From a8a9e339d6906474cea793afcaaecfbb6a822016 Mon Sep 17 00:00:00 2001 From: Applevangelist Date: Mon, 17 Oct 2022 16:20:57 +0000 Subject: [PATCH] MOOSE generated documentation [skip ci] --- Documentation/AI.AI_Air.html | 44 - Documentation/AI.AI_Air_Squadron.html | 22 + Documentation/AI.AI_Cargo_Airplane.html | 12 + Documentation/Cargo.CargoCrate.html | 22 + Documentation/Cargo.CargoGroup.html | 62 - Documentation/Cargo.CargoUnit.html | 22 + Documentation/Core.Point.html | 33 - Documentation/Core.Set.html | 6571 ++++++++++++++++- Documentation/Core.Settings.html | 8 +- Documentation/Core.Spawn.html | 44 +- Documentation/Core.Spot.html | 99 - Documentation/Functional.ATC_Ground.html | 4 +- Documentation/Functional.Designate.html | 110 - Documentation/Functional.Detection.html | 33 + Documentation/Functional.Movement.html | 28 - Documentation/Functional.Rat.html | 39 + Documentation/Ops.Airboss.html | 23 +- Documentation/Ops.CSAR.html | 171 +- Documentation/Ops.CTLD.html | 282 +- Documentation/Tasking.Task.html | 22 - .../Tasking.Task_A2A_Dispatcher.html | 8 +- .../Tasking.Task_A2G_Dispatcher.html | 20 +- Documentation/Tasking.Task_Cargo.html | 6 +- .../Tasking.Task_Cargo_Dispatcher.html | 228 +- Documentation/Utils.FiFo.html | 22 + Documentation/Wrapper.Group.html | 78 +- Documentation/Wrapper.Scenery.html | 64 +- 27 files changed, 7469 insertions(+), 608 deletions(-) diff --git a/Documentation/AI.AI_Air.html b/Documentation/AI.AI_Air.html index 7bd80a44e..ae261be08 100644 --- a/Documentation/AI.AI_Air.html +++ b/Documentation/AI.AI_Air.html @@ -3042,17 +3042,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -5881,17 +5870,6 @@ A random value in this bracket is then applied in the waypoint routing generatio - - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -6639,17 +6617,6 @@ A random value in this bracket is then applied in the waypoint routing generatio - - - -
-
- - #number -AI_AIR.IdleCount - - -
@@ -8285,17 +8252,6 @@ A random value in this bracket is then applied in the waypoint routing generatio - - - -
-
- - #number -AI_AIR.IdleCount - - -
diff --git a/Documentation/AI.AI_Air_Squadron.html b/Documentation/AI.AI_Air_Squadron.html index c50525da6..cccdcae38 100644 --- a/Documentation/AI.AI_Air_Squadron.html +++ b/Documentation/AI.AI_Air_Squadron.html @@ -2527,6 +2527,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
@@ -3598,6 +3609,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +
+
diff --git a/Documentation/AI.AI_Cargo_Airplane.html b/Documentation/AI.AI_Cargo_Airplane.html index 559a7e9af..3695d9b75 100644 --- a/Documentation/AI.AI_Cargo_Airplane.html +++ b/Documentation/AI.AI_Cargo_Airplane.html @@ -2765,6 +2765,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+ @@ -4538,6 +4541,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+ @@ -5153,6 +5159,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+ @@ -6656,6 +6665,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +

Aircraft is on a pickup mission.

+ diff --git a/Documentation/Cargo.CargoCrate.html b/Documentation/Cargo.CargoCrate.html index a8be423c5..212f38705 100644 --- a/Documentation/Cargo.CargoCrate.html +++ b/Documentation/Cargo.CargoCrate.html @@ -1831,6 +1831,17 @@ Controls a network of short range air/missile defense groups.

Field(s)

+
+ + +
@@ -2499,6 +2510,17 @@ Controls a network of short range air/missile defense groups.

Field(s)

+
+ + +
diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index 16de7c785..9b1483c5d 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -1902,27 +1902,10 @@ Controls a network of short range air/missile defense groups.

-CARGO_GROUP.CargoCarrier - - - - -

self.CargoObject:Destroy()

- -
- -
-
-
- - CARGO_GROUP.CargoGroup - -

Then we register the new group in the database

-
@@ -1934,20 +1917,6 @@ Controls a network of short range air/missile defense groups.

-
- -
-
-
- - -CARGO_GROUP.CargoObject - - - - -

Now we spawn the new group based on the template created.

-
@@ -3237,27 +3206,10 @@ This works for ground only groups.

-CARGO_GROUP.CargoCarrier - - - - -

self.CargoObject:Destroy()

- -
- -
-
-
- - CARGO_GROUP.CargoGroup - -

Then we register the new group in the database

-
@@ -3269,20 +3221,6 @@ This works for ground only groups.

- - - -
-
- - -CARGO_GROUP.CargoObject - - - - -

Now we spawn the new group based on the template created.

-
diff --git a/Documentation/Cargo.CargoUnit.html b/Documentation/Cargo.CargoUnit.html index 9aaf5bdc6..52bb45786 100644 --- a/Documentation/Cargo.CargoUnit.html +++ b/Documentation/Cargo.CargoUnit.html @@ -1798,6 +1798,17 @@ Note that ground forces behave in a group, and thus, act in formation, regardles

Set cargo object.

+ + + +
+
+ + #number +CARGO_UNIT.RunCount + + +
@@ -2502,6 +2513,17 @@ Note that ground forces behave in a group, and thus, act in formation, regardles

Set cargo object.

+ + + +
+
+ + #number +CARGO_UNIT.RunCount + + +
diff --git a/Documentation/Core.Point.html b/Documentation/Core.Point.html index 90d73ee0d..8576cf3d8 100644 --- a/Documentation/Core.Point.html +++ b/Documentation/Core.Point.html @@ -17551,17 +17551,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

the y coordinate in meters.

- - - -
-
- - -POINT_VEC2.z - - -
@@ -18360,17 +18349,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

the y coordinate in meters.

- - - -
-
- - -POINT_VEC2.z - - -
@@ -26712,17 +26690,6 @@ Creates a line on the F10 map from one point to another.

the y coordinate in meters.

- - - -
-
- - -POINT_VEC2.z - - -
diff --git a/Documentation/Core.Set.html b/Documentation/Core.Set.html index 1e36627cc..b959783ab 100644 --- a/Documentation/Core.Set.html +++ b/Documentation/Core.Set.html @@ -1608,6 +1608,7 @@ Controls a network of short range air/missile defense groups.

  • #SET_AIRBASE: Defines a collection of Wrapper.Airbases filtered by filter criteria.
  • #SET_CARGO: Defines a collection of Cargo.Cargos filtered by filter criteria.
  • #SET_ZONE: Defines a collection of Core.Zones filtered by filter criteria.
  • +
  • #SET_SCENERY: Defines a collection of Warpper.Scenerys added via a filtered #SET_ZONE.
  • These classes are derived from #SET_BASE, which contains the main methods to manage the collections.

    @@ -1622,7 +1623,7 @@ Controls a network of short range air/missile defense groups.


    Author: FlightControl

    -

    Contributions: funkyfranky

    +

    Contributions: funkyfranky, applevangelist


    @@ -2258,6 +2259,78 @@ The following iterator methods are currently available within the SET_PLAYER:

    + + + +
    + + + + + +

    Global SET_SCENERY

    +

    Mission designers can use the SET_SCENERY class to build sets of scenery belonging to certain:

    + +
      +
    • Zone Sets
    • +
    + +

    SET_SCENERY constructor

    + +

    Create a new SET_SCENERY object with the SET_SCENERY.New method:

    + + +
    +
    +
    +
    + + #SET_SCENERY +SET_SCENERY + +

    Mission designers can use the SET_SCENERY class to build sets of scenery belonging to certain:

    + +
      +
    • Zone Sets
    • +
    + +

    SET_SCENERY constructor

    + +

    Create a new SET_SCENERY object with the SET_SCENERY.New method:

    + + + + + +

    Add or Remove SCENERY(s) from SET_SCENERY

    + +

    SCENERYs can be added and removed using the Core.Set#SET_SCENERY.AddSceneryByName and Core.Set#SET_SCENERY.RemoveSceneryByName respectively. +These methods take a single SCENERY name or an array of SCENERY names to be added or removed from SET_SCENERY.

