From 73be61e71ff976cf91b99b760c7cfc4c27101229 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.
- - - -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.
- @@ -4705,9 +4702,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -No loading happened, so we need to pickup something else.
- @@ -5320,9 +5314,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -No loading happened, so we need to pickup something else.
- @@ -6827,9 +6818,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -No loading happened, so we need to pickup something else.
- diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index 014cabe6c..57e66dac3 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2665,6 +2665,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a depoly mission.
+ @@ -4452,6 +4455,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a depoly mission.
+ @@ -5081,6 +5087,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a depoly mission.
+ @@ -6602,6 +6611,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a depoly mission.
+ diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index 29dd77ef8..ed75b0774 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -1820,10 +1820,27 @@ Controls a network of short range air/missile defense groups.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.
+the y coordinate in meters.
-the y coordinate in meters.
-the y coordinate in meters.
- - - -The Core.Set#SET_BASE class defines the core functions that define a collection of objects.
-A SET provides iterators to iterate the SET, but will temporarily yield the ForEach iterator loop at defined "intervals" to the mail simulator loop. +
A SET provides iterators to iterate the SET, but will temporarily yield the ForEach interator loop at defined "intervals" to the mail simulator loop. In this way, large loops can be done while not blocking the simulator main processing loop. The default "yield interval" is after 10 objects processed. The default "time interval" is after 0.001 seconds.
@@ -1656,7 +1656,7 @@ The default "time interval" is after 0.001 seconds.Modify the iterator intervals with the Core.Set#SET_BASE.SetIteratorIntervals method. +
Modify the iterator intervals with the Core.Set#SET_BASE.SetInteratorIntervals method. You can set the "yield interval", and the "time interval". (See above).
@@ -1809,6 +1809,7 @@ Filter criteria are defined by:Once the filter criteria have been set for the SET_CLIENT, you can start filtering using:
@@ -1818,12 +1819,6 @@ Filter criteria are defined by:Planned filter criteria within development are (so these are not yet available):
- -Once the filters have been defined and the SET_CLIENT has been built, you can iterate the SET_CLIENT with the available iterator methods. @@ -1907,9 +1902,9 @@ Filter criteria are defined by:
Once the filter criteria have been set for the SET_GROUP, you can start filtering using:
Planned filter criteria within development are (so these are not yet available):
- -Once the filters have been defined and the SET_GROUP has been built, you can iterate the SET_GROUP with the available iterator methods. @@ -1944,7 +1933,7 @@ The following iterator methods are currently available within the SET_GROUP:
You can handle the event using the OnBefore and OnAfter event handlers. -The event handlers need to have the parameters From, Event, To, GroupObject. +The event handlers need to have the paramters From, Event, To, GroupObject. The GroupObject is the GROUP object that is dead and within the SET_GROUP, and is passed as a parameter to the event handler. See the following example:
@@ -1960,7 +1949,7 @@ See the following example:While this is a good example, there is a catch.
-Imagine you want to execute the code above, the the self would need to be from the object declared outside (above) the OnAfterDead method.
+Imageine you want to execute the code above, the the self would need to be from the object declared outside (above) the OnAfterDead method.
So, the self would need to contain another object. Fortunately, this can be done, but you must use then the . notation for the method.
See the modified example:
Global SET_OPSGROUP |
+
+ Mission designers can use the Core.Set#SET_OPSGROUP class to build sets of OPS groups belonging to certain: + +
SET_OPSGROUP constructor+ +Create a new SET_OPSGROUP object with the SET_OPSGROUP.New method: + +
|
+
Mission designers can use the Core.Set#SET_OPSGROUP class to build sets of OPS groups belonging to certain:
+ +Create a new SET_OPSGROUP object with the SET_OPSGROUP.New method:
+ +GROUPS can be added and removed using the Core.Set#SET_OPSGROUP.AddGroupsByName and Core.Set#SET_OPSGROUP.RemoveGroupsByName respectively. +These methods take a single GROUP name or an array of GROUP names to be added or removed from SET_OPSGROUP.
+ +You can set filter criteria to define the set of groups within the SET_OPSGROUP. +Filter criteria are defined by:
+ +For the Category Filter, extra methods have been added:
+ +Once the filter criteria have been set for the SET_OPSGROUP, you can start filtering using:
+ +Once the filters have been defined and the SET_OPSGROUP has been built, you can iterate the SET_OPSGROUP with the available iterator methods. +The iterator methods will walk the SET_OPSGROUP set, and call for each element within the set a function that you provide. +The following iterator methods are currently available within the SET_OPSGROUP:
+ +The SET is derived from the FSM class, which provides extra capabilities to track the contents of the GROUP objects in the SET_OPSGROUP.
