diff --git a/Documentation/AI.AI_A2G_Dispatcher.html b/Documentation/AI.AI_A2G_Dispatcher.html index 7d099ea57..3d24da8f6 100644 --- a/Documentation/AI.AI_A2G_Dispatcher.html +++ b/Documentation/AI.AI_A2G_Dispatcher.html @@ -4756,6 +4756,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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.
- @@ -4789,9 +4786,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -No loading happened, so we need to pickup something else.
- @@ -5404,9 +5398,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -No loading happened, so we need to pickup something else.
- @@ -6907,9 +6898,6 @@ 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 049661484..d3f8c6e58 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2705,20 +2705,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauSet destination airbase for next :Route() command.
- -Aircraft is on a depoly mission.
-Aircraft is on a pickup mission.
+ @@ -4495,20 +4481,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauSet destination airbase for next :Route() command.
- -Aircraft is on a depoly mission.
-Aircraft is on a pickup mission.
+ @@ -5127,20 +5099,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauSet destination airbase for next :Route() command.
- -Aircraft is on a depoly mission.
-Aircraft is on a pickup mission.
+ @@ -6647,20 +6605,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauSet destination airbase for next :Route() command.
- -Aircraft is on a depoly mission.
-Aircraft is on a pickup mission.
+ diff --git a/Documentation/Core.Set.html b/Documentation/Core.Set.html index f043236ae..d7586a0ab 100644 --- a/Documentation/Core.Set.html +++ b/Documentation/Core.Set.html @@ -2178,6 +2178,69 @@ See the following example:Global SET_OPSZONE |
+
+ Mission designers can use the Core.Set#SET_OPSZONE class to build sets of zones of various types. + |
+
Mission designers can use the Core.Set#SET_OPSZONE class to build sets of zones of various types.
+ + + +Create a new SET_OPSZONE object with the SET_OPSZONE.New method:
+ +ZONEs can be added and removed using the Core.Set#SET_OPSZONE.AddZonesByName and Core.Set#SET_OPSZONE.RemoveZonesByName respectively. +These methods take a single ZONE name or an array of ZONE names to be added or removed from SET_OPSZONE.
+ +You can set filter criteria to build the collection of zones in SET_OPSZONE. +Filter criteria are defined by:
+ +Once the filter criteria have been set for the SET_OPSZONE, you can start filtering using:
+ +Once the filters have been defined and the SET_OPSZONE has been built, you can iterate the SET_OPSZONE with the available iterator methods. +The iterator methods will walk the SET_OPSZONE set, and call for each airbase within the set a function that you provide. +The following iterator methods are currently available within the SET_OPSZONE:
+ +Clear the Objects in the Set.
Table of filters.
+Filters
+Clear all filters.
Get the intersection of this set, called A , and another set.
Clear the Objects in the Set.
Table of filters.
+Filters
+Clear all filters.
Get the intersection of this set, called A , and another set.
The main event handling function...
+| Fields and Methods inherited from SET_BASE.Filters | +Description | +
|---|---|
| + |
+ Coalitions + |
+
| + |
+ Prefixes. |
Clear the Objects in the Set.
Table of filters.
+Filters
+Clear all filters.
Get the intersection of this set, called A , and another set.
Clear the Objects in the Set.
Table of filters.
+Filters
+Clear all filters.
Get the intersection of this set, called A , and another set.
Builds a set of groups out of categories.
Builds a set of groups of coalitions.
Builds a set of groups in zones.
Gets the Set.
+Get a new set that only contains alive groups.
+Get the closest group of the set with respect to a given reference coordinate.
Clear the Objects in the Set.
Table of filters.
+Filters
+Clear all filters.
Get the intersection of this set, called A , and another set.
Builds a set of groups out of categories.
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.
Gets the Set.
+Gets a new set that only contains alive groups.
Clear the Objects in the Set.
Table of filters.
+Filters
+Clear all filters.
Get the intersection of this set, called A , and another set.
The main event handling function...