    + +

    SET_SCENERY filter criteria

    + +

    N/A at the moment

    + +

    SET_SCENERY iterators

    + +

    Once the filters have been defined and the SET_SCENERY has been built, you can iterate the SET_SCENERY with the available iterator methods. +The iterator methods will walk the SET_SCENERY set, and call for each element within the set a function that you provide. +The following iterator methods are currently available within the SET_SCENERY:

    + + + +

    SET_SCENERY atomic methods

    + +

    N/A at the moment

    + +
    +
    @@ -9523,6 +9596,931 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    SET_PLAYER:onEvent(event)

    The main event handling function...

    + + + + + +

    Type SET_SCENERY

    +
    + SET_SCENERY +, extends Core.Set#SET_BASE +, extends Core.Base#BASE +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Fields and Methods inherited from SET_SCENERYDescription

    SET_SCENERY:AddScenery(AddScenery)

    +

    Add SCENERY(s) to SET_SCENERY.

    +

    SET_SCENERY:AddSceneryByName(AddSceneryNames)

    +

    Add SCENERY(s) to SET_SCENERY.

    +

    SET_SCENERY:CountAlive()

    +

    Iterate the SET_SCENERY and count how many SCENERYSs are alive.

    +

    SET_SCENERY:FilterPrefixes(Prefixes)

    +

    Builds a set of SCENERYs that contain the given string in their name.

    +

    SET_SCENERY:FilterZones(Zones)

    +

    Builds a set of scenery objects in zones.

    +

    SET_SCENERY:FindScenery(SceneryName)

    +

    Finds a Scenery in the SET, based on the Scenery Name.

    +

    SET_SCENERY:ForEachScenery(IteratorFunction, ...)

    +

    Iterate the SET_SCENERY and call an iterator function for each alive SCENERY, providing the SCENERY and optional parameters.

    +

    SET_SCENERY:GetCoordinate()

    +

    Get the center coordinate of the SET_SCENERY.

    +

    SET_SCENERY:IsIncludeObject(MScenery)

    + +

    SET_SCENERY:New(ZoneSet)

    +

    Creates a new SET_SCENERY object.

    +

    SET_SCENERY:RemoveSceneryByName(RemoveSceneryNames)

    +

    Remove SCENERY(s) from SET_SCENERY.

    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Fields and Methods inherited from SET_BASEDescription

    SET_SCENERY:Add(ObjectName, Object)

    +

    Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index.

    +

    SET_SCENERY:AddObject(Object)

    +

    Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.

    +

    SET_SCENERY:AddSet(SetToAdd)

    +

    Add a SET to this set.

    +

    SET_SCENERY.CallScheduler

    + +

    SET_SCENERY:Clear()

    +

    Clear the Objects in the Set.

    +

    SET_SCENERY:CompareSets(SetA, SetB)

    +

    Compare two sets.

    +

    SET_SCENERY:Count()

    +

    Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes.

    +

    SET_SCENERY.Database

    + +

    SET_SCENERY.Filter

    +

    Table of filters.

    +

    SET_SCENERY:FilterCrashes()

    +

    Starts the filtering of the Crash events for the collection.

    +

    SET_SCENERY:FilterDeads()

    +

    Starts the filtering of the Dead events for the collection.

    +

    SET_SCENERY:FilterOnce()

    +

    Filters for the defined collection.

    +

    SET_SCENERY:FilterStop()

    +

    Stops the filtering for the defined collection.

    +

    SET_SCENERY:FindNearestObjectFromPointVec2(PointVec2)

    +

    Iterate the SET_BASE while identifying the nearest object from a Core.Point#POINT_VEC2.

    +

    SET_SCENERY:Flush(MasterObject)

    +

    Flushes the current SET_BASE contents in the log ...

    +

    SET_SCENERY: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_SCENERY: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.

    +

    SET_SCENERY:Get(ObjectName)

    +

    Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name.

    +

    SET_SCENERY:GetFirst()

    +

    Gets the first object from the Core.Set#SET_BASE and derived classes.

    +

    SET_SCENERY:GetLast()

    +

    Gets the last object from the Core.Set#SET_BASE and derived classes.

    +

    SET_SCENERY:GetObjectNames()

    +

    Gets a string with all the object names.

    +

    SET_SCENERY:GetRandom()

    +

    Gets a random object from the Core.Set#SET_BASE and derived classes.

    +

    SET_SCENERY:GetSet()

    +

    Gets the Set.

    +

    SET_SCENERY:GetSetComplement(SetB)

    +

    Get the complement of two sets.

    +

    SET_SCENERY:GetSetIntersection(SetB)

    + +

    SET_SCENERY:GetSetNames()

    +

    Gets a list of the Names of the Objects in the Set.

    +

    SET_SCENERY:GetSetObjects()

    +

    Gets a list of the Objects in the Set.

    +

    SET_SCENERY:GetSetUnion(SetB)

    +

    Get the union of two sets.

    +

    SET_SCENERY:GetSomeIteratorLimit()

    +

    Get the SET iterator "limit".

    +

    SET_SCENERY.Index

    +

    Table of indices.

    +

    SET_SCENERY:IsInSet(Object)

    +

    Decides whether an object is in the SET

    +

    SET_SCENERY:IsIncludeObject(Object)

    +

    Decides whether to include the Object.

    +

    SET_SCENERY:IsNotInSet(Object)

    +

    Decides whether an object is not in the SET

    +

    SET_SCENERY.List

    +

    Unused table.

    +

    SET_SCENERY:New(Database)

    +

    Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.

    +

    SET_SCENERY:OnAfterAdded(From, Event, To, ObjectName, Object)

    +

    Added Handler OnAfter for SET_BASE

    +

    SET_SCENERY:OnAfterRemoved(From, Event, To, ObjectName, Object)

    +

    Removed Handler OnAfter for SET_BASE

    +

    SET_SCENERY:Remove(ObjectName, NoTriggerEvent)

    +

    Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name.

    +

    SET_SCENERY.Set

    +

    Table of objects.

    +

    SET_SCENERY:SetDatabase(BaseSet)

    +

    Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).

    +

    SET_SCENERY:SetIteratorIntervals(YieldInterval, TimeInterval)

    +

    Define the SET iterator "yield interval" and the "time interval".

    +

    SET_SCENERY:SetSomeIteratorLimit(Limit)

    +

    Define the SET iterator "limit".

    +

    SET_SCENERY.SomeIteratorLimit

    + +

    SET_SCENERY:SortByName()

    +

    Sort the set by name.

    +

    SET_SCENERY.TimeInterval

    + +

    SET_SCENERY.YieldInterval

    + +

    SET_SCENERY:_EventOnBirth(Event)

    +

    Handles the OnBirth event for the Set.

    +

    SET_SCENERY:_EventOnDeadOrCrash(Event)

    +

    Handles the OnDead or OnCrash event for alive units set.

    +

    SET_SCENERY:_FilterStart()

    +

    Starts the filtering for the defined collection.

    +

    SET_SCENERY:_Find(ObjectName)

    +

    Finds an Core.Base#BASE object based on the object Name.

    +
    +
    +
    + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + + +
    Fields and Methods inherited from BASEDescription

    SET_SCENERY.ClassID

    +

    The ID number of the class.

    +

    SET_SCENERY.ClassName

    +

    The name of the class.

    +

    SET_SCENERY.ClassNameAndID

    +

    The name of the class concatenated with the ID number of the class.

    +

    SET_SCENERY:ClearState(Object, StateName)

    +

    Clear the state of an object.

    +

    SET_SCENERY:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

    +

    Creation of a Birth Event.

    +

    SET_SCENERY:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

    +

    Creation of a Crash Event.

    +

    SET_SCENERY:CreateEventDead(EventTime, Initiator, IniObjectCategory)

    +

    Creation of a Dead Event.

    +

    SET_SCENERY:CreateEventPlayerEnterAircraft(PlayerUnit)

    +

    Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

    +

    SET_SCENERY:CreateEventRemoveUnit(EventTime, Initiator)

    +

    Creation of a Remove Unit Event.

