dead Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
+ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +Creation of a Remove Unit Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Takeoff Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Log an exception which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Returns the event dispatcher
+ +Remove all subscribed events
+ +Trace a function call.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 2.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 3.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Get the ClassID of the class instance.
+ +#string:
+The ClassID of the class instance.
+ +Get the ClassName of the class instance.
+ +#string:
+The ClassName of the class instance.
+ +Get the ClassName + ClassID of the class instance.
+ + +The ClassName + ClassID is formatted as '%s#%09d'.
+ +#string:
+The ClassName + ClassID of the class instance.
+ +Get the Class Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ +This is the worker method to retrieve the Parent class.
+ + +Note that the Parent class must be passed to call the parent class method.
+ +self:GetParent(self):ParentMethod()
+
+
+
+
+
+Get a Value given a Key from the Object.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ Key +
+The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
+ +The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
+ +Subscribe to a DCS Event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ ++ #function + EventFunction +
+(optional) The function to be called when the event occurs for the unit.
+ +Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ ++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
+ ClassName +
+is the name of the class or the class itself to run the check against
+ +#boolean:
+Enquires if tracing is on (for the class).
+ +BASE constructor.
+ + + +This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
+ +function EVENT:New()
+ local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+ return self
+end
+
+
+
+Occurs when an object is completely destroyed.
+ + +initiator : The unit that is was destroyed.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +BDA.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a ground unit captures either an airbase or a farp.
+ + +initiator : The unit that captured the base. +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any object is spawned into the mission.
+ + +initiator : The unit that was spawned.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft crashes into the ground and is completely destroyed.
+ + +initiator : The unit that has crashed.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an object is dead.
+ + +initiator : The unit that is dead.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Unknown precisely what creates this event, likely tied into newer damage model.
+ + +Will update this page when new information become available.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Discard chair after ejection.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a pilot ejects from an aircraft +initiator : The unit that has ejected
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft shuts down its engines.
+ + +initiator : The unit that is stopping its engines..
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft starts its engines.
+ + +initiator : The unit that is starting its engines..
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever an object is hit by a weapon.
+ + +initiator : The unit object the fired the weapon. +weapon: Weapon object that hit the target. +target: The Object that was hit.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any system fails on a human controlled aircraft.
+ + +initiator : The unit that had the failure.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs on the death of a unit.
+ + +Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft lands at an airbase, farp or ship +initiator : The unit that has landed.
+ + +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
+ + +Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Landing quality mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a new mark was added.
+ + +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark text was changed.
+ + +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark was removed.
+ + +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission ends.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission starts.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Weapon add.
+ + +Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the pilot of an aircraft is killed.
+ + +Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +initiator : The unit that the pilot has died in.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player enters a slot and takes control of an aircraft.
+ + +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player assumes direct control of a unit.
+ + +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player relieves control of a unit to the AI.
+ + +initiator : The unit that the player left.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft connects with a tanker and begins taking on fuel.
+ + +initiator : The unit that is receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft is finished taking fuel.
+ + +initiator : The unit that was receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any modification to the "Score" as seen on the debrief menu would occur.
+ + +There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit stops firing its weapon.
+ + +Event will always correspond with a shooting start event. +initiator : The unit that was doing the shooting.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit begins firing a weapon that has a high rate of fire.
+ + +Most common with aircraft cannons (GAU-8), auto cannons, and machine guns. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever any unit in a mission fires a weapon.
+ + +But not any machine gun or auto cannon based weapon, those are handled by EVENT.ShootingStart.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft takes off from an airbase, farp, or ship.
+ + +initiator : The unit that took off. +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Trigger zone.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the game thinks an object is destroyed.
+ + + ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#number:
+The ScheduleID of the planned schedule.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #number + Repeat +
+Specifies the interval in seconds when the scheduler will call the event function.
+ ++ #number + RandomizeFactor +
+Specifies a randomization factor between 0 and 1 to randomize the Repeat.
+ ++ #number + Stop +
+Specifies the amount of seconds when the scheduler will be stopped.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#number:
+The ScheduleID of the planned schedule.
+ +Stops the Schedule.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ +Set the Class Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ ++ #number + EventPriority +
+The Event processing Priority.
+ +self
+ +Set a state or property of the Object given a Key and a Value.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that will hold the Value set by the Key.
+ ++ Key +
+The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
+ ++ Value +
+The value to is stored in the object.
+ +The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ ++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ ++ #string + Class +
++ #string + Method +
+Set trace level
+ +Set trace off.
+ +Set trace on.
+ +Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.
+ + +So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.
+ ++ #boolean + TraceOnOff +
+Switch the tracing on or off.
+ +
+ -- Switch the tracing On
+ BASE:TraceOnOff( true )
+
+ -- Switch the tracing Off
+ BASE:TraceOnOff( false )
+
+
+UnSubscribe to a DCS event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ +Trace a function call.
+ + +This function is private.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+Trace a function logic.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+TODO: Complete DCS#Event structure. +- The main event handling function... This function captures all events generated for the class. + @param #BASE self + @param DCS#Event event
+ +Radio queue transmission data.
+ +Mission time (abs) in seconds when the transmission should be played.
+ +Mission time (abs) in seconds when the transmission started.
+ +Duration in seconds.
+ +Frequency.
+ +Interval in seconds before next transmission.
+ +If true, transmission is currently playing.
+ +Modulation.
+ +Duration of the subtitle being displayed.
+ +Groups to send subtitle to.
+ +Subtitle of the transmission.
+ +Text to be transmitted.
+ +