+| Fields and Methods inherited from SET_OPSZONE | +Description | +
|---|---|
| + |
+ Handles the Database to check on an event (birth) that the Object was added in the Database. + |
+
| + |
+ Add an OPSZONE to set. + |
+
| + |
+ Clear all filters. + |
+
| + |
+ Builds a set of groups of coalitions. + |
+
| + |
+ Filters for the defined collection. + |
+
| + |
+ Builds a set of OPSZONEs that contain the given string in their name. + |
+
| + |
+ Starts the filtering. + |
+
| + |
+ Stops the filtering for the defined collection. + |
+
| + |
+ Handles the Database to check on any event that Object exists in the Database. + |
+
| + |
+ Finds a Zone based on its name. + |
+
| + |
+ Iterate the SET_OPSZONE and call an iterator function for each ZONE, providing the ZONE and optional parameters. + |
+
| + |
+ Get the closest OPSZONE from a given reference coordinate. + |
+
| + |
+ Get a random zone from the set. + |
+
| + |
+ Validate if a coordinate is in one of the zones in the set. + |
+
| + |
+ Private function that checks if an object is contained in the set or filtered. + |
+
| + |
+ Creates a new SET_OPSZONE object, building a set of zones. + |
+
| + |
+ Handles the OnDead or OnCrash event for alive units set. + |
+
| + |
+ Handles the OnEventNewZone event for the Set. + |
+
| + |
+ Remove ZONEs from SET_OPSZONE. + |
+
| + |
+ Set a zone probability. + |
+
| + |
+ Start all opszones of the 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. + |
+
| + | + + | +
| + |
+ Filters + |
+
| + |
+ Clear all 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_OPSZONE: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_OPSZONE: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. + |
+
| + |
+ Returns a table of the Objects in the Set. + |
+
| + |
+ Get the union of two sets. + |
+
| + |
+ Get the SET iterator "limit". + |
+
| + |
+ Table of indices. + |
+
| + |
+ Decides whether an object is in the SET + |
+
| + |
+ Decides whether to include the Object. + |
+
| + |
+ Decides whether an object is not in the SET + |
+
| + |
+ 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_OPSZONE:OnAfterAdded(From, Event, To, ObjectName, Object) |
+
+ Added Handler OnAfter for SET_BASE + |
+
SET_OPSZONE: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_OPSZONE: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_OPSZONE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
SET_OPSZONE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Crash Event. + |
+
SET_OPSZONE:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Dead Event. + |
+
| + |
+ Creation of a |
+
| + |
+ Creation of a Remove Unit Event. + |
+
| + |
+ Creation of a Takeoff Event. + |
+
| + |
+ Creation of a Crash Event. + |
+
| + |
+ Log an exception which will be traced always. + |
+
| + |
+ Returns the event dispatcher + |
+
| + |
+ Remove all subscribed events + |
+
| + |
+ Trace a function call. + |
+
| + |
+ Trace a function call level 2. + |
+
| + |
+ Trace a function call level 3. + |
+
| + |
+ Get the ClassID of the class instance. + |
+
| + |
+ Get the ClassName of the class instance. + |
+
| + |
+ Get the ClassName + ClassID of the class instance. + |
+
| + |
+ Get the Class Core.Event processing Priority. + |
+
| + |
+ This is the worker method to retrieve the Parent class. + |
+
| + |
+ Get a Value given a Key from the Object. + |
+
| + |
+ Subscribe to a DCS Event. + |
+
| + |
+ Log an information which will be traced always. + |
+
| + |
+ This is the worker method to inherit from a parent class. + |
+
| + |
+ This is the worker method to check if an object is an (sub)instance of a class. + |
+
| + |
+ Enquires if tracing is on (for the class). + |
+
| + |
+ BASE constructor. + |
+
| + |
+ Occurs when an Event for an object is triggered. + |
+
| + |
+ BDA. + |
+
| + |
+ Occurs when a ground unit captures either an airbase or a farp. + |
+
| + |
+ Occurs when any object is spawned into the mission. + |
+
| + |
+ Occurs when any aircraft crashes into the ground and is completely destroyed. + |
+
| + |
+ Occurs when an object is dead. + |
+
| + |
+ Unknown precisely what creates this event, likely tied into newer damage model. + |
+
| + |
+ Discard chair after ejection. + |
+
| + |
+ Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when any aircraft shuts down its engines. + |
+
| + |
+ Occurs when any aircraft starts its engines. + |
+
| + |
+ Occurs whenever an object is hit by a weapon. + |
+
| + |
+ Occurs when any system fails on a human controlled aircraft. + |