    +

    SET_SCENERY:CreateEventTakeoff(EventTime, Initiator)

    +

    Creation of a Takeoff Event.

    +

    SET_SCENERY:CreateEventUnitLost(EventTime, Initiator)

    +

    Creation of a Crash Event.

    +

    SET_SCENERY:E(Arguments)

    +

    Log an exception which will be traced always.

    +

    SET_SCENERY:EventDispatcher()

    +

    Returns the event dispatcher

    +

    SET_SCENERY:EventRemoveAll()

    +

    Remove all subscribed events

    +

    SET_SCENERY:F(Arguments)

    +

    Trace a function call.

    +

    SET_SCENERY:F2(Arguments)

    +

    Trace a function call level 2.

    +

    SET_SCENERY:F3(Arguments)

    +

    Trace a function call level 3.

    +

    SET_SCENERY:GetClassID()

    +

    Get the ClassID of the class instance.

    +

    SET_SCENERY:GetClassName()

    +

    Get the ClassName of the class instance.

    +

    SET_SCENERY:GetClassNameAndID()

    +

    Get the ClassName + ClassID of the class instance.

    +

    SET_SCENERY:GetEventPriority()

    +

    Get the Class Event processing Priority.

    +

    SET_SCENERY:GetParent(Child, FromClass)

    +

    This is the worker method to retrieve the Parent class.

    +

    SET_SCENERY:GetState(Object, Key)

    +

    Get a Value given a Key from the Object.

    +

    SET_SCENERY:HandleEvent(EventID, EventFunction)

    +

    Subscribe to a DCS Event.

    +

    SET_SCENERY:I(Arguments)

    +

    Log an information which will be traced always.

    +

    SET_SCENERY:Inherit(Child, Parent)

    +

    This is the worker method to inherit from a parent class.

    +

    SET_SCENERY:IsInstanceOf(ClassName)

    +

    This is the worker method to check if an object is an (sub)instance of a class.

    +

    SET_SCENERY:IsTrace()

    +

    Enquires if tracing is on (for the class).

    +

    SET_SCENERY:New()

    +

    BASE constructor.

    +

    SET_SCENERY:OnEvent(EventData)

    +

    Occurs when an Event for an object is triggered.

    +

    SET_SCENERY:OnEventBDA(EventData)

    +

    BDA.

    +

    SET_SCENERY:OnEventBaseCaptured(EventData)

    +

    Occurs when a ground unit captures either an airbase or a farp.

    +

    SET_SCENERY:OnEventBirth(EventData)

    +

    Occurs when any object is spawned into the mission.

    +

    SET_SCENERY:OnEventCrash(EventData)

    +

    Occurs when any aircraft crashes into the ground and is completely destroyed.

    +

    SET_SCENERY:OnEventDead(EventData)

    +

    Occurs when an object is dead.

    +

    SET_SCENERY:OnEventDetailedFailure(EventData)

    +

    Unknown precisely what creates this event, likely tied into newer damage model.

    +

    SET_SCENERY:OnEventDiscardChairAfterEjection(EventData)

    +

    Discard chair after ejection.

    +

    SET_SCENERY:OnEventEjection(EventData)

    +

    Occurs when a pilot ejects from an aircraft +Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

    +

    SET_SCENERY:OnEventEngineShutdown(EventData)

    +

    Occurs when any aircraft shuts down its engines.

    +

    SET_SCENERY:OnEventEngineStartup(EventData)

    +

    Occurs when any aircraft starts its engines.

    +

    SET_SCENERY:OnEventHit(EventData)

    +

    Occurs whenever an object is hit by a weapon.

    +

    SET_SCENERY:OnEventHumanFailure(EventData)

    +

    Occurs when any system fails on a human controlled aircraft.

    +

    SET_SCENERY:OnEventKill(EventData)

    +

    Occurs on the death of a unit.

    +

    SET_SCENERY:OnEventLand(EventData)

    +

    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.

    +

    SET_SCENERY:OnEventLandingAfterEjection(EventData)

    +

    Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

    +

    SET_SCENERY:OnEventLandingQualityMark(EventData)

    +

    Landing quality mark.

    +

    SET_SCENERY:OnEventMarkAdded(EventData)

    +

    Occurs when a new mark was added.

    +

    SET_SCENERY:OnEventMarkChange(EventData)

    +

    Occurs when a mark text was changed.

    +

    SET_SCENERY:OnEventMarkRemoved(EventData)

    +

    Occurs when a mark was removed.

    +

    SET_SCENERY:OnEventMissionEnd(EventData)

    +

    Occurs when a mission ends +Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

    +

    SET_SCENERY:OnEventMissionStart(EventData)

    +

    Occurs when a mission starts +Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

    +

    SET_SCENERY:OnEventParatrooperLanding(EventData)

    +

    Weapon add.

    +

    SET_SCENERY:OnEventPilotDead(EventData)

    +

    Occurs when the pilot of an aircraft is killed.

    +

    SET_SCENERY:OnEventPlayerEnterAircraft(EventData)

    +

    Occurs when a player enters a slot and takes control of an aircraft.

    +

    SET_SCENERY:OnEventPlayerEnterUnit(EventData)

    +

    Occurs when any player assumes direct control of a unit.

    +

    SET_SCENERY:OnEventPlayerLeaveUnit(EventData)

    +

    Occurs when any player relieves control of a unit to the AI.

    +

    SET_SCENERY:OnEventRefueling(EventData)

    +

    Occurs when an aircraft connects with a tanker and begins taking on fuel.

    +

    SET_SCENERY:OnEventRefuelingStop(EventData)

    +

    Occurs when an aircraft is finished taking fuel.

    +

    SET_SCENERY:OnEventScore(EventData)

    +

    Occurs when any modification to the "Score" as seen on the debrief menu would occur.

    +

    SET_SCENERY:OnEventShootingEnd(EventData)

    +

    Occurs when any unit stops firing its weapon.

    +

    SET_SCENERY:OnEventShootingStart(EventData)

    +

    Occurs when any unit begins firing a weapon that has a high rate of fire.

    +

    SET_SCENERY:OnEventShot(EventData)

    +

    Occurs whenever any unit in a mission fires a weapon.

    +

    SET_SCENERY:OnEventTakeoff(EventData)

    +

    Occurs when an aircraft takes off from an airbase, farp, or ship.

    +

    SET_SCENERY:OnEventTriggerZone(EventData)

    +

    Trigger zone.

    +

    SET_SCENERY:OnEventUnitLost(EventData)

    +

    Occurs when the game thinks an object is destroyed.

    +

    SET_SCENERY:ScheduleOnce(Start, SchedulerFunction, ...)

    +

    Schedule a new time event.

    +

    SET_SCENERY:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

    +

    Schedule a new time event.

    +

    SET_SCENERY:ScheduleStop(SchedulerID)

    +

    Stops the Schedule.

    +

    SET_SCENERY.Scheduler

    + +

    SET_SCENERY:SetEventPriority(EventPriority)

    +

    Set the Class Event processing Priority.

    +

    SET_SCENERY:SetState(Object, Key, Value)

    +

    Set a state or property of the Object given a Key and a Value.

    +

    SET_SCENERY:T(Arguments)

    +

    Trace a function logic level 1.

    +

    SET_SCENERY:T2(Arguments)

    +

    Trace a function logic level 2.

    +

    SET_SCENERY:T3(Arguments)

    +

    Trace a function logic level 3.

    +

    SET_SCENERY:TraceAll(TraceAll)

    +

    Trace all methods in MOOSE

    +

    SET_SCENERY:TraceClass(Class)

    +

    Set tracing for a class

    +

    SET_SCENERY:TraceClassMethod(Class, Method)

    +

    Set tracing for a specific method of class

    +

    SET_SCENERY:TraceLevel(Level)

    +

    Set trace level

    +

    SET_SCENERY:TraceOff()

    +

    Set trace off.

    +

    SET_SCENERY:TraceOn()

    +

    Set trace on.

    +

    SET_SCENERY:TraceOnOff(TraceOnOff)

    +

    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.

    +

    SET_SCENERY:UnHandleEvent(EventID)

    +

    UnSubscribe to a DCS event.

