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MOOSE generated documentation [skip ci]
This commit is contained in:
@@ -1503,7 +1503,7 @@ Controls a network of short range air/missile defense groups.</p>
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<li>The construction and inheritance of MOOSE classes.</li>
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<li>The class naming and numbering system.</li>
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<li>The class hierarchy search system.</li>
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<li>The tracing of information or objects during mission execution for debuggin purposes.</li>
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<li>The tracing of information or objects during mission execution for debugging purposes.</li>
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<li>The subscription to DCS events for event handling in MOOSE objects.</li>
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<li>Object inspection.</li>
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</ul>
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@@ -1548,13 +1548,14 @@ Note: The BASE class is an abstract class and is not meant to be used directly.<
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<p>BASE constructor.</p>
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<p>Any class derived from BASE, will use the <a href="Core.Base.html##(BASE).New">Core.Base#BASE.New</a> constructor embedded in the <a href="Core.Base.html##(BASE).Inherit">Core.Base#BASE.Inherit</a> method.
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<p>Any class derived from BASE, will use the <a href="Core.Base.html##(BASE).New">Core.Base#BASE.New</a> constructor embedded in the <a href="Core.Base.html##(BASE).Inherit">Core.Base#BASE.Inherit</a> method.
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See an example at the <a href="Core.Base.html##(BASE).New">Core.Base#BASE.New</a> method how this is done.</p>
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<h1>2. Trace information for debugging.</h1>
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<p>The BASE class contains trace methods to trace progress within a mission execution of a certain object.
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These trace methods are inherited by each MOOSE class interiting BASE, soeach object created from derived class from BASE can use the tracing methods to trace its execution.</p>
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These trace methods are inherited by each MOOSE class inheriting BASE, thus all objects created from
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a class derived from BASE can use the tracing methods to trace its execution.</p>
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<p>Any type of information can be passed to these tracing methods. See the following examples:</p>
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@@ -1567,7 +1568,7 @@ These trace methods are inherited by each MOOSE class interiting BASE, soeach ob
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self:E( Array )
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</code></pre>
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<p>Results with the text [1]=1,[3]="h",[4]={[1]="a",[2]="b"},[5]="x"} in the dcs.log. </p>
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<p>Results with the text [1]=1,[3]="h",[4]={[1]="a",[2]="b"},[5]="x"} in the dcs.log.</p>
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<pre><code>local Object1 = "Object1"
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local Object2 = 3
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@@ -1582,7 +1583,7 @@ local GroupObject = GROUP:FindByName( "Group" )
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self:E( { Spawn = SpawnObject, Group = GroupObject } )
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</code></pre>
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<p>Results with the text [1]={Spawn={....),Group={...}} in the dcs.log. </p>
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<p>Results with the text [1]={Spawn={....),Group={...}} in the dcs.log.</p>
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<p>Below a more detailed explanation of the different method types for tracing.</p>
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@@ -1598,7 +1599,7 @@ self:E( { Spawn = SpawnObject, Group = GroupObject } )
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<h2>2.2 Tracing levels.</h2>
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<p>There are 3 tracing levels within MOOSE. <br/>
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<p>There are 3 tracing levels within MOOSE.