+
| + |
+ Occurs on the death of a unit. + |
+
| + |
+ Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. + |
+
| + |
+ Landing quality mark. + |
+
| + |
+ Occurs when a new mark was added. + |
+
| + |
+ Occurs when a mark text was changed. + |
+
| + |
+ Occurs when a mark was removed. + |
+
| + |
+ Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Weapon add. + |
+
| + |
+ Occurs when the pilot of an aircraft is killed. + |
+
| + |
+ Occurs when a player enters a slot and takes control of an aircraft. + |
+
| + |
+ Occurs when any player assumes direct control of a unit. + |
+
| + |
+ Occurs when any player relieves control of a unit to the AI. + |
+
| + |
+ Occurs when an aircraft connects with a tanker and begins taking on fuel. + |
+
| + |
+ Occurs when an aircraft is finished taking fuel. + |
+
| + |
+ Occurs when any modification to the "Score" as seen on the debrief menu would occur. + |
+
| + |
+ Occurs when any unit stops firing its weapon. + |
+
| + |
+ Occurs when any unit begins firing a weapon that has a high rate of fire. + |
+
| + |
+ Occurs whenever any unit in a mission fires a weapon. + |
+
| + |
+ Occurs when an aircraft takes off from an airbase, farp, or ship. + |
+
| + |
+ Trigger zone. + |
+
| + |
+ Occurs when the game thinks an object is destroyed. + |
+
| + |
+ Schedule a new time event. + |
+
SET_OPSZONE:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + | + + | +
| + |
+ Set the Class Core.Event processing Priority. + |
+
| + |
+ Set a state or property of the Object given a Key and a Value. + |
+
| + |
+ Trace a function logic level 1. + |
+
| + |
+ Trace a function logic level 2. + |
+
| + |
+ Trace a function logic level 3. + |
+
| + |
+ Trace all methods in MOOSE + |
+
| + |
+ Set tracing for a class + |
+
| + |
+ Set tracing for a specific method of class + |
+
| + |
+ Set trace level + |
+
| + |
+ Set trace off. + |
+
| + |
+ Set trace on. + |
+
| + |
+ Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default. + |
+
| + |
+ UnSubscribe to a DCS event. + |
+
| + | + + | +
SET_OPSZONE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
SET_OPSZONE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + |
+ The main event handling function... |
Clear the Objects in the Set.
Table of filters.
+Filters
+Clear all filters.
Get the intersection of this set, called A , and another set.
Clear the Objects in the Set.
Table of filters.
+Filters
+Clear all filters.
Get the intersection of this set, called A , and another set.
Clear the Objects in the Set.
Table of filters.
+Filters
+Clear all filters.
Get the intersection of this set, called A , and another set.
Clear the Objects in the Set.
Table of filters.
+Filters
+Clear all filters.
Get the intersection of this set, called A , and another set.
Iterate the SET_ZONE and call an iterator function for each ZONE, providing the ZONE and optional parameters.
+Get the closest zone to a given coordinate.
Clear the Objects in the Set.
Table of filters.
+Filters
+Clear all filters.
Get the intersection of this set, called A , and another set.
Clear the Objects in the Set.
Table of filters.
+Filters
+Clear all filters.
Get the intersection of this set, called A , and another set.
Clear the Objects in the Set.
@@ -15508,6 +16671,20 @@ DatabaseSet = SET_AIRBASE:New() ++ #boolean + TriggerEvent +
+If true, an event remove is triggered for each group that is removed from the set.
Clear all filters.
+ + +You still need to apply :FilterOnce()
+ +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 .
+ +#table:
self
+Table of names.
#table:
self
+Table of objects.
#boolean:
self
+true if object is in set and false otherwise.
+ #boolean NoTriggerEvent
Clear the Objects in the Set.
@@ -20692,6 +21917,20 @@ When moose is loading dynamically (for moose class development), tracing is switSET_BASE
+ #boolean + TriggerEvent +
+If true, an event remove is triggered for each group that is removed from the set.
Clear all filters.
+ + +You still need to apply :FilterOnce()
+ +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 .
+ +#table:
self
+Table of names.
#table:
self
+Table of objects.
#boolean:
self
+true if object is in set and false otherwise.
+ #boolean NoTriggerEvent
Filters
+ +Coalitions
+ +Prefixes.
+ +Clear the Objects in the Set.
@@ -26826,6 +28150,20 @@ DatabaseSet = SET_CARGO:New() ++ #boolean + TriggerEvent +
+If true, an event remove is triggered for each group that is removed from the set.
Clear all filters.
