From a8a9e339d6906474cea793afcaaecfbb6a822016 Mon Sep 17 00:00:00 2001
From: Applevangelist Aircraft is on a pickup mission. Aircraft is on a pickup mission. Aircraft is on a pickup mission. Aircraft is on a pickup mission.
self.CargoObject:Destroy()
- -Then we register the new group in the database
-Now we spawn the new group based on the template created.
-self.CargoObject:Destroy()
- -Then we register the new group in the database
-Now we spawn the new group based on the template created.
-Set cargo object.
+ + + +Set cargo object.
+ + + +the y coordinate in meters.
- - - -the y coordinate in meters.
- - - -the y coordinate in meters.
- - - -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.Global SET_SCENERY |
+
+ Mission designers can use the SET_SCENERY class to build sets of scenery belonging to certain: + +
SET_SCENERY constructor+ +Create a new SET_SCENERY object with the SET_SCENERY.New method: + +
|
+
Mission designers can use the SET_SCENERY class to build sets of scenery belonging to certain:
+ +Create a new SET_SCENERY object with the SET_SCENERY.New method:
+ +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.
+ +N/A at the moment
+ +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:
+ +N/A at the moment
+ +The main event handling function...
+| Fields and Methods inherited from SET_SCENERY | +Description | +
|---|---|
| + |
+ Add SCENERY(s) to SET_SCENERY. + |
+
| + |
+ Add SCENERY(s) to SET_SCENERY. + |
+
| + |
+ Iterate the SET_SCENERY and count how many SCENERYSs are alive. + |
+
| + |
+ Builds a set of SCENERYs that contain the given string in their name. + |
+
| + |
+ Builds a set of scenery objects in zones. + |
+
| + |
+ Finds a Scenery in the SET, based on the Scenery Name. + |
+
| + |
+ Iterate the SET_SCENERY and call an iterator function for each alive SCENERY, providing the SCENERY and optional parameters. + |
+
| + |
+ Get the center coordinate of the SET_SCENERY. + |
+
| + | + + | +
| + |
+ Creates a new SET_SCENERY object. + |
+
| + |
+ Remove SCENERY(s) from SET_SCENERY. + |
+
| Fields and Methods inherited from SET_BASE | +Description | +
|---|---|
| + |
+ Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. + |
+
| + |
+ Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. + |
+
| + |
+ Add a SET to this set. + |
+
| + | + + | +
| + |
+ Clear the Objects in the Set. + |
+
| + |
+ Compare two sets. + |
+
| + |
+ Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. + |
+
| + | + + | +
| + |
+ Table of filters. + |
+
| + |
+ Starts the filtering of the Crash events for the collection. + |
+
| + |
+ Starts the filtering of the Dead events for the collection. + |
+
| + |
+ Filters for the defined collection. + |
+
| + |
+ Stops the filtering for the defined collection. + |
+
| + |
+ Iterate the SET_BASE while identifying the nearest object from a Core.Point#POINT_VEC2. + |
+
| + |
+ Flushes the current SET_BASE contents in the log ... + |
+
SET_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. + |
+
| + |
+ Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. + |
+
| + |
+ Gets the first object from the Core.Set#SET_BASE and derived classes. + |
+
| + |
+ Gets the last object from the Core.Set#SET_BASE and derived classes. + |
+
| + |
+ Gets a string with all the object names. + |
+
| + |
+ Gets a random object from the Core.Set#SET_BASE and derived classes. + |
+
| + |
+ Gets the Set. + |
+
| + |
+ Get the complement of two sets. + |
+
| + | + + | +
| + |
+ Gets a list of the Names of the Objects in the Set. + |
+
| + |
+ Gets a list of the Objects in the Set. + |
+
| + |
+ Get the union of two sets. + |
+
| + |
+ Get the SET iterator "limit". + |
+
| + |
+ Table of indices. + |
+
| + |
+ Decides whether an object is in the SET + |
+
| + |
+ Decides whether to include the Object. + |
+
| + |
+ Decides whether an object is not in the SET + |
+
| + |
+ Unused table. + |
+
| + |
+ Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. + |
+
SET_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 + |
+
| + |
+ Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. + |
+
| + |
+ Table of objects. + |
+
| + |
+ Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). + |
+
SET_SCENERY:SetIteratorIntervals(YieldInterval, TimeInterval) |
+
+ Define the SET iterator "yield interval" and the "time interval". + |
+
| + |
+ Define the SET iterator "limit". + |
+
| + | + + | +
| + |
+ Sort the set by name. + |
+
| + | + + | +
| + | + + | +
| + |
+ Handles the OnBirth event for the Set. + |
+
| + |
+ Handles the OnDead or OnCrash event for alive units set. + |
+
| + |
+ Starts the filtering for the defined collection. + |
+
| + |
+ Finds an Core.Base#BASE object based on the object Name. + |