+ +You can handle the event using the OnBefore and OnAfter event handlers. +The event handlers need to have the paramters From, Event, To, GroupObject. +The GroupObject is the GROUP object that is dead and within the SET_OPSGROUP, and is passed as a parameter to the event handler. +See the following example:
+ + -- Create the SetCarrier SET_OPSGROUP collection.
+
+ local SetHelicopter = SET_OPSGROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()
+
+ -- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset.
+
+ function SetHelicopter:OnAfterDead( From, Event, To, GroupObject )
+ self:F( { GroupObject = GroupObject:GetName() } )
+ end
+
+
+
+Once the filter criteria have been set for the SET_STATIC, you can start filtering using:
@@ -2133,12 +2248,6 @@ Filter criteria are defined by:Planned filter criteria within development are (so these are not yet available):
- -Once the filters have been defined and the SET_STATIC has been built, you can iterate the SET_STATIC with the available iterator methods. @@ -2147,16 +2256,9 @@ The following iterator methods are currently available within the SET_STATIC:
Planned iterators methods in development are (so these are not yet available):
- -Once the filter criteria have been set for the SET_UNIT, you can start filtering using:
@@ -2242,12 +2345,6 @@ Filter criteria are defined by:Planned filter criteria within development are (so these are not yet available):
- -Once the filters have been defined and the SET_UNIT has been built, you can iterate the SET_UNIT with the available iterator methods. @@ -2283,7 +2380,7 @@ The following iterator methods are currently available within the SET_UNIT:
You can handle the event using the OnBefore and OnAfter event handlers. -The event handlers need to have the parameters From, Event, To, GroupObject. +The event handlers need to have the paramters From, Event, To, GroupObject. The GroupObject is the UNIT object that is dead and within the SET_UNIT, and is passed as a parameter to the event handler. See the following example:
@@ -2299,7 +2396,7 @@ See the following example:While this is a good example, there is a catch.
-Imagine you want to execute the code above, the the self would need to be from the object declared outside (above) the OnAfterDead method.
+Imageine you want to execute the code above, the the self would need to be from the object declared outside (above) the OnAfterDead method.
So, the self would need to contain another object. Fortunately, this can be done, but you must use then the . notation for the method.
See the modified example:
Iterate the SET_AIRBASE and call an iterator function for each AIRBASE, providing the AIRBASE and optional parameters.
+Iterate the SET_AIRBASE and call an interator function for each AIRBASE, providing the AIRBASE and optional parameters.
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.
+Add a SET to this set.
Table of indices.
+Table of indicies.
Sort the set by name.
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.
+Add a SET to this set.
Table of indices.
+Table of indicies.
Sort the set by name.
(R2.1) Iterate the SET_CARGO and call an iterator function for each CARGO, providing the CARGO and optional parameters.
+(R2.1) Iterate the SET_CARGO and call an interator function for each CARGO, providing the CARGO and optional parameters.
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.
+Add a SET to this set.
Table of indices.
+Table of indicies.
Sort the set by name.
Builds a set of clients of defined client types.
+Builds a set of clients in zones.
Iterate the SET_CLIENT and call an iterator function for each alive CLIENT, providing the CLIENT and optional parameters.
+Iterate the SET_CLIENT and call an interator function for each alive CLIENT, providing the CLIENT and optional parameters.
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.
+Add a SET to this set.
Table of indices.
+Table of indicies.
Sort the set by name.
Activate late activated groups.
+Starts the filtering.
+Builds a set of groups in zones.
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.
+Add a SET to this set.
Table of indices.
+Table of indicies.
Sort the set by name.