+ + +You still need to apply :FilterOnce()
+ +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 .
+ +#table:
self
+Table of names.
#table:
self
+Table of objects.
#boolean:
self
+true if object is in set and false otherwise.
+ #boolean NoTriggerEvent
Clear the Objects in the Set.
@@ -32943,6 +34329,20 @@ DBObject = SET_CLIENT:New() ++ #boolean + TriggerEvent +
+If true, an event remove is triggered for each group that is removed from the set.
Clear all filters.
+ + +You still need to apply :FilterOnce()
+ +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 .
+ +#table:
self
+Table of names.
#table:
self
+Table of objects.
#boolean:
self
+true if object is in set and false otherwise.
+ #boolean NoTriggerEvent
Builds a set of groups out of categories.
@@ -38585,7 +40033,7 @@ GroupSet = SET_GROUP:New():FilterActive( false ):FilterCoalition( "blue" ):FilteSET_GROUP
@@ -38597,6 +40045,19 @@ GroupSet = SET_GROUP:New():FilterActive( false ):FilterCoalition( "blue" ):Filte
Can take the following values: "plane", "helicopter", "ground", "ship".
++ #boolean + Clear +
+If true, clear any previously defined filters.
Builds a set of groups of coalitions.
@@ -38782,7 +40243,7 @@ GroupSet = SET_GROUP:New():FilterActive( false ):FilterCoalition( "blue" ):FilteSET_GROUP
@@ -38794,6 +40255,19 @@ GroupSet = SET_GROUP:New():FilterActive( false ):FilterCoalition( "blue" ):Filte
Can take the following values: "red", "blue", "neutral".
++ #boolean + Clear +
+If true, clear any previously defined filters.
Builds a set of groups in zones.
@@ -38950,7 +40424,7 @@ GroupSet = SET_GROUP:New():FilterActive( false ):FilterCoalition( "blue" ):FilteSET_GROUP
@@ -38962,6 +40436,19 @@ GroupSet = SET_GROUP:New():FilterActive( false ):FilterCoalition( "blue" ):Filte
Table of Core.Zone#ZONE Zone objects, or a Core.Set#SET_ZONE
++ #boolean + Clear +
+If true, clear any previously defined filters.
Gets the Set.
+Get a new set that only contains alive groups.
#table:
+Table of objects
+Set of alive groups.
Get the closest group of the set with respect to a given reference coordinate.
+ + +Optionally, only groups of given coalitions are considered in the search.
+ +SET_GROUP
++ Core.Point#COORDINATE + Coordinate +
+Reference Coordinate from which the closest group is determined.
+ ++ Coalitions +
+The closest group (if any).
+ +#number:
+Distance in meters to the closest group.
+ +Clear the Objects in the Set.
@@ -40076,6 +41628,20 @@ MySetGroup:SetCargoBayWeightLimit() ++ #boolean + TriggerEvent +
+If true, an event remove is triggered for each group that is removed from the set.
Clear all filters.
+ + +You still need to apply :FilterOnce()
+ +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 .
+ +#table:
self
+Table of names.
#table:
self
+Table of objects.
#boolean:
self
+true if object is in set and false otherwise.
+ #boolean NoTriggerEvent
Builds a set of groups out of categories.
@@ -45390,7 +47004,7 @@ GroupSet = SET_OPSGROUP:New():FilterActive( false ):FilterCoalition( "blue" ):FiSET_OPSGROUP
@@ -45402,6 +47016,19 @@ GroupSet = SET_OPSGROUP:New():FilterActive( false ):FilterCoalition( "blue" ):Fi
Can take the following values: "plane", "helicopter", "ground", "ship" or combinations as a table, for example {"plane", "helicopter"}.
+ #boolean + Clear +
+If true, clear any previously defined filters.
Builds a set of groups of coalitions.
@@ -45587,7 +47214,7 @@ GroupSet = SET_OPSGROUP:New():FilterActive( false ):FilterCoalition( "blue" ):FiSET_OPSGROUP
@@ -45601,47 +47228,16 @@ GroupSet = SET_OPSGROUP:New():FilterActive( false ):FilterCoalition( "blue" ):Fi
self
- -Builds a set of groups of defined countries.
- -SET_OPSGROUP
-- #string - Countries + #boolean + Clear
Can take those country strings known within DCS world.
+If true, clear any previously defined filters.
Builds a set of groups of defined countries.