    +

    SET_SCENERY._

    + +

    SET_SCENERY:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

    +

    Trace a function call.

    +

    SET_SCENERY:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

    +

    Trace a function logic.

    +

    SET_SCENERY.__

    + +

    SET_SCENERY:onEvent(event)

    +

    The main event handling function...

    @@ -56077,6 +57075,5577 @@ When moose is loading dynamically (for moose class development), tracing is swit

    The main event handling function...

    +

    This function captures all events generated for the class.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + DCS#Event + event +

    +
    +
    +

    +
    +
    +
    + +
    +
    + + + + +

    Type SET_SCENERY

    +
    +
    +
    +

    Field(s)

    +
    +
    +

    Function(s)

    +
    +
    + + + +

    Add SCENERY(s) to SET_SCENERY.

    + +
    +
    +

    Defined in:

    +
    +

    SET_SCENERY

    +
    +

    Parameter:

    +
    +
    +

    + #string + AddScenery +

    +
    +
    + +

    A single SCENERY.

    + +
    +
    +

    Return value:

    +
    + +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Add SCENERY(s) to SET_SCENERY.

    + +
    +
    +

    Defined in:

    +
    +

    SET_SCENERY

    +
    +

    Parameter:

    +
    +
    +

    + #string + AddSceneryNames +

    +
    +
    + +

    A single name or an array of SCENERY zone names.

    + +
    +
    +

    Return value:

    +
    + +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Iterate the SET_SCENERY and count how many SCENERYSs are alive.

    + +
    +
    +

    Defined in:

    +
    +

    SET_SCENERY

    +
    +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    The number of SCENERYSs alive.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Builds a set of SCENERYs that contain the given string in their name.

    + + +

    Attention! Bad naming convention as this does not filter only prefixes but all scenery that contain the string.

    + +
    +
    +

    Defined in:

    +
    +

    SET_SCENERY

    +
    +

    Parameter:

    +
    +
    +

    + #string + Prefixes +

    +
    +
    + +

    The string pattern(s) that need to be contained in the scenery name. Can also be passed as a #table of strings.

    + +
    +
    +

    Return value:

    +
    + +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Builds a set of scenery objects in zones.

    + +
    +
    +

    Defined in:

    +
    +

    SET_SCENERY

    +
    +

    Parameter:

    +
    +
    +

    + #table + Zones +

    +
    +
    + +

    Table of Core.Zone#ZONE Zone objects, or a Core.Set#SET_ZONE

    + +
    +
    +

    Return value:

    +
    + +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Finds a Scenery in the SET, based on the Scenery Name.

    + +
    +
    +

    Defined in:

    +
    +

    SET_SCENERY

    +
    +

    Parameter:

    +
    +
    +

    + #string + SceneryName +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    + +
    + +

    The found Scenery.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Iterate the SET_SCENERY and call an iterator function for each alive SCENERY, providing the SCENERY and optional parameters.

    + +
    +
    +

    Defined in:

    +
    +

    SET_SCENERY

    +
    +

    Parameters:

    +
    +
    +

    + #function + IteratorFunction +

    +
    +
    + +

    The function that will be called when there is an alive SCENERY in the SET_SCENERY. The function needs to accept a SCENERY parameter.

    + +
    +
    +
    +
    +

    + ... +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    + +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get the center coordinate of the SET_SCENERY.

    + +
    +
    +

    Defined in:

    +
    +

    SET_SCENERY

    +
    +

    Return value:

    +
    + +
    + +

    The center coordinate of all the objects in the set.

    + +
    +
    +
    + +
    +
    + +
    + + + + + +
    +
    +

    Defined in:

    +
    +

    SET_SCENERY

    +
    +

    Parameter:

    +
    +
    +

    + Wrapper.Scenery#SCENERY + MScenery +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    + +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Creates a new SET_SCENERY object.

    + + +

    Scenery is not auto-registered in the Moose database, there are too many objects on each map. Hence we need to find them first. For this we are using a SET_ZONE.

    + +
    +
    +

    Defined in:

    +
    +

    SET_SCENERY

    +
    +

    Parameter:

    +
    +
    +

    + #SET_ZONE + ZoneSet +

    +
    +
    + +

    SET_ZONE of ZONE objects as created by right-clicks on the map in the mission editor, choosing "assign as...". Rename the zones for grouping purposes, e.g. all sections of a bridge as "Bridge-1" to "Bridge-3".

    + +
    +
    +

    Return value:

    +
    + +
    + + + +
    +
    +

    Usage:

    +
    -- Define a new SET_SCENERY Object. This Object will contain a reference to all added Scenery Objects.
    +   ZoneSet = SET_ZONE:New():FilterPrefixes("Bridge"):FilterOnce()
    +   mysceneryset = SET_SCENERY:New(ZoneSet)
    + +
    + +
    +
    + +
    + + + +

    Remove SCENERY(s) from SET_SCENERY.

    + +
    +
    +

    Defined in:

    +
    +

    SET_SCENERY

    +
    +

    Parameter:

    +
    +
    +

    + Wrapper.Scenery#SCENERY + RemoveSceneryNames +

    +
    +
    + +

    A single name or an array of SCENERY zone names.

    + +
    +
    +

    Return value:

    +
    +
    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    +

    Field(s)

    +
    +
    +

    Function(s)

    +
    +
    + + + +

    Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + ObjectName +

    +
    +
    + +

    The name of the object.

    + +
    +
    +
    +
    +

    + Core.Base#BASE + Object +

    +
    +
    + +

    The object itself.

    + +
    +
    +

    Return value:

    +
    + +
    + +

    The added BASE Object.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Wrapper.Object#OBJECT + Object +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    + +
    + +

    The added BASE Object.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Add a SET to this set.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Set#SET_BASE + SetToAdd +

    +
    +
    + +

    Set to add.

    + +
    +
    +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Clear the Objects in the Set.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Compare two sets.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Core.Set#SET_BASE + SetA +

    +
    +
    + +

    First set.

    + +
    +
    +
    +
    +

    + Core.Set#SET_BASE + SetB +

    +
    +
    + +

    Set to be merged into first set.

    + +
    +
    +

    Return value:

    +
    + +
    + +

    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.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    Count

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Starts the filtering of the Crash events for the collection.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Starts the filtering of the Dead events for the collection.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Filters for the defined collection.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Stops the filtering for the defined collection.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Iterate the SET_BASE while identifying the nearest object from a Core.Point#POINT_VEC2.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Point#POINT_VEC2 + PointVec2 +

    +
    +
    + +

    A Core.Point#POINT_VEC2 object from where to evaluate the closest object in the set.

    + +
    +
    +

    Return value:

    +
    + +
    + +

    The closest object.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Flushes the current SET_BASE contents in the log ...

    + + +

    (for debugging reasons).

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Base#BASE + MasterObject +

    +
    +
    + +

    (Optional) The master object as a reference.

    + +
    +
    +

    Return value:

    +
    +
    +

    #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.

    + +
    +
    +

    Defined in:

    + +

    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.

    + +
    +
    +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + +

    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.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #function + IteratorFunction +

    +
    +
    + +

    The function that will be called.

    + +
    +
    +
    +
    +

    + arg +

    +
    +
    +

    +
    +
    +
    +
    +

    + Set +

    +
    +
    +

    +
    +
    +
    +
    +

    + Function +

    +
    +
    +

    +
    +
    +
    +
    +

    + FunctionArguments +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + ObjectName +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    + +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Gets the first object from the Core.Set#SET_BASE and derived classes.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    + +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Gets the last object from the Core.Set#SET_BASE and derived classes.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    + +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Gets a string with all the object names.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    A string with the names of the objects.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Gets a random object from the Core.Set#SET_BASE and derived classes.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    + +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Gets the Set.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get the complement of two sets.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Set#SET_BASE + SetB +

    +
    +
    + +

    Set other set, called B .

    + +
    +
    +

    Return value:

    +
    + +
    + +

    The set of objects that are in set B but not in this set A .

    + +
    +
    +
    + +
    +
    + +
    + + + + + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + SetB +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Gets a list of the Names of the Objects in the Set.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Gets a list of the Objects in the Set.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get the union of two sets.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Set#SET_BASE + SetB +

    +
    +
    + +

    Set B .