+
| Fields and Methods inherited from BASE | +Description | +
|---|---|
| + |
+ The ID number of the class. + |
+
| + |
+ The name of the class. + |
+
| + |
+ The name of the class concatenated with the ID number of the class. + |
+
| + |
+ Clear the state of an object. + |
+
SET_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. + |
+
| + |
+ Creation of a |
+
| + |
+ Creation of a Remove Unit Event. + |
+
| + |
+ Creation of a Takeoff Event. + |
+
| + |
+ Creation of a Crash Event. + |
+
| + |
+ Log an exception which will be traced always. + |
+
| + |
+ Returns the event dispatcher + |
+
| + |
+ Remove all subscribed events + |
+
| + |
+ Trace a function call. + |
+
| + |
+ Trace a function call level 2. + |
+
| + |
+ Trace a function call level 3. + |
+
| + |
+ Get the ClassID of the class instance. + |
+
| + |
+ Get the ClassName of the class instance. + |
+
| + |
+ Get the ClassName + ClassID of the class instance. + |
+
| + |
+ Get the Class Event processing Priority. + |
+
| + |
+ This is the worker method to retrieve the Parent class. + |
+
| + |
+ Get a Value given a Key from the Object. + |
+
| + |
+ Subscribe to a DCS Event. + |
+
| + |
+ Log an information which will be traced always. + |
+
| + |
+ This is the worker method to inherit from a parent class. + |
+
| + |
+ This is the worker method to check if an object is an (sub)instance of a class. + |
+
| + |
+ Enquires if tracing is on (for the class). + |
+
| + |
+ BASE constructor. + |
+
| + |
+ Occurs when an Event for an object is triggered. + |
+
| + |
+ BDA. + |
+
| + |
+ Occurs when a ground unit captures either an airbase or a farp. + |
+
| + |
+ Occurs when any object is spawned into the mission. + |
+
| + |
+ Occurs when any aircraft crashes into the ground and is completely destroyed. + |
+
| + |
+ Occurs when an object is dead. + |
+
| + |
+ Unknown precisely what creates this event, likely tied into newer damage model. + |
+
| + |
+ Discard chair after ejection. + |
+
| + |
+ Occurs when a pilot ejects from an aircraft +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when any aircraft shuts down its engines. + |
+
| + |
+ Occurs when any aircraft starts its engines. + |
+
| + |
+ Occurs whenever an object is hit by a weapon. + |
+
| + |
+ Occurs when any system fails on a human controlled aircraft. + |
+
| + |
+ Occurs on the death of a unit. + |
+
| + |
+ Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. + |
+
| + |
+ Landing quality mark. + |
+
| + |
+ Occurs when a new mark was added. + |
+
| + |
+ Occurs when a mark text was changed. + |
+
| + |
+ Occurs when a mark was removed. + |
+
| + |
+ Occurs when a mission ends +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a mission starts +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. + |
+
| + |
+ Weapon add. + |
+
| + |
+ Occurs when the pilot of an aircraft is killed. + |
+
| + |
+ Occurs when a player enters a slot and takes control of an aircraft. + |
+
| + |
+ Occurs when any player assumes direct control of a unit. + |
+
| + |
+ Occurs when any player relieves control of a unit to the AI. + |
+
| + |
+ Occurs when an aircraft connects with a tanker and begins taking on fuel. + |
+
| + |
+ Occurs when an aircraft is finished taking fuel. + |
+
| + |
+ Occurs when any modification to the "Score" as seen on the debrief menu would occur. + |
+
| + |
+ Occurs when any unit stops firing its weapon. + |
+
| + |
+ Occurs when any unit begins firing a weapon that has a high rate of fire. + |
+
| + |
+ Occurs whenever any unit in a mission fires a weapon. + |
+
| + |
+ Occurs when an aircraft takes off from an airbase, farp, or ship. + |
+
| + |
+ Trigger zone. + |
+
| + |
+ Occurs when the game thinks an object is destroyed. + |
+
| + |
+ Schedule a new time event. + |
+
SET_SCENERY:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + | + + | +
| + |
+ Set the Class Event processing Priority. + |
+
| + |
+ Set a state or property of the Object given a Key and a Value. + |
+
| + |
+ Trace a function logic level 1. + |
+
| + |
+ Trace a function logic level 2. + |
+
| + |
+ Trace a function logic level 3. + |
+
| + |
+ Trace all methods in MOOSE + |
+
| + |
+ Set tracing for a class + |
+
| + |
+ Set tracing for a specific method of class + |
+
| + |
+ Set trace level + |
+
| + |
+ Set trace off. + |
+
| + |
+ Set trace on. + |
+
| + |
+ Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default. + |
+
| + |
+ UnSubscribe to a DCS event. + |
+
| + | + + | +
SET_SCENERY:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
SET_SCENERY:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + |
+ The main event handling function... |
The main event handling function...