+ +SET_OPSGROUP
++ #string + Countries +
+Can take those country strings known within DCS world.
+ ++ #boolean + Clear +
+If true, clear any previously defined filters.
self
+ +Builds a set of groups that contain the given string in their group name.
@@ -45678,7 +47331,7 @@ GroupSet = SET_OPSGROUP:New():FilterActive( false ):FilterCoalition( "blue" ):FiSET_OPSGROUP
@@ -45690,6 +47343,19 @@ GroupSet = SET_OPSGROUP:New():FilterActive( false ):FilterCoalition( "blue" ):Fi
The string pattern(s) that needs to be contained in the group name. Can also be passed as a #table of strings.
+ #boolean + Clear +
+If true, clear any previously defined filters.
Gets the Set.
+Gets a new set that only contains alive groups.
Clear the Objects in the Set.
@@ -46370,6 +48036,20 @@ GroupSet = SET_OPSGROUP:New():FilterActive( false ):FilterCoalition( "blue" ):Fi ++ #boolean + TriggerEvent +
+If true, an event remove is triggered for each group that is removed from the set.
Clear all filters.
+ + +You still need to apply :FilterOnce()
+ +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 .
+ +#table:
self
+Table of names.
#table:
self
+Table of objects.
#boolean:
self
+true if object is in set and false otherwise.
+ #boolean NoTriggerEvent
The main event handling function...
+This function captures all events generated for the class.
+ +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_OPSZONE
++ Core.Event#EVENTDATA + Event +
+#string:
+The name of the AIRBASE
+ +#table:
+The AIRBASE
+ +Add an OPSZONE to set.
+ +SET_OPSZONE
++ Ops.OpsZone#OPSZONE + Zone +
+The OPSZONE object.
+ +self
+ +Clear all filters.
+ + +You still need to apply FilterOnce() to have an effect on the set.
Builds a set of groups of coalitions.
+ + +Possible current coalitions are red, blue and neutral.
+ +SET_OPSZONE
++ #string + Coalitions +
+Can take the following values: "red", "blue", "neutral" or combinations as a table, for example {"red", "neutral"}.
self
+ +Filters for the defined collection.
+ +Builds a set of OPSZONEs that contain the given string in their name.
+ + +ATTENTION! Bad naming convention as this does not filter only prefixes but all zones that contain the string.
+ +SET_OPSZONE
++ #string + Prefixes +
+The string pattern(s) that needs to be contained in the zone name. Can also be passed as a #table of strings.
self
+ +Starts the filtering.
+ +Stops the filtering for the defined collection.
+ +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_OPSZONE
++ Core.Event#EVENTDATA + Event +
+#string:
+The name of the AIRBASE
+ +#table:
+The AIRBASE
+ +Finds a Zone based on its name.
+ +SET_OPSZONE
++ #string + ZoneName +
+The found Zone.
+ +Iterate the SET_OPSZONE and call an iterator function for each ZONE, providing the ZONE and optional parameters.
+ +SET_OPSZONE
++ #function + IteratorFunction +
+The function that will be called when there is an alive ZONE in the SET_OPSZONE. The function needs to accept a AIRBASE parameter.
+ ++ ... +
+self
+ +Get the closest OPSZONE from a given reference coordinate.
+ + +Only started zones are considered.
+ +SET_OPSZONE
++ Core.Point#COORDINATE + Coordinate +
+The reference coordinate from which the closest zone is determined.
+ ++ #table + Coalitions +
+Only consider the given coalition(s), e.g. {coaliton.side.RED} to find the closest red zone.
The closest OPSZONE (if any).
+ +#number:
+Distance to ref coordinate in meters.
+ +Get a random zone from the set.
+ +SET_OPSZONE
+The random Zone.
+ +Validate if a coordinate is in one of the zones in the set.
+ + +Returns the ZONE object where the coordiante is located. +If zones overlap, the first zone that validates the test is returned.
+ +SET_OPSZONE
++ Core.Point#COORDINATE + Coordinate +
+The coordinate to be searched.
+ +The zone that validates the coordinate location.
+ +#nil:
+No zone has been found.
+ +Private function that checks if an object is contained in the set or filtered.
+ +SET_OPSZONE
++ Ops.OpsZone#OPSZONE + MZone +
+The OPSZONE object.
+ +self
+ +Creates a new SET_OPSZONE object, building a set of zones.