    + +
    +
    +

    Return value:

    +
    + +
    + +

    The union set, i.e. contains objects that are in set A or in set B .

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get the SET iterator "limit".

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    Defines how many objects are evaluated of the set as part of the Some iterators.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Decides whether an object is in the SET

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #table + Object +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Decides whether to include the Object.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #table + Object +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Decides whether an object is not in the SET

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #table + Object +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Database +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + + + +
    +
    +

    Usage:

    +
    -- 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

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + From +

    +
    +
    +

    +
    +
    +
    +
    +

    + #string + Event +

    +
    +
    +

    +
    +
    +
    +
    +

    + #string + To +

    +
    +
    +

    +
    +
    +
    +
    +

    + #string + ObjectName +

    +
    +
    + +

    The name of the object.

    + +
    +
    +
    +
    +

    + Object +

    +
    +
    + +

    The object.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Removed Handler OnAfter for SET_BASE

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #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.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #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).

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #SET_BASE + BaseSet +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Define the SET iterator "yield interval" and the "time interval".

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #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.

    + +
    +
    +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Define the SET iterator "limit".

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + Limit +

    +
    +
    + +

    Defines how many objects are evaluated of the set as part of the Some iterators. The default is 1.

    + +
    +
    +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Sort the set by name.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    + +
    + +

    The added BASE Object.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Handles the OnBirth event for the Set.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + Event +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Handles the OnDead or OnCrash event for alive units set.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + Event +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Starts the filtering for the defined collection.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #SET_BASE:

    +
    +
    + +

    self

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Finds an Core.Base#BASE object based on the object Name.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + ObjectName +

    +
    +
    +

    +
    +
    +

    Return value:

    +
    + +
    + +

    The Object found.

    + +
    +
    +
    + +
    +
    + +
    +

    Field(s)

    +
    +
    +

    Function(s)

    +
    +
    + + + +

    Clear the state of an object.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Object +

    +
    +
    + +

    The object that holds the Value set by the Key.

    + +
    +
    +
    +
    +

    + StateName +

    +
    +
    + +

    The key that is should be cleared.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Creation of a Birth Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + DCS#Time + EventTime +

    +
    +
    + +

    The time stamp of the event.

    + +
    +
    +
    +
    +

    + DCS#Object + Initiator +

    +
    +
    + +

    The initiating object of the event.

    + +
    +
    +
    +
    +

    + IniObjectCategory +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Creation of a Dead Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Wrapper.Unit#UNIT + PlayerUnit +

    +
    +
    + +

    The aircraft unit the player entered.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Creation of a Remove Unit Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + DCS#Time + EventTime +

    +
    +
    + +

    The time stamp of the event.

    + +
    +
    +
    +
    +

    + DCS#Object + Initiator +

    +
    +
    + +

    The initiating object of the event.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Creation of a Takeoff Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + DCS#Time + EventTime +

    +
    +
    + +

    The time stamp of the event.

    + +
    +
    +
    +
    +

    + DCS#Object + Initiator +

    +
    +
    + +

    The initiating object of the event.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Creation of a Crash Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Returns the event dispatcher

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    + +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Remove all subscribed events

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Trace a function call.

    + + +

    Must be at the beginning of the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Trace a function call level 2.

    + + +

    Must be at the beginning of the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Trace a function call level 3.

    + + +

    Must be at the beginning of the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get the ClassID of the class instance.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    The ClassID of the class instance.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get the ClassName of the class instance.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    The ClassName of the class instance.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Get the ClassName + ClassID of the class instance.

    + + +

    The ClassName + ClassID is formatted as '%s#%09d'.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #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.

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #number:

    +
    +
    + +

    The Event processing Priority.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    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()
    +
    + + + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #BASE + Child +

    +
    +
    + +

    This is the Child class from which the Parent class needs to be retrieved.

    + +
    +
    +
    +
    +

    + #BASE + FromClass +

    +
    +
    + +

    (Optional) The class from which to get the parent.

    + +
    +
    +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    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.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + 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!

    + +
    +
    +

    Return value:

    +
    +
    +
    +
    + +

    The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Subscribe to a DCS Event.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Core.Event#EVENTS + EventID +

    +
    +
    + +

    Event ID.

    + +
    +
    +
    +
    +

    + #function + EventFunction +

    +
    +
    + +

    (optional) The function to be called when the event occurs for the unit.

    + +
    +
    +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Log an information which will be traced always.

    + + +

    Can be anywhere within the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    This is the worker method to inherit from a parent class.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Child +

    +
    +
    + +

    is the Child class that inherits.

    + +
    +
    +
    +
    +

    + #BASE + Parent +

    +
    +
    + +

    is the Parent class that the Child inherits from.

    + +
    +
    +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + +

    Child

    + +
    +
    +
    + +
    +
    + +
    + + + +

    This is the worker method to check if an object is an (sub)instance of a class.

    + + + +

    Examples:

    + +
      +
    • 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

    • +
    + + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + ClassName +

    +
    +
    + +

    is the name of the class or the class itself to run the check against

    + +
    +
    +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Enquires if tracing is on (for the class).

    + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #boolean:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    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
    +
    + + +
    +
    +

    Defined in:

    + +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    BDA.

    + + +

    Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
      +
    • initiator: The unit that had the failure.
    • +
    + + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
      +
    • initiator: The unit that killed the target
    • +
    • target: Target Object
    • +
    • weapon: Weapon Object
    • +
    + + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
      +
    • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
    • +
    • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
    • +
    • subplace: is always 0 for unknown reasons.
    • +
    + + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTDATA + EventData +

    +
    +
    + +

    The EventData structure.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Trigger zone.

    + + +

    Have a look at the class Core.EVENT#EVENT as these are just the prototypes.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
      +
    • initiator: The unit that is was destroyed.
    • +
    + + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + 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.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #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, ... }.

    + +
    +
    +

    Return value:

    +
    +
    +

    #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.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #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, ... }.

    + +
    +
    +

    Return value:

    +
    +
    +

    #string:

    +
    +
    + +

    The Schedule ID of the planned schedule.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Stops the Schedule.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + SchedulerID +

    +
    +
    + +

    (Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + EventPriority +

    +
    +
    + +

    The Event processing Priority.

    + +
    +
    +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + +

    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.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + 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.

    + +
    +
    +

    Return value:

    +
    +
    +
    +
    + +

    The Value set.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Trace a function logic level 1.

    + + +

    Can be anywhere within the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Trace a function logic level 2.

    + + +

    Can be anywhere within the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Trace a function logic level 3.

    + + +

    Can be anywhere within the function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Trace all methods in MOOSE

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #boolean + TraceAll +

    +
    +
    + +

    true = trace all methods in MOOSE.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set tracing for a class

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #string + Class +

    +
    +
    + +

    Class name.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set tracing for a specific method of class

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + #string + Class +

    +
    +
    + +

    Class name.

    + +
    +
    +
    +
    +

    + #string + Method +

    +
    +
    + +

    Method.

    + +
    +
    +
    + +
    +
    + +
    + + + +

    Set trace level

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #number + Level +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Set trace off.

    + +
    +
    +

    Defined in:

    + +

    Usage:

    +
    -- Switch the tracing Off
    +BASE:TraceOff()
    + +
    + +
    +
    + +
    + + + +

    Set trace on.

    + +
    +
    +

    Defined in:

    + +

    Usage:

    +
    -- Switch the tracing On
    +BASE:TraceOn()
    + +
    + +
    +
    + +
    + + + +

    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.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + #boolean + TraceOnOff +

    +
    +
    + +

    Switch the tracing on or off.

    + +
    +
    +

    Usage:

    +
    
    +  -- Switch the tracing On
    +  BASE:TraceOnOff( true )
    +
    +  -- Switch the tracing Off
    +  BASE:TraceOnOff( false )
    +
    + +
    + +
    +
    + +
    + + + +

    UnSubscribe to a DCS event.

    + +
    +
    +

    Defined in:

    + +

    Parameter:

    +
    +
    +

    + Core.Event#EVENTS + EventID +

    +
    +
    + +

    Event ID.