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These tracing levels were defined to avoid bulks of tracing to be generated by lots of objects.</p>
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<p>As such, the F and T methods have additional variants to trace level 2 and 3 respectively:</p>
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@@ -1626,10 +1627,9 @@ These tracing levels were defined to avoid bulks of tracing to be generated by l
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<p>The method <a href="##(BASE).IsTrace">BASE.IsTrace</a>() will validate if tracing is activated or not.</p>
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<h1>3. DCS simulator Event Handling.</h1>
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<p>The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
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<p>The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator,
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and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently.</p>
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<h2>3.1. Subscribe / Unsubscribe to DCS Events.</h2>
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@@ -1649,7 +1649,7 @@ There are two methods which you use to subscribe to or unsubscribe from an event
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when the DCS event occurs. The Event Handling method receives an <a href="Core.Event.html##(EVENTDATA)">Core.Event#EVENTDATA</a> structure, which contains a lot of information
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about the event that occurred.</p>
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<p>Find below an example of the prototype how to write an event handling function for two units: </p>
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<p>Find below an example of the prototype how to write an event handling function for two units:</p>
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<pre><code> local Tank1 = UNIT:FindByName( "Tank A" )
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local Tank2 = UNIT:FindByName( "Tank B" )
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@@ -1659,7 +1659,7 @@ about the event that occurred.</p>
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Tank2:HandleEvent( EVENTS.Dead )
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--- This function is an Event Handling function that will be called when Tank1 is Dead.
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-- @param Wrapper.Unit#UNIT self
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-- @param Wrapper.Unit#UNIT self
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-- @param Core.Event#EVENTDATA EventData
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function Tank1:OnEventDead( EventData )
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@@ -1667,7 +1667,7 @@ about the event that occurred.</p>
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end
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--- This function is an Event Handling function that will be called when Tank2 is Dead.
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-- @param Wrapper.Unit#UNIT self
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-- @param Wrapper.Unit#UNIT self
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-- @param Core.Event#EVENTDATA EventData
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function Tank2:OnEventDead( EventData )
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@@ -1675,8 +1675,6 @@ about the event that occurred.</p>
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end
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</code></pre>
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<p>See the <a href="Event.html">Event</a> module for more information about event handling.</p>
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<h1>4. Class identification methods.</h1>
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@@ -1691,11 +1689,11 @@ about the event that occurred.</p>
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<h1>5. All objects derived from BASE can have "States".</h1>
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<p>A mechanism is in place in MOOSE, that allows to let the objects administer <strong>states</strong>. <br/>
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States are essentially properties of objects, which are identified by a <strong>Key</strong> and a <strong>Value</strong>. </p>
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<p>A mechanism is in place in MOOSE, that allows to let the objects administer <strong>states</strong>.
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States are essentially properties of objects, which are identified by a <strong>Key</strong> and a <strong>Value</strong>.</p>
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<p>The method <a href="##(BASE).SetState">BASE.SetState</a>() can be used to set a Value with a reference Key to the object. <br/>
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To <strong>read or retrieve</strong> a state Value based on a Key, use the <a href="##(BASE).GetState">BASE.GetState</a> method. </p>
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<p>The method <a href="##(BASE).SetState">BASE.SetState</a>() can be used to set a Value with a reference Key to the object.
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To <strong>read or retrieve</strong> a state Value based on a Key, use the <a href="##(BASE).GetState">BASE.GetState</a> method.</p>
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<p>These two methods provide a very handy way to keep state at long lasting processes.
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Values can be stored within the objects, and later retrieved or changed when needed.