+ +Handles the OnDead or OnCrash event for alive units set.
+ +Handles the OnEventNewZone event for the Set.
+ +Remove ZONEs from SET_OPSZONE.
+ +SET_OPSZONE
++ #table + RemoveZoneNames +
+A single name or an array of OPSZONE names.
+ +self
+ +Set a zone probability.
+ +SET_OPSZONE
++ #string + ZoneName +
+The name of the zone.
+ ++ #number + Probability +
+The probability in percent.
+ +Start all opszones of the set.
+ +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.
+ ++ #boolean + TriggerEvent +
+If true, an event remove is triggered for each group that is removed from the set.
self
+ +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.
+ +Clear all filters.
+ + +You still need to apply :FilterOnce()
+ +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.
+ +Returns a table 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 an object is in the SET
+ ++ #table + Object +
+#boolean:
+true if object is in set and false otherwise.
Decides whether to include the Object.
+ ++ #table + Object +
+self
+ +Decides whether an object is not in the SET
+ ++ #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 +
++ #boolean + 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.
+ ++ IniObjectCategory +
+Creation of a Dead Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
+ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +Creation of a Remove Unit Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Takeoff Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Log an exception which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Returns the event dispatcher
+ +Remove all subscribed events
+ +Trace a function call.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 2.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 3.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Get the ClassID of the class instance.
+ +#string:
+The ClassID of the class instance.
+ +Get the ClassName of the class instance.
+ +#string:
+The ClassName of the class instance.
+ +Get the ClassName + ClassID of the class instance.
+ + +The ClassName + ClassID is formatted as '%s#%09d'.
+ +#string:
+The ClassName + ClassID of the class instance.
+ +Get the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ +This is the worker method to retrieve the Parent class.
+ + +Note that the Parent class must be passed to call the parent class method.
+ +self:GetParent(self):ParentMethod()
+
+
+
+
+
+Get a Value given a Key from the Object.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ Key +
+The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
+ +The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
+ +Subscribe to a DCS Event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ ++ #function + EventFunction +
+(optional) The function to be called when the event occurs for the unit.
+ +Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ ++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
+ ClassName +
+is the name of the class or the class itself to run the check against
+ +#boolean:
+Enquires if tracing is on (for the class).
+ +BASE constructor.
+ + + +This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
+ +function EVENT:New()
+ local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+ return self
+end
+
+
+
+Occurs when an Event for an object is triggered.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +BDA.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a ground unit captures either an airbase or a farp.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any object is spawned into the mission.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft crashes into the ground and is completely destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an object is dead.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Unknown precisely what creates this event, likely tied into newer damage model.
+ + +Will update this page when new information become available.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Discard chair after ejection.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has ejected
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft shuts down its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft starts its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever an object is hit by a weapon.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any system fails on a human controlled aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs on the death of a unit.
+ + +Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
+ + +Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Landing quality mark.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a new mark was added.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark text was changed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark was removed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Weapon add.
+ + +Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the pilot of an aircraft is killed.
+ + +Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player enters a slot and takes control of an aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player assumes direct control of a unit.
+ + +Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player relieves control of a unit to the AI.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft connects with a tanker and begins taking on fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft is finished taking fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any modification to the "Score" as seen on the debrief menu would occur.
+ + +There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit stops firing its weapon.
+ + +Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit begins firing a weapon that has a high rate of fire.
+ + +Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever any unit in a mission fires a weapon.
+ + +But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft takes off from an airbase, farp, or ship.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Trigger zone.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the game thinks an object is destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #number + Repeat +
+Specifies the interval in seconds when the scheduler will call the event function.
+ ++ #number + RandomizeFactor +
+Specifies a randomization factor between 0 and 1 to randomize the Repeat.
+ ++ #number + Stop +
+Specifies the amount of seconds when the scheduler will be stopped.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Stops the Schedule.
+ ++ #string + SchedulerID +
+(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
+ +Set the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ ++ #number + EventPriority +
+The Core.Event processing Priority.
+ +self
+ +Set a state or property of the Object given a Key and a Value.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that will hold the Value set by the Key.
+ ++ Key +
+The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
+ ++ Value +
+The value to is stored in the object.
+ +The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ ++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ ++ #string + Class +
+Class name.
+ ++ #string + Method +
+Method.
+ +Set trace level
+ +Set trace off.
+ +Set trace on.