    + +
    +
    +

    Return value:

    +
    +
    +

    #BASE:

    +
    +
    + + + +
    +
    +
    + +
    +
    + +
    + + + +

    Trace a function call.

    + + +

    This function is private.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    +
    +

    + DebugInfoCurrentParam +

    +
    +
    +

    +
    +
    +
    +
    +

    + DebugInfoFromParam +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    Trace a function logic.

    + +
    +
    +

    Defined in:

    + +

    Parameters:

    +
    +
    +

    + Arguments +

    +
    +
    + +

    A #table or any field.

    + +
    +
    +
    +
    +

    + DebugInfoCurrentParam +

    +
    +
    +

    +
    +
    +
    +
    +

    + DebugInfoFromParam +

    +
    +
    +

    +
    +
    +
    + +
    +
    + +
    + + + +

    The main event handling function...

    + +

    This function captures all events generated for the class.

    diff --git a/Documentation/Core.Settings.html b/Documentation/Core.Settings.html index 2be92d793..66675c69a 100644 --- a/Documentation/Core.Settings.html +++ b/Documentation/Core.Settings.html @@ -2822,7 +2822,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #string SETTINGS.A2ASystem @@ -2877,7 +2877,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #boolean SETTINGS.Metric @@ -4988,7 +4988,7 @@ It is advised to use this method at the start of the mission.

    - + #string SETTINGS.A2ASystem @@ -5043,7 +5043,7 @@ It is advised to use this method at the start of the mission.

    - + #boolean SETTINGS.Metric diff --git a/Documentation/Core.Spawn.html b/Documentation/Core.Spawn.html index 1087299f7..8b7df46ab 100644 --- a/Documentation/Core.Spawn.html +++ b/Documentation/Core.Spawn.html @@ -3575,17 +3575,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
    - -
    -
    -
    @@ -3710,9 +3699,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -

    By default, no InitLimit

    -
    @@ -3720,7 +3706,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    -SPAWN.SpawnInitModex +SPAWN.SpawnInitLivery @@ -3777,7 +3763,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #number + SPAWN.SpawnMaxGroups @@ -3791,7 +3777,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #number + SPAWN.SpawnMaxUnitsAlive @@ -3960,7 +3946,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

    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.

    @@ -8954,17 +8940,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    - -
    -
    -
    @@ -9089,9 +9064,6 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    By default, no InitLimit

    -
    @@ -9099,7 +9071,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    -SPAWN.SpawnInitModex +SPAWN.SpawnInitLivery @@ -9156,7 +9128,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    - #number + SPAWN.SpawnMaxGroups @@ -9170,7 +9142,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    - #number + SPAWN.SpawnMaxUnitsAlive @@ -9339,7 +9311,7 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    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.

    diff --git a/Documentation/Core.Spot.html b/Documentation/Core.Spot.html index a7c09ff87..908492863 100644 --- a/Documentation/Core.Spot.html +++ b/Documentation/Core.Spot.html @@ -2771,39 +2771,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
    - -
    -
    -
    - - -SPOT.ScheduleID - - - -
    - -
    -
    -
    - - -SPOT.SpotIR - - - -
    - -
    -
    -
    - - -SPOT.SpotLaser - - -
    @@ -4065,39 +4032,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
    - -
    -
    -
    - - -SPOT.ScheduleID - - - -
    - -
    -
    -
    - - -SPOT.SpotIR - - - -
    - -
    -
    -
    - - -SPOT.SpotLaser - - -
    @@ -5598,39 +5532,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
    - -
    -
    -
    - - -SPOT.ScheduleID - - - -
    - -
    -
    -
    - - -SPOT.SpotIR - - - -
    - -
    -
    -
    - - -SPOT.SpotLaser - - -
    diff --git a/Documentation/Functional.ATC_Ground.html b/Documentation/Functional.ATC_Ground.html index e619b3c4f..e86857071 100644 --- a/Documentation/Functional.ATC_Ground.html +++ b/Documentation/Functional.ATC_Ground.html @@ -3837,7 +3837,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + ATC_GROUND.Airbases @@ -4419,7 +4419,7 @@ An airbase can be specified to set the maximum kick speed for.

    - #table + ATC_GROUND.Airbases diff --git a/Documentation/Functional.Designate.html b/Documentation/Functional.Designate.html index 735ccb987..1d13c4953 100644 --- a/Documentation/Functional.Designate.html +++ b/Documentation/Functional.Designate.html @@ -3512,17 +3512,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
    - -
    -
    -
    @@ -3534,17 +3523,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -
    - -
    -
    -
    - - #table -DESIGNATE.LaserCodes - - -
    @@ -6698,17 +6676,6 @@ Using the menu system, the player can "forget" a designation, so that gradually -
    - -
    -
    -
    @@ -6720,17 +6687,6 @@ Using the menu system, the player can "forget" a designation, so that gradually -
    - -
    -
    -
    - - #table -DESIGNATE.LaserCodes - - -
    @@ -7519,17 +7475,6 @@ Using the menu system, the player can "forget" a designation, so that gradually - - - -
    -
    @@ -7541,17 +7486,6 @@ Using the menu system, the player can "forget" a designation, so that gradually - - - -
    -
    - - #table -DESIGNATE.LaserCodes - - -
    @@ -8310,17 +8244,6 @@ Using the menu system, the player can "forget" a designation, so that gradually - - - -
    -
    @@ -8332,17 +8255,6 @@ Using the menu system, the player can "forget" a designation, so that gradually - - - -
    -
    - - #table -DESIGNATE.LaserCodes - - -
    @@ -9989,17 +9901,6 @@ Using the menu system, the player can "forget" a designation, so that gradually - - - -
    -
    @@ -10011,17 +9912,6 @@ Using the menu system, the player can "forget" a designation, so that gradually - - - -
    -
    - - #table -DESIGNATE.LaserCodes - - -
    diff --git a/Documentation/Functional.Detection.html b/Documentation/Functional.Detection.html index 80aeb36e7..950c2b86d 100644 --- a/Documentation/Functional.Detection.html +++ b/Documentation/Functional.Detection.html @@ -19271,6 +19271,17 @@ When moose is loading dynamically (for moose class development), tracing is swit + + + +
    +
    + + #boolean +DETECTION_BASE.Locking + + +
    @@ -23974,6 +23985,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual + + + +
    +
    + + #boolean +DETECTION_BASE.Locking + + +
    @@ -25738,6 +25760,17 @@ zones that reflect cloudy areas where detected units may not be so easily visual + + + +
    +
    + + #boolean +DETECTION_BASE.Locking + + +
    diff --git a/Documentation/Functional.Movement.html b/Documentation/Functional.Movement.html index 4589dc7dd..82e35a43d 100644 --- a/Documentation/Functional.Movement.html +++ b/Documentation/Functional.Movement.html @@ -2237,20 +2237,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Field(s)

    -
    -
    - - #number -MOVEMENT.AliveUnits - - - - -

    Contains the counter how many units are currently alive

    - -
    - -
    @@ -2481,20 +2467,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Field(s)

    -
    -
    - - #number -MOVEMENT.AliveUnits - - - - -

    Contains the counter how many units are currently alive

    - -
    - -
    diff --git a/Documentation/Functional.Rat.html b/Documentation/Functional.Rat.html index eb77631a9..ba1f12440 100644 --- a/Documentation/Functional.Rat.html +++ b/Documentation/Functional.Rat.html @@ -3440,6 +3440,12 @@ manager:Stop(7200)

    RAT.termtype

    Type of terminal to be used when spawning at an airbase.

    + + + +

    RAT.type

    + + @@ -6798,6 +6804,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Type of terminal to be used when spawning at an airbase.

    +
    + +
    +
    +
    + + +RAT.type + + +
    @@ -14678,6 +14695,17 @@ Initializes the ratcraft array and group menu.

    Type of terminal to be used when spawning at an airbase.

    +
    + +
    +
    +
    + + +RAT.type + + +
    @@ -20612,6 +20640,17 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups.

    Type of terminal to be used when spawning at an airbase.