+This function captures all events generated for the class.
+ +Add SCENERY(s) to SET_SCENERY.
+ +SET_SCENERY
++ #string + AddScenery +
+A single SCENERY.
+ +self
+ +Add SCENERY(s) to SET_SCENERY.
+ +SET_SCENERY
++ #string + AddSceneryNames +
+A single name or an array of SCENERY zone names.
+ +self
+ +Iterate the SET_SCENERY and count how many SCENERYSs are alive.
+ +SET_SCENERY
+#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.
+ +SET_SCENERY
++ #string + Prefixes +
+The string pattern(s) that need to be contained in the scenery name. Can also be passed as a #table of strings.
self
+ +Builds a set of scenery objects in zones.
+ +SET_SCENERY
++ #table + Zones +
+Table of Core.Zone#ZONE Zone objects, or a Core.Set#SET_ZONE
+ +self
+ +Finds a Scenery in the SET, based on the Scenery Name.
+ +SET_SCENERY
++ #string + SceneryName +
+The found Scenery.
+ +Iterate the SET_SCENERY and call an iterator function for each alive SCENERY, providing the SCENERY and optional parameters.
+ +SET_SCENERY
++ #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.
+ ++ ... +
+self
+ +Get the center coordinate of the SET_SCENERY.
+ +SET_SCENERY
+The center coordinate of all the objects in the set.
+ +SET_SCENERY
++ Wrapper.Scenery#SCENERY + MScenery +
+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.
+ +SET_SCENERY
++ #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".
+ +-- 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.
+ +SET_SCENERY
++ Wrapper.Scenery#SCENERY + RemoveSceneryNames +
+A single name or an array of SCENERY zone names.
+ +self
+ +Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index.
+ ++ #string + ObjectName +
+The name of the object.
+ ++ Core.Base#BASE + Object +
+The object itself.
+ +The added BASE Object.
+ +Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.
+ ++ Wrapper.Object#OBJECT + Object +
+The added BASE Object.
+ +Add a SET to this set.
+ ++ Core.Set#SET_BASE + SetToAdd +
+Set to add.
+ +self
+ +Clear the Objects in the Set.
+ +Compare two sets.
+ ++ Core.Set#SET_BASE + SetA +
+First set.
+ ++ Core.Set#SET_BASE + SetB +
+Set to be merged into first set.
+ +The set of objects that are included in SetA and SetB.
+ +Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes.
+ +Starts the filtering of the Crash events for the collection.
+ +Starts the filtering of the Dead events for the collection.
+ +Filters for the defined collection.
+ +Stops the filtering for the defined collection.
+ +Iterate the SET_BASE while identifying the nearest object from a Core.Point#POINT_VEC2.
+ ++ Core.Point#POINT_VEC2 + PointVec2 +
+A Core.Point#POINT_VEC2 object from where to evaluate the closest object in the set.
+ +The closest object.
+ +Flushes the current SET_BASE contents in the log ...
+ + +(for debugging reasons).
+ ++ Core.Base#BASE + MasterObject +
+(Optional) The master object as a reference.
+ +#string:
+A string with the names of the objects.
+ +Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters.
+ ++ #function + IteratorFunction +
+The function that will be called.
+ ++ #table + arg +
+Arguments of the IteratorFunction.
+ ++ #SET_BASE + Set +
+(Optional) The set to use. Default self:GetSet().
+ ++ #function + Function +
+(Optional) A function returning a #boolean true/false. Only if true, the IteratorFunction is called.
+ ++ #table + FunctionArguments +
+(Optional) Function arguments.
+ +self
+ +Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters.
+ ++ #function + IteratorFunction +
+The function that will be called.
+ ++ arg +
++ Set +
++ Function +
++ FunctionArguments +
+self
+ +Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name.
+ ++ #string + ObjectName +
+Gets the first object from the Core.Set#SET_BASE and derived classes.
+ +Gets the last object from the Core.Set#SET_BASE and derived classes.