+ +Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.
+ + +So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.
+ ++ #boolean + TraceOnOff +
+Switch the tracing on or off.
+ +
+ -- Switch the tracing On
+ BASE:TraceOnOff( true )
+
+ -- Switch the tracing Off
+ BASE:TraceOnOff( false )
+
+
+UnSubscribe to a DCS event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ +Trace a function call.
+ + +This function is private.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+Trace a function logic.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+The main event handling function...
+ +This function captures all events generated for the class.
Clear the Objects in the Set.
@@ -52276,6 +60038,20 @@ DBObject = SET_PLAYER:New() ++ #boolean + TriggerEvent +
+If true, an event remove is triggered for each group that is removed from the set.
Clear all filters.
+ + +You still need to apply :FilterOnce()
+ +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 .
+ +#table:
self
+Table of names.
#table:
self
+Table of objects.
#boolean:
self
+true if object is in set and false otherwise.
+ #boolean NoTriggerEvent
Clear the Objects in the Set.
@@ -57932,6 +65756,20 @@ When moose is loading dynamically (for moose class development), tracing is swit ++ #boolean + TriggerEvent +
+If true, an event remove is triggered for each group that is removed from the set.
Clear all filters.
+ + +You still need to apply :FilterOnce()
+ +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 .
+ +#table:
self
+Table of names.
#table:
self
+Table of objects.
#boolean:
self
+true if object is in set and false otherwise.
+ #boolean NoTriggerEvent
Clear the Objects in the Set.
@@ -64319,6 +72205,20 @@ DBObject = SET_STATIC:New() ++ #boolean + TriggerEvent +
+If true, an event remove is triggered for each group that is removed from the set.
Clear all filters.
+ + +You still need to apply :FilterOnce()
+ +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 .
+ +#table:
self
+Table of names.
#table:
self
+Table of objects.
#boolean:
self
+true if object is in set and false otherwise.
+ #boolean NoTriggerEvent
Clear the Objects in the Set.
@@ -71169,6 +79117,20 @@ MySetUnit:SetCargoBayWeightLimit() ++ #boolean + TriggerEvent +
+If true, an event remove is triggered for each group that is removed from the set.
Clear all filters.
+ + +You still need to apply :FilterOnce()
+ +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 .
+ +#table:
self
+Table of names.
#table:
self
+Table of objects.
#boolean:
self
+true if object is in set and false otherwise.
+ #boolean NoTriggerEvent
Get the closest zone to a given coordinate.
+ +SET_ZONE
++ Core.Point#COORDINATE + Coordinate +
+The reference coordinate from which the closest zone is determined.
+ +The closest zone (if any).
+ +#number:
+Distance to ref coordinate in meters.
+ +The zone that validates the coordinate location.
+The zone (if any) that validates the coordinate location.
-#nil:
-No zone has been found.
- -Clear the Objects in the Set.
@@ -77117,6 +85171,20 @@ DatabaseSet = SET_ZONE:New() ++ #boolean + TriggerEvent +
+If true, an event remove is triggered for each group that is removed from the set.
Clear all filters.
+ + +You still need to apply :FilterOnce()
+ +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 .
+ +#table:
self
+Table of names.
#table:
self
+Table of objects.
#boolean:
self
+true if object is in set and false otherwise.
+ #boolean NoTriggerEvent
Clear the Objects in the Set.
@@ -82886,6 +91002,20 @@ DatabaseSet = SET_ZONE_GOAL:New() ++ #boolean + TriggerEvent +
+If true, an event remove is triggered for each group that is removed from the set.
Clear all filters.
+ + +You still need to apply :FilterOnce()
+ +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 .
+ +#table:
self
+Table of names.
#table:
self
+Table of objects.
#boolean:
self
+true if object is in set and false otherwise.
+ #boolean NoTriggerEvent
The AI is on by default when spawning a group.
+The internal counter of the amount of spawning the has happened since SpawnStart.
+Overwrite unit names by default with group name.
+By default, no InitLimit
When the first Spawn executes, all the Groups need to be made visible before start.
+Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
The AI is on by default when spawning a group.
+The internal counter of the amount of spawning the has happened since SpawnStart.
+Overwrite unit names by default with group name.
+By default, no InitLimit
Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
Spawns a new static using a given template.
+Get the bounding square the zone.
+Get the bounding 2D vectors of the polygon.
Get a list of verticies of the polygon.