    + + + +
    +
    + + +RAT.type + + +
    diff --git a/Documentation/Ops.Airboss.html b/Documentation/Ops.Airboss.html index 4e8c197f8..f0fdee7bc 100644 --- a/Documentation/Ops.Airboss.html +++ b/Documentation/Ops.Airboss.html @@ -39583,9 +39583,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

    Set case of f

    - @@ -39648,6 +39645,20 @@ When moose is loading dynamically (for moose class development), tracing is swit
    +AIRBOSS.PlayerData.flag + + + + +

    Decrease stack/flag. Human player needs to take care himself.

    + +
    + + +
    +
    + + AIRBOSS.PlayerData.grade @@ -39801,9 +39812,6 @@ When moose is loading dynamically (for moose class development), tracing is swit - -

    Make player section lead if he was not before.

    -
    @@ -39826,6 +39834,9 @@ When moose is loading dynamically (for moose class development), tracing is swit + +

    Set Stable Hover

    + diff --git a/Documentation/Ops.CSAR.html b/Documentation/Ops.CSAR.html index a4bf6c24a..8e910fe66 100644 --- a/Documentation/Ops.CSAR.html +++ b/Documentation/Ops.CSAR.html @@ -2445,6 +2445,12 @@ Create a late-activated single infantry unit as template in the mission editor a

    CSAR.inTransitGroups

    + + + +

    CSAR.index

    + + @@ -4192,25 +4198,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CSAR.downedPilots - -

    Replacement woundedGroups

    - -
    - -
    -
    -
    - - #number -CSAR.downedpilotcounter - - -
    @@ -4309,6 +4301,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    contain a table for each SAR with all units he has with the original names

    + + + +
    +
    + + +CSAR.index + + +
    @@ -4517,6 +4520,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +
    +
    + + #number +CSAR.rescuedpilots + + + + +

    counter for saved pilots

    + +
    +
    @@ -4542,6 +4559,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    +
    +
    +
    + + #number +CSAR.rescues + + + + +

    counter for successful rescue landings at FARP/AFB/MASH

    + +
    +
    @@ -9329,25 +9360,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CSAR.downedPilots - -

    Replacement woundedGroups

    - -
    - -
    -
    -
    - - #number -CSAR.downedpilotcounter - - -
    @@ -9446,6 +9463,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    contain a table for each SAR with all units he has with the original names

    +
    + +
    +
    +
    + + +CSAR.index + + +
    @@ -9654,6 +9682,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +
    +
    + + #number +CSAR.rescuedpilots + + + + +

    counter for saved pilots

    + +
    +
    @@ -9679,6 +9721,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    +
    +
    +
    + + #number +CSAR.rescues + + + + +

    counter for successful rescue landings at FARP/AFB/MASH

    + +
    +
    @@ -11727,25 +11783,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - #table + CSAR.downedPilots - -

    Replacement woundedGroups

    - -
    - -
    -
    -
    - - #number -CSAR.downedpilotcounter - - -
    @@ -11844,6 +11886,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    contain a table for each SAR with all units he has with the original names

    +
    + +
    +
    +
    + + +CSAR.index + + +
    @@ -12052,6 +12105,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +
    +
    + + #number +CSAR.rescuedpilots + + + + +

    counter for saved pilots

    + +
    +
    @@ -12077,6 +12144,20 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    +
    +
    +
    + + #number +CSAR.rescues + + + + +

    counter for successful rescue landings at FARP/AFB/MASH

    + +
    +
    diff --git a/Documentation/Ops.CTLD.html b/Documentation/Ops.CTLD.html index 5d5c0d931..af0c9cb4b 100644 --- a/Documentation/Ops.CTLD.html +++ b/Documentation/Ops.CTLD.html @@ -7056,6 +7056,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Field(s)

    +
    +
    + + #number +CTLD.CargoCounter + + + +
    + +
    @@ -7122,6 +7133,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Name of the class.

    +
    + +
    +
    +
    + + #number +CTLD.CrateCounter + + +
    @@ -7153,7 +7175,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.CtldUnits @@ -7175,7 +7197,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.DroppedTroops @@ -7200,11 +7222,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    + #number +CTLD.Engineers + + + +

    use as counter

    + +
    + +
    +
    +
    + + #table CTLD.EngineersInField + +

    holds #CTLD_ENGINEERING objects

    +
    @@ -7236,7 +7275,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.FreeFMFrequencies @@ -7247,7 +7286,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.FreeUHFFrequencies @@ -7258,11 +7297,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.FreeVHFFrequencies + +

    Beacons

    +
    @@ -7388,11 +7430,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.PilotGroups + +

    tables

    +
    @@ -7487,6 +7532,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
    + +
    +
    +
    + + #number +CTLD.TroopCounter + + +
    @@ -7631,6 +7687,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    #1570

    +
    + +
    +
    +
    + + #table +CTLD.droppedBeacons + + +
    @@ -7848,7 +7915,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

    noob catch

    +

    time to repair a unit/group

    @@ -7914,7 +7981,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #number CTLD.troopdropzoneradius @@ -14672,6 +14739,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Field(s)

    +
    +
    + + #number +CTLD.CargoCounter + + + +
    + +
    @@ -14738,6 +14816,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Name of the class.

    +
    + +
    +
    +
    + + #number +CTLD.CrateCounter + + +
    @@ -14769,7 +14858,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.CtldUnits @@ -14791,7 +14880,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.DroppedTroops @@ -14816,11 +14905,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    + #number +CTLD.Engineers + + + +

    use as counter

    + +
    + +
    +
    +
    + + #table CTLD.EngineersInField + +

    holds #CTLD_ENGINEERING objects

    +
    @@ -14852,7 +14958,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.FreeFMFrequencies @@ -14863,7 +14969,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.FreeUHFFrequencies @@ -14874,11 +14980,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.FreeVHFFrequencies + +

    Beacons

    +
    @@ -15004,11 +15113,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.PilotGroups + +

    tables

    +
    @@ -15103,6 +15215,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
    + +
    +
    +
    + + #number +CTLD.TroopCounter + + +
    @@ -15247,6 +15370,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    #1570

    +
    + +
    +
    +
    + + #table +CTLD.droppedBeacons + + +
    @@ -15464,7 +15598,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

    noob catch

    +

    time to repair a unit/group

    @@ -15530,7 +15664,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #number CTLD.troopdropzoneradius @@ -17041,6 +17175,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Field(s)

    +
    +
    + + #number +CTLD.CargoCounter + + + +
    + +
    @@ -17107,6 +17252,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Name of the class.

    +
    + +
    +
    +
    + + #number +CTLD.CrateCounter + + +
    @@ -17138,7 +17294,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.CtldUnits @@ -17160,7 +17316,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.DroppedTroops @@ -17185,11 +17341,28 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    + #number +CTLD.Engineers + + + +

    use as counter

    + +
    + +
    +
    +
    + + #table CTLD.EngineersInField + +

    holds #CTLD_ENGINEERING objects

    +
    @@ -17221,7 +17394,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.FreeFMFrequencies @@ -17232,7 +17405,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.FreeUHFFrequencies @@ -17243,11 +17416,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.FreeVHFFrequencies + +

    Beacons

    +
    @@ -17373,11 +17549,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #table CTLD.PilotGroups + +

    tables

    +
    @@ -17472,6 +17651,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau +
    + +
    +
    +
    + + #number +CTLD.TroopCounter + + +
    @@ -17616,6 +17806,17 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    #1570

    +
    + +
    +
    +
    + + #table +CTLD.droppedBeacons + + +
    @@ -17833,7 +18034,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau -

    noob catch

    +

    time to repair a unit/group

    @@ -17899,7 +18100,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #number CTLD.troopdropzoneradius @@ -21843,6 +22044,17 @@ When moose is loading dynamically (for moose class development), tracing is swit

    Can transport crate.