| Fields and Methods inherited from SET_OPSGROUP | +Description | +
|---|---|
| + |
+ Activate late activated groups in the set. + |
+
| + |
+ Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. + |
+
| + |
+ Add a GROUP or OPSGROUP object to the set. + |
+
| + |
+ Add GROUP(s) or OPSGROUP(s) to the set. + |
+
| + |
+ Handles the Database to check on an event (birth) that the Object was added in the Database. + |
+
| + |
+ Builds a set of groups that are only active. + |
+
| + |
+ Builds a set of groups out of categories. + |
+
| + |
+ Builds a set of groups out of aicraft category (planes and helicopters). + |
+
| + |
+ Builds a set of groups out of airplane category. + |
+
| + |
+ Builds a set of groups out of ground category. + |
+
| + |
+ Builds a set of groups out of helicopter category. + |
+
| + |
+ Builds a set of groups out of ship category. + |
+
| + |
+ Builds a set of groups of coalitions. + |
+
| + |
+ Builds a set of groups of defined countries. + |
+
| + |
+ Builds a set of groups that contain the given string in their group name. + |
+
| + |
+ Starts the filtering. + |
+
| + |
+ Finds a ARMYGROUP based on the group name. + |
+
| + |
+ Finds a FLIGHTGROUP based on the group name. + |
+
| + |
+ Finds an OPSGROUP based on the group name. + |
+
| + |
+ Handles the Database to check on any event that Object exists in the Database. + |
+
| + |
+ Finds a NAVYGROUP based on the group name. + |
+
| + |
+ Iterate the set and call an iterator function for each OPSGROUP object. + |
+
| + |
+ Gets the Set. + |
+
| + |
+ Check include object. + |
+
| + |
+ Creates a new SET_OPSGROUP object, building a set of groups belonging to a coalitions, categories, countries, types or with defined prefix names. + |
+
| + |
+ Remove GROUP(s) or OPSGROUP(s) from the set. + |
+
| + |
+ Handles the OnDead or OnCrash event for alive groups set. + |
+
| Fields and Methods inherited from SET_BASE | +Description | +
|---|---|
| + |
+ Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. + |
+
| + |
+ Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. + |
+
| + |
+ Add a SET to this set. + |
+
| + | + + | +
| + |
+ Clear the Objects in the Set. + |
+
| + |
+ Compare two sets. + |
+
| + |
+ Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. + |
+
| + | + + | +
| + |
+ Table of filters. + |
+
| + |
+ Starts the filtering of the Crash events for the collection. + |
+
| + |
+ Starts the filtering of the Dead events for the collection. + |
+
| + |
+ Filters for the defined collection. + |
+
| + |
+ Stops the filtering for the defined collection. + |
+
| + |
+ Iterate the SET_BASE while identifying the nearest object from a Core.Point#POINT_VEC2. + |
+
| + |
+ Flushes the current SET_BASE contents in the log ... + |
+
SET_OPSGROUP:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
+
+ Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. + |
+
SET_OPSGROUP:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
+
+ Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. + |
+
| + |
+ Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. + |
+
| + |
+ Gets the first object from the Core.Set#SET_BASE and derived classes. + |
+
| + |
+ Gets the last object from the Core.Set#SET_BASE and derived classes. + |
+
| + |
+ Gets a string with all the object names. + |
+
| + |
+ Gets a random object from the Core.Set#SET_BASE and derived classes. + |
+
| + |
+ Gets the Set. + |
+
| + |
+ Get the complement of two sets. + |
+
| + |
+ Get the intersection of this set, called A , and another set. + |
+
| + |
+ Gets a list of the Names of the Objects in the Set. + |
+
| + |
+ Gets a list of the Objects in the Set. + |
+
| + |
+ Get the union of two sets. + |
+
| + |
+ Get the SET iterator "limit". + |
+
| + |
+ Table of indicies. + |
+
| + |
+ Decides whether to include the Object. + |
+
| + |
+ Decides whether to include the Object. + |
+
| + |
+ Unused table. + |
+
| + |
+ Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. + |
+
SET_OPSGROUP:OnAfterAdded(From, Event, To, ObjectName, Object) |
+
+ Added Handler OnAfter for SET_BASE + |
+
SET_OPSGROUP:OnAfterRemoved(From, Event, To, ObjectName, Object) |
+
+ Removed Handler OnAfter for SET_BASE + |
+
| + |
+ Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. + |
+
| + |
+ Table of objects. + |
+
| + |
+ Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). + |
+
SET_OPSGROUP:SetIteratorIntervals(YieldInterval, TimeInterval) |
+
+ Define the SET iterator "yield interval" and the "time interval". + |
+
| + |
+ Define the SET iterator "limit". + |
+
| + | + + | +
| + |
+ Sort the set by name. + |
+
| + | + + | +
| + | + + | +
| + |
+ Handles the OnBirth event for the Set. + |
+
| + |
+ Handles the OnDead or OnCrash event for alive units set. + |
+
| + |
+ Starts the filtering for the defined collection. + |
+
| + |
+ Finds an Core.Base#BASE object based on the object Name. + |
+
| 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. + |
+
SET_OPSGROUP:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
| + |
+ 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 +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. + |
+
| + |
+ Schedule a new time event. + |
+
SET_OPSGROUP: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. + |
+
| + | + + | +
SET_OPSGROUP:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
SET_OPSGROUP:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + | + |
Builds a set of clients of defined client types joined by players.
+Builds a set of players in zones.
Iterate the SET_PLAYER and call an iterator function for each alive CLIENT, providing the CLIENT and optional parameters.
+Iterate the SET_PLAYER and call an interator function for each alive CLIENT, providing the CLIENT and optional parameters.
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.
+Add a SET to this set.
Table of indices.
+Table of indicies.
Sort the set by name.
Builds a set of units of defined unit types.
+Builds a set of statics in zones.
Iterate the SET_STATIC and call an iterator function for each alive STATIC, providing the STATIC and optional parameters.
+Iterate the SET_STATIC and call an interator function for each alive STATIC, providing the STATIC and optional parameters.
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.
+Add a SET to this set.
Table of indices.
+Table of indicies.
Sort the set by name.
Calculate the maximum A2G threat level of the SET_UNIT.