+Get the smallest rectangular zone encompassing all points points of the polygon zone.
+ZONE_POLYGON_BASE:GetZoneRadius(ZoneName, DoNotRegisterZone)
Get the smallest circular zone encompassing all points points of the polygon zone.
Get the bounding 2D vectors of the polygon.
+ +Get the smallest rectangular zone encompassing all points points of the polygon zone.
+ +ZONE_POLYGON_BASE
++ #string + ZoneName +
+(Optional) Name of the zone. Default is the name of the polygon zone.
+ ++ #boolean + DoNotRegisterZone +
+(Optional) If true, zone is not registered.
The rectangular zone.
+ +Get the smallest circular zone encompassing all points points of the polygon zone.
+ +ZONE_POLYGON_BASE
++ #string + ZoneName +
+(Optional) Name of the zone. Default is the name of the polygon zone.
+ ++ #boolean + DoNotRegisterZone +
+(Optional) If true, zone is not registered.
The circular zone.
+ +Kickspeed
- @@ -4433,9 +4430,6 @@ An airbase can be specified to set the maximum kick speed for. - -Kickspeed
- diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index 39919cb89..baf8151fc 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -3507,17 +3507,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -The #DETECTION_AREAS object for AWACS
- - - -Prefix for logging
+ + + +The #DETECTION_AREAS object for AWACS
- - - -Prefix for logging
+ + + +Type of terminal to be used when spawning at an airbase.
+Type of terminal to be used when spawning at an airbase.
+ + + +Type of terminal to be used when spawning at an airbase.
+ + + +Initial Spawn states is as follows: GROUND: ROE, "Return Fire" Alarm, "Green" - AIR: ROE, "Return Fire" Reaction to Threat, "Passive Defense" - NAVAL ROE, "Return Fire" Alarm,"N/A"
+ AIR: ROE, "Return Fire" Reaction to Threat, "Passive Defense" + NAVAL ROE, "Return Fire" Alarm,"N/A"A request can be added by the WAREHOUSE.AddRequest(warehouse, AssetDescriptor, AssetDescriptorValue, nAsset, TransportType, nTransport, Prio, Assignment) function. The parameters are
@@ -3462,6 +3462,12 @@ endGet 3D vector of warehouse static.
+Get the warehouse zone.
Get the warehouse zone.
+ +WAREHOUSE
+The warehouse zone.
+ +Set case to that of lead.
+Set case of f
@@ -39643,20 +39643,6 @@ When moose is loading dynamically (for moose class development), tracing is switSet stack flag.
- -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
+ +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
+ +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
+ +Name of the class.
+use as counter
+ +holds #CTLD_ENGINEERING objects
+Beacons
+tables
+Folderpath.
-#1570
+ + + +Name of the class.
+ + + +use as counter
+ +holds #CTLD_ENGINEERING objects
+Beacons
+tables
+Folderpath.
-#1570
+ + + +Name of the class.
+ + + +use as counter
+ +holds #CTLD_ENGINEERING objects
+Beacons
+tables
+Folderpath.
-#1570
+ + + +Can transport crate.
- - - -Stack by pointer.
-Stack by pointer.
-Get a table of all characters in a string.
+Get the enemy coalition for a given coalition.
Calculate the difference between two "heading", i.e.
+Check if any object of multiple given objects is contained in a table.
Check if an object is contained in a table.
Get the enemy coalition for a given coalition.
+ +UTILS
++ #number + Coalition +
+The coalition ID.
+ ++ #boolean + Neutral +
+Include neutral as enemy.
+ +#table:
+Enemy coalition table.
+ +Check if any object of multiple given objects is contained in a table.
+ +UTILS
++ #table + Table +
+The table.
+ ++ #table + Objects +
+The objects to check.
+ ++ #string + Key +
+(Optional) Key to check.
+ +Returns true if object is in table.
Check if an object is contained in a table.
+ +UTILS
++ #table + Table +
+The table.
+ ++ #table + Object +
+The object to check.
+ ++ #string + Key +
+(Optional) Key to check. By default, the object itself is checked.
+ +Returns true if object is in table.
Vector in 3D with x, y components.
+Vector in 2D with x, y components.
Vector in 3D with x, y components.
+Vector in 2D with x, y components.
self
+The DCS task structure.
self
+The DCS task structure.
self
+The DCS task structure.
self
+The DCS task structure.