+ +Gets a string with all the object names.
+ +#string:
+A string with the names of the objects.
+ +Gets a random object from the Core.Set#SET_BASE and derived classes.
+ +Gets the Set.
+ +Get the complement of two sets.
+ ++ Core.Set#SET_BASE + SetB +
+Set other set, called B .
+ +The set of objects that are in set B but not in this set A .
+ +Gets a list of the Names of the Objects in the Set.
+ +Gets a list of the Objects in the Set.
+ +Get the union of two sets.
+ ++ Core.Set#SET_BASE + SetB +
+Set B .
+ +The union set, i.e. contains objects that are in set A or in set B .
+ +Get the SET iterator "limit".
+ +#number:
+Defines how many objects are evaluated of the set as part of the Some iterators.
+ +Decides whether an object is in the SET
+ ++ #table + Object +
+self
+ +Decides whether to include the Object.
+ ++ #table + Object +
+self
+ +Decides whether an object is not in the SET
+ ++ #table + Object +
+self
+ +Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
+ ++ Database +
+-- Define a new SET_BASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
+DBObject = SET_BASE:New()
+
+Added Handler OnAfter for SET_BASE
+ ++ #string + From +
++ #string + Event +
++ #string + To +
++ #string + ObjectName +
+The name of the object.
+ ++ Object +
+The object.
+ +Removed Handler OnAfter for SET_BASE
+ ++ #string + From +
++ #string + Event +
++ #string + To +
++ #string + ObjectName +
+The name of the object.
+ ++ Object +
+The object.
+ +Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name.
+ ++ #string + ObjectName +
++ NoTriggerEvent +
+(Optional) When true, the :Remove() method will not trigger a Removed event.
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
+ ++ #SET_BASE + BaseSet +
+Define the SET iterator "yield interval" and the "time interval".
+ ++ #number + YieldInterval +
+Sets the frequency when the iterator loop will yield after the number of objects processed. The default frequency is 10 objects processed.
+ ++ #number + TimeInterval +
+Sets the time in seconds when the main logic will resume the iterator loop. The default time is 0.001 seconds.
+ +self
+ +Define the SET iterator "limit".
+ ++ #number + Limit +
+Defines how many objects are evaluated of the set as part of the Some iterators. The default is 1.
+ +self
+ +Sort the set by name.
+ +The added BASE Object.
+ +Handles the OnBirth event for the Set.
+ +Handles the OnDead or OnCrash event for alive units set.
+ +Starts the filtering for the defined collection.
+ +Finds an Core.Base#BASE object based on the object Name.
+ ++ #string + ObjectName +
+The Object found.
+ +Clear the state of an object.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ StateName +
+The key that is should be cleared.
+ +Creation of a Birth Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ #string + IniUnitName +
+The initiating unit name.
+ ++ place +
++ subplace +
+Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a Dead Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
+ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +Creation of a Remove Unit Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Takeoff Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Log an exception which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Returns the event dispatcher
+ +Remove all subscribed events
+ +Trace a function call.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 2.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 3.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Get the ClassID of the class instance.
+ +#string:
+The ClassID of the class instance.
+ +Get the ClassName of the class instance.
+ +#string:
+The ClassName of the class instance.
+ +Get the ClassName + ClassID of the class instance.
+ + +The ClassName + ClassID is formatted as '%s#%09d'.
+ +#string:
+The ClassName + ClassID of the class instance.
+ +Get the Class Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ +This is the worker method to retrieve the Parent class.
+ + +Note that the Parent class must be passed to call the parent class method.
+ +self:GetParent(self):ParentMethod()
+
+
+
+
+
+Get a Value given a Key from the Object.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ Key +
+The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
+ +The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
+ +Subscribe to a DCS Event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ ++ #function + EventFunction +
+(optional) The function to be called when the event occurs for the unit.
+ +Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ ++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
+ ClassName +
+is the name of the class or the class itself to run the check against
+ +#boolean:
+Enquires if tracing is on (for the class).
+ +BASE constructor.
+ + + +This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
+ +function EVENT:New()
+ local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+ return self
+end
+
+
+
+Occurs when an Event for an object is triggered.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +BDA.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a ground unit captures either an airbase or a farp.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any object is spawned into the mission.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +initiator : The unit that was spawned
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft crashes into the ground and is completely destroyed.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +initiator : The unit that has crashed
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an object is dead.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +initiator : The unit that is dead.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Unknown precisely what creates this event, likely tied into newer damage model.