+Calculate the maxium A2G threat level of the SET_UNIT.
Builds a set of units of defined unit types.
+Builds a set of units in zones.
Iterate the SET_UNIT and call an iterator function for each alive UNIT, providing the UNIT and optional parameters.
+Iterate the SET_UNIT and call an interator function for each alive UNIT, providing the UNIT and optional parameters.
SET_UNIT:ForEachUnitPerThreatLevel(FromThreatLevel, ToThreatLevel, IteratorFunction, ...)
Iterate the SET_UNIT sorted *per Threat Level and call an iterator function for each alive UNIT, providing the UNIT and optional parameters.
+Iterate the SET_UNIT sorted *per Threat Level and call an interator function for each alive UNIT, providing the UNIT and optional parameters.
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.
+Add a SET to this set.
Table of indices.
+Table of indicies.
Sort the set by name.
Iterate the SET_ZONE and call an iterator function for each ZONE, providing the ZONE and optional parameters.
+Iterate the SET_ZONE and call an interator function for each ZONE, providing the ZONE and optional parameters.
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.
+Add a SET to this set.
Table of indices.
+Table of indicies.
Sort the set by name.
Iterate the SET_ZONE_GOAL and call an iterator function for each ZONE, providing the ZONE and optional parameters.
+Iterate the SET_ZONE_GOAL and call an interator function for each ZONE, providing the ZONE and optional parameters.
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.
+Add a SET to this set.
Table of indices.
+Table of indicies.
Sort the set by name.
Iterate the SET_AIRBASE and call an iterator function for each AIRBASE, providing the AIRBASE and optional parameters.
+Iterate the SET_AIRBASE and call an interator function for each AIRBASE, providing the AIRBASE and optional parameters.
Add a SET to this set.
+ ++ Core.Set#SET_BASE + SetToAdd +
+Set to add.
+ +self
+ +(Optional) The master object as a reference.
+(optional) The master object as a reference.
(Optional) When true, the :Remove() method will not trigger a Removed event.
(optional) When true, the :Remove() method will not trigger a Removed event.
Sort the set by name.
+ +The added BASE Object.
+ +Table of indices.
+Table of indicies.
@@ -17908,6 +19243,50 @@ BASE:TraceOnOff( false ) + + + +Add a SET to this set.
+ +SET_BASE
++ Core.Set#SET_BASE + SetToAdd +
+Set to add.
+ +self
+ +(Optional) The master object as a reference.
+(optional) The master object as a reference.
(Optional) When true, the :Remove() method will not trigger a Removed event.
(optional) When true, the :Remove() method will not trigger a Removed event.
Sort the set by name.
+ +SET_BASE
+The added BASE Object.
+ +Table of indices.
+Table of indicies.
@@ -23501,7 +24910,7 @@ BASE:TraceOnOff( false )(R2.1) Iterate the SET_CARGO and call an iterator function for each CARGO, providing the CARGO and optional parameters.
+(R2.1) Iterate the SET_CARGO and call an interator function for each CARGO, providing the CARGO and optional parameters.
Add a SET to this set.
+ ++ Core.Set#SET_BASE + SetToAdd +
+Set to add.
+ +self
+ +(Optional) The master object as a reference.
+(optional) The master object as a reference.
(Optional) When true, the :Remove() method will not trigger a Removed event.
(optional) When true, the :Remove() method will not trigger a Removed event.
Sort the set by name.
+ +The added BASE Object.
+ +(Optional) Include only active clients to the set. +
(optional) Include only active clients to the set. Include inactive clients if you provide false.
Builds a set of clients in zones.
+ +SET_CLIENT
++ #table + Zones +
+Table of Core.Zone#ZONE Zone objects, or a Core.Set#SET_ZONE
+ +self
+ +Iterate the SET_CLIENT and call an iterator function for each alive CLIENT, providing the CLIENT and optional parameters.
+Iterate the SET_CLIENT and call an interator function for each alive CLIENT, providing the CLIENT and optional parameters.
Add a SET to this set.
+ ++ Core.Set#SET_BASE + SetToAdd +
+Set to add.
+ +self
+ +(Optional) The master object as a reference.
+(optional) The master object as a reference.
(Optional) When true, the :Remove() method will not trigger a Removed event.
(optional) When true, the :Remove() method will not trigger a Removed event.
Sort the set by name.
+ +The added BASE Object.
+ +Activate late activated groups.
+ +SET_GROUP
++ #number + Delay +
+Delay in seconds.
+ +self
+ +true if all the Wrapper.Group#GROUP are completely in the Core.Zone#ZONE, false otherwise
+true if all the Wrapper.Group#GROUP are completly in the Core.Zone#ZONE, false otherwise
true if at least one of the Wrapper.Group#GROUP is completely inside the Core.Zone#ZONE, false otherwise.