    +
    + +
    +
    +
    + + #number +CTLD.UnitCapabilities.length + + +
    @@ -30009,17 +30221,6 @@ When moose is loading dynamically (for moose class development), tracing is swit

    template for a group of 10 paratroopers

    -
    - -
    -
    -
    - - #number -CTLD_HERCULES.j - - -
    @@ -31273,17 +31474,6 @@ Use either this method to integrate the Hercules **or** the one from the "normal

    template for a group of 10 paratroopers

    -
    - -
    -
    -
    - - #number -CTLD_HERCULES.j - - -
    diff --git a/Documentation/Tasking.Task.html b/Documentation/Tasking.Task.html index 7601b7abe..679ef8350 100644 --- a/Documentation/Tasking.Task.html +++ b/Documentation/Tasking.Task.html @@ -2902,17 +2902,6 @@ but can separately be modified later in your mission using the -
    - -
    -
    -
    @@ -7549,17 +7538,6 @@ If the Unit is part of the Task, true is returned.

    -
    - -
    -
    -
    diff --git a/Documentation/Tasking.Task_A2A_Dispatcher.html b/Documentation/Tasking.Task_A2A_Dispatcher.html index d88b0dde5..b0d525254 100644 --- a/Documentation/Tasking.Task_A2A_Dispatcher.html +++ b/Documentation/Tasking.Task_A2A_Dispatcher.html @@ -2903,7 +2903,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #boolean TASK_A2A_DISPATCHER.FlashNewTask @@ -3628,7 +3628,7 @@ If too large, any airborne cap may not be able to reach the detected target area
    - + #boolean TASK_A2A_DISPATCHER.FlashNewTask @@ -4804,7 +4804,7 @@ If too large, any airborne cap may not be able to reach the detected target area
    - + #boolean TASK_A2A_DISPATCHER.FlashNewTask @@ -6282,7 +6282,7 @@ If too large, any airborne cap may not be able to reach the detected target area
    - + #boolean TASK_A2A_DISPATCHER.FlashNewTask diff --git a/Documentation/Tasking.Task_A2G_Dispatcher.html b/Documentation/Tasking.Task_A2G_Dispatcher.html index 2506c91bc..0b8be0171 100644 --- a/Documentation/Tasking.Task_A2G_Dispatcher.html +++ b/Documentation/Tasking.Task_A2G_Dispatcher.html @@ -3173,11 +3173,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #boolean TASK_A2G_DISPATCHER.FlashNewTask + +

    set to false to suppress flash messages

    +
    @@ -3750,11 +3753,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #boolean TASK_A2G_DISPATCHER.FlashNewTask + +

    set to false to suppress flash messages

    +
    @@ -4937,11 +4943,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #boolean TASK_A2G_DISPATCHER.FlashNewTask + +

    set to false to suppress flash messages

    +
    @@ -6426,11 +6435,14 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    - + #boolean TASK_A2G_DISPATCHER.FlashNewTask + +

    set to false to suppress flash messages

    +
    diff --git a/Documentation/Tasking.Task_Cargo.html b/Documentation/Tasking.Task_Cargo.html index a6e78e78f..0b2e65763 100644 --- a/Documentation/Tasking.Task_Cargo.html +++ b/Documentation/Tasking.Task_Cargo.html @@ -3232,7 +3232,7 @@ based on the tasking capabilities defined in
    - #number + TASK_CARGO.CargoLimit @@ -4654,7 +4654,7 @@ based on the tasking capabilities defined in
    - #number + TASK_CARGO.CargoLimit @@ -9186,7 +9186,7 @@ If the Unit is part of the Task, true is returned.

    - #number + TASK_CARGO.CargoLimit diff --git a/Documentation/Tasking.Task_Cargo_Dispatcher.html b/Documentation/Tasking.Task_Cargo_Dispatcher.html index 58724711f..9cd491f61 100644 --- a/Documentation/Tasking.Task_Cargo_Dispatcher.html +++ b/Documentation/Tasking.Task_Cargo_Dispatcher.html @@ -3177,6 +3177,50 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    Field(s)

    + + + +
    +
    + + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
    + +
    @@ -3191,22 +3235,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - @@ -4294,6 +4327,50 @@ This method can only be used once!

    Field(s)

    + + + +
    +
    + + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
    + +
    @@ -4308,22 +4385,11 @@ This method can only be used once!

    - @@ -5163,6 +5229,50 @@ This method can only be used once!

    Field(s)

    + + + +
    +
    + + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
    + +
    @@ -5177,22 +5287,11 @@ This method can only be used once!

    - @@ -6663,6 +6762,50 @@ This method can only be used once!

    Field(s)

    + + + +
    +
    + + #boolean +TASK_CARGO_DISPATCHER.CSARTasks + + + +
    + +
    @@ -6677,22 +6820,11 @@ This method can only be used once!

    - diff --git a/Documentation/Utils.FiFo.html b/Documentation/Utils.FiFo.html index 231077ab9..c7315e7a3 100644 --- a/Documentation/Utils.FiFo.html +++ b/Documentation/Utils.FiFo.html @@ -7578,6 +7578,17 @@ When moose is loading dynamically (for moose class development), tracing is swit +
    + +
    +
    +
    + + #number +LIFO.uniquecounter + + +
    @@ -8427,6 +8438,17 @@ When moose is loading dynamically (for moose class development), tracing is swit +
    + +
    +
    +
    + + #number +LIFO.uniquecounter + + +
    diff --git a/Documentation/Wrapper.Group.html b/Documentation/Wrapper.Group.html index f6a81f16d..0e41f80d6 100644 --- a/Documentation/Wrapper.Group.html +++ b/Documentation/Wrapper.Group.html @@ -4949,7 +4949,18 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -9341,7 +9352,18 @@ So each unit of the group is respawned at exactly the same parking spot as it cu + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -18227,7 +18249,18 @@ Note that when the WayPoint parameter is used, the new start mission waypoint of + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -22073,7 +22106,18 @@ Coordinates are dependent on the position of the maps origin.

    + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -22698,7 +22742,18 @@ If the Identifiable is alive, true is returned.

    + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter @@ -22958,7 +23013,18 @@ If the Identifiable is alive, true is returned.

    + +
    +
    +
    + + +GROUP.InitRespawnRandomizePositionOuter diff --git a/Documentation/Wrapper.Scenery.html b/Documentation/Wrapper.Scenery.html index 90adad819..5a46f1704 100644 --- a/Documentation/Wrapper.Scenery.html +++ b/Documentation/Wrapper.Scenery.html @@ -1644,13 +1644,19 @@ Controls a network of short range air/missile defense groups.

    SCENERY:FindByName(Name, Coordinate, Radius)

    -

    Find a SCENERY object from it's name/id.

    +

    Find a SCENERY object from its name or id.

    SCENERY:FindByNameInZone(Name, Zone, Radius)

    -

    Find a SCENERY object from it's name/id.

    +

    Find a SCENERY object from its name or id.

    + + + +

    SCENERY:FindByZoneName(ZoneName)

    + +

    Find a SCENERY object from its zone name.

    @@ -3019,7 +3025,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    SCENERY:FindByName(Name, Coordinate, Radius)

    -

    Find a SCENERY object from it's name/id.

    +

    Find a SCENERY object from its name or id.

    Since SCENERY isn't registered in the Moose database (just too many objects per map), we need to do a scan first @@ -3093,7 +3099,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    SCENERY:FindByNameInZone(Name, Zone, Radius)

    -

    Find a SCENERY object from it's name/id.

    +

    Find a SCENERY object from its name or id.

    Since SCENERY isn't registered in the Moose database (just too many objects per map), we need to do a scan first @@ -3115,7 +3121,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau

    -

    The name/id of the scenery object as taken from the ME. Ex. '595785449'

    +

    The name or id of the scenery object as taken from the ME. Ex. '595785449'

    @@ -3158,6 +3164,54 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
    +
    +
    + +
    + + + +

    Find a SCENERY object from its zone name.

    + + +

    Since SCENERY isn't registered in the Moose database (just too many objects per map), we need to do a scan first + to find the correct object.

    + +
    +
    +

    Defined in:

    +
    +

    SCENERY

    +
    +

    Parameter:

    +
    +
    +

    + #string + ZoneName +

    +
    +
    + +

    The name of the scenery zone as created with a right-click on the map in the mission editor and select "assigned to...". Can be handed over as ZONE object.

    + +
    +
    +

    Return value:

    +
    +
    +

    #SCENERY:

    +
    +
    + +

    Scenery Object or nil if it cannot be found

    + +
    +
    +
    +