+ + +Will update this page when new information become available.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Discard chair after ejection.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a pilot ejects from an aircraft +Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
+ + +initiator : The unit that has ejected
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft shuts down its engines.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft starts its engines.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever an object is hit by a weapon.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any system fails on a human controlled aircraft.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +initiator : The unit that had the failure
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs on the death of a unit.
+ + +Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
+ + +initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
+ + +Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Landing quality mark.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a new mark was added.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark text was changed.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark was removed.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission ends +Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission starts +Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Weapon add.
+ + +Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the pilot of an aircraft is killed.
+ + +Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player enters a slot and takes control of an aircraft.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player assumes direct control of a unit.
+ + +Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player relieves control of a unit to the AI.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +initiator : The unit that the player left.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft connects with a tanker and begins taking on fuel.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft is finished taking fuel.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any modification to the "Score" as seen on the debrief menu would occur.
+ + +There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit stops firing its weapon.
+ + +Event will always correspond with a shooting start event. +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit begins firing a weapon that has a high rate of fire.
+ + +Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever any unit in a mission fires a weapon.
+ + +But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft takes off from an airbase, farp, or ship.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Trigger zone.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the game thinks an object is destroyed.
+ + +Have a look at the class Core.EVENT#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #number + Repeat +
+Specifies the interval in seconds when the scheduler will call the event function.
+ ++ #number + RandomizeFactor +
+Specifies a randomization factor between 0 and 1 to randomize the Repeat.
+ ++ #number + Stop +
+Specifies the amount of seconds when the scheduler will be stopped.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Stops the Schedule.
+ ++ #string + SchedulerID +
+(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
+ +Set the Class Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ ++ #number + EventPriority +
+The Event processing Priority.
+ +self
+ +Set a state or property of the Object given a Key and a Value.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that will hold the Value set by the Key.
+ ++ Key +
+The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
+ ++ Value +
+The value to is stored in the object.
+ +The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ ++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ ++ #string + Class +
+Class name.
+ ++ #string + Method +
+Method.
+ +Set trace level
+ +Set trace off.
+ +Set trace on.
+ +Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.
+ + +So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.
+ ++ #boolean + TraceOnOff +
+Switch the tracing on or off.
+ +
+ -- Switch the tracing On
+ BASE:TraceOnOff( true )
+
+ -- Switch the tracing Off
+ BASE:TraceOnOff( false )
+
+
+UnSubscribe to a DCS event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ +Trace a function call.
+ + +This function is private.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+Trace a function logic.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+The main event handling function...
+ +This function captures all events generated for the class.
By default, no InitLimit
-Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
+When the first Spawn executes, all the Groups need to be made visible before start.
When the first Spawn executes, all the Groups need to be made visible before start.
Contains the counter how many units are currently alive
- -Contains the counter how many units are currently alive
- -Type of terminal to be used when spawning at an airbase.
+Type of terminal to be used when spawning at an airbase.
+ + + +Type of terminal to be used when spawning at an airbase.
+ + + +Set case of f
- @@ -39648,6 +39645,20 @@ When moose is loading dynamically (for moose class development), tracing is switDecrease stack/flag. Human player needs to take care himself.
+ +Make player section lead if he was not before.
-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 aReplacement woundedGroups
- -contain a table for each SAR with all units he has with the original names
+ + + +counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +Replacement woundedGroups
- -contain a table for each SAR with all units he has with the original names
+counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +Replacement woundedGroups
- -contain a table for each SAR with all units he has with the original names
+counter for saved pilots
+ +counter for successful rescue landings at FARP/AFB/MASH
+ +Name of the class.
+use as counter
+ +holds #CTLD_ENGINEERING objects
+Beacons
+tables
+#1570
+noob catch
+time to repair a unit/group
Name of the class.
+use as counter
+ +holds #CTLD_ENGINEERING objects
+Beacons
+tables
+#1570
+noob catch
+time to repair a unit/group
Name of the class.
+use as counter
+ +holds #CTLD_ENGINEERING objects
+Beacons
+tables
+#1570
+noob catch
+time to repair a unit/group
Can transport crate.
+template for a group of 10 paratroopers
-template for a group of 10 paratroopers
-set to false to suppress flash messages
+set to false to suppress flash messages
+set to false to suppress flash messages
+set to false to suppress flash messages
+Find a SCENERY object from it's name/id.
+Find a SCENERY object from its name or id.
Find a SCENERY object from it's name/id.
+Find a SCENERY object from its name or id.
+Find a SCENERY object from its zone name.
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
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'
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.
+ +SCENERY
++ #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.
+ +Scenery Object or nil if it cannot be found