+true if at least one of the Wrapper.Group#GROUP is completly inside the Core.Zone#ZONE, false otherwise.
true if at least one of the Wrapper.Group#GROUP is partly or completely inside the Core.Zone#ZONE, false otherwise.
+true if at least one of the Wrapper.Group#GROUP is partly or completly inside the Core.Zone#ZONE, false otherwise.
true if at least one of the Wrapper.Group#GROUP is partly or completely inside the Core.Zone#ZONE, false otherwise.
+true if at least one of the Wrapper.Group#GROUP is partly or completly inside the Core.Zone#ZONE, false otherwise.
(Optional) Include only active groups to the set. +
(optional) Include only active groups to the set. Include inactive groups if you provide false.
Builds a set of groups in zones.
+ +SET_GROUP
++ #table + Zones +
+Table of Core.Zone#ZONE Zone objects, or a Core.Set#SET_ZONE
+ +self
+ +Add a SET to this set.
+ ++ Core.Set#SET_BASE + SetToAdd +
+Set to add.
+ +self
+ +(Optional) The master object as a reference.
+(optional) The master object as a reference.
(Optional) When true, the :Remove() method will not trigger a Removed event.
(optional) When true, the :Remove() method will not trigger a Removed event.
Sort the set by name.
+ +The added BASE Object.
+ + 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
Activate late activated groups in the set.
+ +SET_OPSGROUP
++ #number + Delay +
+Delay in seconds.
+ +self
+ +Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index.
+ +SET_OPSGROUP
++ #string + ObjectName +
+The name of the object.
+ ++ Core.Base#BASE + Object +
+The object itself.
+ +The added BASE Object.
+ +Add a GROUP or OPSGROUP object to the set.
+ + +NOTE that an OPSGROUP is automatically created from the GROUP if it does not exist already.
+ +SET_OPSGROUP
++ Wrapper.Group#GROUP + group +
+The GROUP which should be added to the set. Can also be given as an #OPSGROUP object.
+ +self
+ +Add GROUP(s) or OPSGROUP(s) to the set.
+ +SET_OPSGROUP
++ #string + AddGroupNames +
+A single name or an array of GROUP names.
+ +self
+ +Handles the Database to check on an event (birth) that the Object was added in the Database.
+ + +This is required, because sometimes the DATABASE birth event gets called later than the SETBASE birth event!
+ +SET_OPSGROUP
++ Core.Event#EVENTDATA + Event +
+#string:
+The name of the GROUP
+ +#table:
+The GROUP
+ +Builds a set of groups that are only active.
+ + +Only the groups that are active will be included within the set.
+ +SET_OPSGROUP
++ #boolean + Active +
+(optional) Include only active groups to the set. +Include inactive groups if you provide false.
+ +self
+ +
+-- Include only active groups to the set.
+GroupSet = SET_OPSGROUP:New():FilterActive():FilterStart()
+
+-- Include only active groups to the set of the blue coalition, and filter one time.
+GroupSet = SET_OPSGROUP:New():FilterActive():FilterCoalition( "blue" ):FilterOnce()
+
+-- Include only active groups to the set of the blue coalition, and filter one time.
+-- Later, reset to include back inactive groups to the set.
+GroupSet = SET_OPSGROUP:New():FilterActive():FilterCoalition( "blue" ):FilterOnce()
+... logic ...
+GroupSet = SET_OPSGROUP:New():FilterActive( false ):FilterCoalition( "blue" ):FilterOnce()
+
+
+Builds a set of groups out of categories.
+ + + +Possible current categories are:
+ +SET_OPSGROUP
++ #string + Categories +
+Can take the following values: "plane", "helicopter", "ground", "ship" or combinations as a table, for example {"plane", "helicopter"}.
self
+ +Builds a set of groups out of aicraft category (planes and helicopters).
+ +Builds a set of groups out of airplane category.
+ +Builds a set of groups out of ground category.
+ +Builds a set of groups out of helicopter category.
+ +Builds a set of groups out of ship category.
+ +Builds a set of groups of coalitions.
+ + +Possible current coalitions are red, blue and neutral.
+ +SET_OPSGROUP
++ #string + Coalitions +
+Can take the following values: "red", "blue", "neutral" or combinations as a table, for example {"red", "neutral"}.
self
+ +Builds a set of groups of defined countries.
+ +SET_OPSGROUP
++ #string + Countries +
+Can take those country strings known within DCS world.
+ +self
+ +Builds a set of groups that contain the given string in their group name.
+ + +Attention! Bad naming convention as this does not filter only prefixes but all groups that contain the string.
+ +SET_OPSGROUP
++ #string + Prefixes +
+The string pattern(s) that needs to be contained in the group name. Can also be passed as a #table of strings.
self
+ +Starts the filtering.
+ +Finds a ARMYGROUP based on the group name.
+ +SET_OPSGROUP
++ #string + GroupName +
+Name of the group.
+ +The found ARMYGROUP or #nil if the group is not in the set.
Finds a FLIGHTGROUP based on the group name.
+ +SET_OPSGROUP
++ #string + GroupName +
+Name of the group.
+ +The found FLIGHTGROUP or #nil if the group is not in the set.
Finds an OPSGROUP based on the group name.
+ +SET_OPSGROUP
++ #string + GroupName +
+Name of the group.
+ +The found OPSGROUP (FLIGHTGROUP, ARMYGROUP or NAVYGROUP) or #nil if the group is not in the set.
Handles the Database to check on any event that Object exists in the Database.
+ + +This is required, because sometimes the DATABASE event gets called later than the SETBASE event or vise versa!
+ +SET_OPSGROUP
++ Core.Event#EVENTDATA + Event +
+Event data table.
+ +#string:
+The name of the GROUP
+ +#table:
+The GROUP
+ +Finds a NAVYGROUP based on the group name.
+ + +Iterate the set and call an iterator function for each OPSGROUP object.
+ +SET_OPSGROUP
++ #function + IteratorFunction +
+The function that will be called for all OPSGROUPs in the set. NOTE that the function must have the OPSGROUP as first parameter!
+ ++ ... +
+(Optional) arguments passed to the IteratorFunction.
self
+ +Gets the Set.
+ +Check include object.
+ +SET_OPSGROUP
++ Wrapper.Group#GROUP + MGroup +
+The group that is checked for inclusion.
+ +self
+ +Creates a new SET_OPSGROUP object, building a set of groups belonging to a coalitions, categories, countries, types or with defined prefix names.
+ +Remove GROUP(s) or OPSGROUP(s) from the set.
+ +SET_OPSGROUP
++ Wrapper.Group#GROUP + RemoveGroupNames +
+A single name or an array of GROUP names.
+ +self
+ +Handles the OnDead or OnCrash event for alive groups set.
+ + +Note: The GROUP object in the SET_OPSGROUP collection will only be removed if the last unit is destroyed of the GROUP.
+ +Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index.
+ ++ #string + ObjectName +
+The name of the object.
+ ++ Core.Base#BASE + Object +
+The object itself.
+ +The added BASE Object.
+ +Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.
+ ++ Wrapper.Object#OBJECT + Object +
+The added BASE Object.
+ +Add a SET to this set.
+ ++ Core.Set#SET_BASE + SetToAdd +
+Set to add.
+ +self
+ +Clear the Objects in the Set.
+ +Compare two sets.
+ ++ Core.Set#SET_BASE + SetA +
+First set.
+ ++ Core.Set#SET_BASE + SetB +
+Set to be merged into first set.
+ +The set of objects that are included in SetA and SetB.
+ +Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes.
+ +Starts the filtering of the Crash events for the collection.
+ +Starts the filtering of the Dead events for the collection.
+ +Filters for the defined collection.
+ +Stops the filtering for the defined collection.
+ +Iterate the SET_BASE while identifying the nearest object from a Core.Point#POINT_VEC2.
+ ++ Core.Point#POINT_VEC2 + PointVec2 +
+A Core.Point#POINT_VEC2 object from where to evaluate the closest object in the set.
+ +The closest object.
+ +Flushes the current SET_BASE contents in the log ...
+ + +(for debugging reasons).
+ ++ Core.Base#BASE + MasterObject +
+(optional) The master object as a reference.
+ +#string:
+A string with the names of the objects.
+ +Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters.
+ ++ #function + IteratorFunction +
+The function that will be called.
+ ++ #table + arg +
+Arguments of the IteratorFunction.
+ ++ #SET_BASE + Set +
+(Optional) The set to use. Default self:GetSet().
+ ++ #function + Function +
+(Optional) A function returning a #boolean true/false. Only if true, the IteratorFunction is called.
+ ++ #table + FunctionArguments +
+(Optional) Function arguments.
+ +self
+ +Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters.
+ ++ #function + IteratorFunction +
+The function that will be called.
+ ++ arg +
++ Set +
++ Function +
++ FunctionArguments +
+self
+ +Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name.
+ ++ #string + ObjectName +
+Gets the first object from the Core.Set#SET_BASE and derived classes.
+ +Gets the last object from the Core.Set#SET_BASE and derived classes.
+ +Gets a string with all the object names.
+ +#string:
+A string with the names of the objects.
+ +Gets a random object from the Core.Set#SET_BASE and derived classes.
+ +Gets the Set.
+ +Get the complement of two sets.
+ ++ Core.Set#SET_BASE + SetB +
+Set other set, called B .
+ +The set of objects that are in set B but not in this set A .
+ +Get the intersection of this set, called A , and another set.
+ ++ Core.Set#SET_BASE + SetB +
+Set other set, called B .
+ +A set of objects that is included in set A and in set B .
+ +Gets a list of the Names of the Objects in the Set.
+ +Gets a list of the Objects in the Set.
+ +Get the union of two sets.
+ ++ Core.Set#SET_BASE + SetB +
+Set B .
+ +The union set, i.e. contains objects that are in set A or in set B .
+ +Get the SET iterator "limit".
+ +#number:
+Defines how many objects are evaluated of the set as part of the Some iterators.
+ +Decides whether to include the Object.
+ ++ #table + Object +
++ ObjectName +
+self
+ +Decides whether to include the Object.
+ ++ #table + Object +
+self
+ +Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
+ ++ Database +
+-- Define a new SET_BASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
+DBObject = SET_BASE:New()
+
+Added Handler OnAfter for SET_BASE
+ ++ #string + From +
++ #string + Event +
++ #string + To +
++ #string + ObjectName +
+The name of the object.
+ ++ Object +
+The object.
+ +Removed Handler OnAfter for SET_BASE
+ ++ #string + From +
++ #string + Event +
++ #string + To +
++ #string + ObjectName +
+The name of the object.
+ ++ Object +
+The object.
+ +Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name.
+ ++ #string + ObjectName +
++ NoTriggerEvent +
+(optional) When true, the :Remove() method will not trigger a Removed event.
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
+ ++ #SET_BASE + BaseSet +
+Define the SET iterator "yield interval" and the "time interval".
+ ++ #number + YieldInterval +
+Sets the frequency when the iterator loop will yield after the number of objects processed. The default frequency is 10 objects processed.
+ ++ #number + TimeInterval +
+Sets the time in seconds when the main logic will resume the iterator loop. The default time is 0.001 seconds.
+ +self
+ +Define the SET iterator "limit".
+ ++ #number + Limit +
+Defines how many objects are evaluated of the set as part of the Some iterators. The default is 1.
+ +self
+ +Sort the set by name.
+ +The added BASE Object.
+ +Handles the OnBirth event for the Set.
+ +Handles the OnDead or OnCrash event for alive units set.
+ +Starts the filtering for the defined collection.
+ +Finds an Core.Base#BASE object based on the object Name.
+ ++ #string + ObjectName +
+The Object found.
+ +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
@@ -41548,6 +49426,50 @@ BASE:TraceOnOff( false )
Builds a set of players in zones.
+ +SET_PLAYER
++ #table + Zones +
+Table of Core.Zone#ZONE Zone objects, or a Core.Set#SET_ZONE
+ +self
+ +Iterate the SET_PLAYER and call an iterator function for each alive CLIENT, providing the CLIENT and optional parameters.
+Iterate the SET_PLAYER and call an interator function for each alive CLIENT, providing the CLIENT and optional parameters.
Add a SET to this set.
+ ++ Core.Set#SET_BASE + SetToAdd +
+Set to add.
+ +self
+ +(Optional) The master object as a reference.
+(optional) The master object as a reference.
(Optional) When true, the :Remove() method will not trigger a Removed event.
(optional) When true, the :Remove() method will not trigger a Removed event.
Sort the set by name.
+ +The added BASE Object.
+ +Builds a set of statics in zones.
+ +SET_STATIC
++ #table + Zones +
+Table of Core.Zone#ZONE Zone objects, or a Core.Set#SET_ZONE
+ +self
+ +Iterate the SET_STATIC and call an iterator function for each alive STATIC, providing the STATIC and optional parameters.
+Iterate the SET_STATIC and call an interator function for each alive STATIC, providing the STATIC and optional parameters.
(Optional) The delimiter, which is default a comma.
+(optional) The delimiter, which is default a comma.
Add a SET to this set.
+ ++ Core.Set#SET_BASE + SetToAdd +
+Set to add.
+ +self
+ +(Optional) The master object as a reference.
+(optional) The master object as a reference.
(Optional) When true, the :Remove() method will not trigger a Removed event.
(optional) When true, the :Remove() method will not trigger a Removed event.
Sort the set by name.
+ +The added BASE Object.
+ +Calculate the maximum A2G threat level of the SET_UNIT.
+Calculate the maxium A2G threat level of the SET_UNIT.
(Optional) Include only active units to the set. +
(optional) Include only active units to the set. Include inactive units if you provide false.
Builds a set of units in zones.
+ +SET_UNIT
++ #table + Zones +
+Table of Core.Zone#ZONE Zone objects, or a Core.Set#SET_ZONE
+ +self
+ +Iterate the SET_UNIT and call an iterator function for each alive UNIT, providing the UNIT and optional parameters.
+Iterate the SET_UNIT and call an interator function for each alive UNIT, providing the UNIT and optional parameters.
Iterate the SET_UNIT sorted *per Threat Level and call an iterator function for each alive UNIT, providing the UNIT and optional parameters.
+Iterate the SET_UNIT sorted *per Threat Level and call an interator function for each alive UNIT, providing the UNIT and optional parameters.
+
+
@@ -54129,7 +62291,7 @@ UnitSet = SET_UNIT:New():FilterActive( false ):FilterCoalition( "blue" ):FilterO
(Optional) The delimiter, which is default a comma.
+(optional) The delimiter, which is default a comma.
Add a SET to this set.
+ ++ Core.Set#SET_BASE + SetToAdd +
+Set to add.
+ +self
+ +(Optional) The master object as a reference.
+(optional) The master object as a reference.
(Optional) When true, the :Remove() method will not trigger a Removed event.
(optional) When true, the :Remove() method will not trigger a Removed event.
Sort the set by name.
+ +The added BASE Object.
+ +Iterate the SET_ZONE and call an iterator function for each ZONE, providing the ZONE and optional parameters.
+Iterate the SET_ZONE and call an interator function for each ZONE, providing the ZONE and optional parameters.
Add a SET to this set.
+ ++ Core.Set#SET_BASE + SetToAdd +
+Set to add.
+ +self
+ +(Optional) The master object as a reference.
+(optional) The master object as a reference.
(Optional) When true, the :Remove() method will not trigger a Removed event.
(optional) When true, the :Remove() method will not trigger a Removed event.
Sort the set by name.
+ +The added BASE Object.
+ +Iterate the SET_ZONE_GOAL and call an iterator function for each ZONE, providing the ZONE and optional parameters.
+Iterate the SET_ZONE_GOAL and call an interator function for each ZONE, providing the ZONE and optional parameters.
Add a SET to this set.
+ ++ Core.Set#SET_BASE + SetToAdd +
+Set to add.
+ +self
+ +(Optional) The master object as a reference.
+(optional) The master object as a reference.
(Optional) When true, the :Remove() method will not trigger a Removed event.
(optional) When true, the :Remove() method will not trigger a Removed event.
Sort the set by name.
+ +The added BASE 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.
-Overwrite unit names by default with group name.
-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.
@@ -3913,17 +3868,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauWhen working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts.
- - - -Overwrite unit names by default with group name.
-When the first Spawn executes, all the Groups need to be made visible before start.
@@ -9288,17 +9193,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups. When working in UnControlled mode, all planes are Spawned in UnControlled mode before the scheduler starts. - - - -Spawns a new static using a given template.
+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.
- - - -Set case to that of lead.
+ @@ -38836,6 +38773,20 @@ BASE:TraceOnOff( false ) + +Set stack flag.
+ +Set Stable Hover
+Set new time stamp.
- diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index 77b2e89f0..59f3849f9 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -2264,12 +2264,6 @@ Create a late-activated single infantry unit as template in the mission editor aGROUP_SET of all helis
+table of CSAR unit names
+Replacement woundedGroups
+ +contain a table for each SAR with all units he has with the original names
-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
+ +contain a table for each SAR with all units he has with the original names
-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
+ +contain a table for each SAR with all units he has with the original names
-counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +Use this entry to get, load, list nearby, drop, build and repair crates. Also @see options.
+Use this entry to get, load, list nearby, drop, build and repair crates. Also see options.
Lists what you have loaded. Shows load capabilities for number of crates and number of seats for troops.
-Does what it says.
@@ -2165,6 +2167,12 @@ If you use units build by multiple templates, they will effectively double on loUser - function to remove stock of a certain troops type
+User function - Drop a smoke or flare at current location.
User function - Start smoke in a zone close to the Unit.
+User function - Start smoke/flare in a zone close to the Unit.
use as counter
- -holds #CTLD_ENGINEERING objects
-factor for troops extraction, i.e. CrateDistance * Extractfactor
+tables
-Smokes and Flares
+ +time to repair a unit/group
+noob catch
User function - Drop a smoke or flare at current location.
+ +CTLD
++ Wrapper.Unit#UNIT + Unit +
+The Unit.
+ ++ #boolean + Flare +
+If true, flare instead.
+ +User function - Start smoke in a zone close to the Unit.
+User function - Start smoke/flare in a zone close to the Unit.
use as counter
- -holds #CTLD_ENGINEERING objects
-factor for troops extraction, i.e. CrateDistance * Extractfactor
+tables
-Smokes and Flares
+ +time to repair a unit/group
+noob catch
use as counter
- -holds #CTLD_ENGINEERING objects
-factor for troops extraction, i.e. CrateDistance * Extractfactor
+tables
-Smokes and Flares
+ +time to repair a unit/group
+noob catch
Can transport crate.
+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
+Alive.
+Alive2.
Alive.
+Alive2.
Alive.
+Alive2.
Alive.
+Alive2.
Alive.
+Alive2.
Alive.
+Alive2.
Alive.
+Alive2.