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@@ -1971,7 +1969,7 @@ object name to the method.</p>
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(BASE).OnEventEjection">BASE:OnEventEjection(EventData)</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<p>Occurs when a pilot ejects from an aircraft
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initiator : The unit that has ejected </p>
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initiator : The unit that has ejected</p>
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</td>
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</tr>
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<tr class="w3-border">
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@@ -2008,8 +2006,7 @@ initiator : The unit that has ejected </p>
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(BASE).OnEventLand">BASE:OnEventLand(EventData)</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<p>Occurs when an aircraft lands at an airbase, farp or ship
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initiator : The unit that has landed
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place: Object that the unit landed on.</p>
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initiator : The unit that has landed.</p>
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</td>
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</tr>
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<tr class="w3-border">
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@@ -2021,7 +2018,7 @@ place: Object that the unit landed on.</p>
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<tr class="w3-border">
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(BASE).OnEventLandingQualityMark">BASE:OnEventLandingQualityMark(EventData)</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<p>Landing quality mark. </p>
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<p>Landing quality mark.</p>
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</td>
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</tr>
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<tr class="w3-border">
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@@ -2045,13 +2042,13 @@ place: Object that the unit landed on.</p>
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<tr class="w3-border">
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(BASE).OnEventMissionEnd">BASE:OnEventMissionEnd(EventData)</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<p>Occurs when a mission ends</p>
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<p>Occurs when a mission ends.</p>
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</td>
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</tr>
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<tr class="w3-border">
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<td class="name w3-half w3-container" style="word-wrap: break-word"><p><a href="##(BASE).OnEventMissionStart">BASE:OnEventMissionStart(EventData)</a></p></td>
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<td class="summary w3-half w3-container" style="word-wrap: break-word">
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<p>Occurs when a mission starts </p>
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<p>Occurs when a mission starts.</p>
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</td>
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</tr>
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<tr class="w3-border">
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@@ -2957,7 +2954,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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<p>Get the ClassName + ClassID of the class instance.</p>
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||||
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<p>The ClassName + ClassID is formatted as '%s#%09d'. </p>
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<p>The ClassName + ClassID is formatted as '%s#%09d'.</p>
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||||
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<div id= "#Functions##GetClassNameAndID" class="w3-show w3-white">
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<div class="w3-container w3-white" id="functiontype">
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@@ -2990,7 +2987,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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<p>Get the Class <a href="Event.html">Event</a> processing Priority.</p>
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<p>The Event processing Priority is a number from 1 to 10,
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<p>The Event processing Priority is a number from 1 to 10,
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reflecting the order of the classes subscribed to the Event to be processed.</p>
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<div id= "#Functions##GetEventPriority" class="w3-show w3-white">
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@@ -3027,10 +3024,10 @@ reflecting the order of the classes subscribed to the Event to be processed.</p>
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<p>Note that the Parent class must be passed to call the parent class method.</p>
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<pre><code>self:GetParent(self):ParentMethod()
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||||
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||||
</code></pre>
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||||
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||||
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<div id= "#Functions##GetParent" class="w3-show w3-white">
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<div class="w3-container w3-white" id="functiontype">
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<h2><strong>Defined in:</strong></h2>
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@@ -3089,7 +3086,7 @@ reflecting the order of the classes subscribed to the Event to be processed.</p>
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<p>Get a Value given a Key from the Object.</p>
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||||
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<p>Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.</p>
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<p>Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.</p>
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||||
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||||
<div id= "#Functions##GetState" class="w3-show w3-white">
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||||
<div class="w3-container w3-white" id="functiontype">
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@@ -3387,9 +3384,9 @@ reflecting the order of the classes subscribed to the Event to be processed.</p>
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local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
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return self
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end
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||||
</code></pre>
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||||
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<div id= "#Functions##New" class="w3-show w3-white">
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<div class="w3-container w3-white" id="functiontype">
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<h2><strong>Defined in:</strong></h2>
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@@ -3421,7 +3418,7 @@ end
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<p>Occurs when an object is completely destroyed.</p>
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<p>initiator : The unit that is was destroyed. </p>
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<p>initiator : The unit that is was destroyed.</p>
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||||
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<div id= "#Functions##OnEvent" class="w3-show w3-white">
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<div class="w3-container w3-white" id="functiontype">
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@@ -3490,8 +3487,8 @@ end
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<p>Occurs when a ground unit captures either an airbase or a farp.</p>
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<p>initiator : The unit that captured the base
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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. </p>
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<p>initiator : The unit that captured the base.
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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.</p>
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<div id= "#Functions##OnEventBaseCaptured" class="w3-show w3-white">
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<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -3527,7 +3524,7 @@ place: The airbase that was captured, can be a FARP or Airbase. When calling pla
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<p>Occurs when any object is spawned into the mission.</p>
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||||
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||||
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<p>initiator : The unit that was spawned </p>
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<p>initiator : The unit that was spawned.</p>
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||||
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||||
<div id= "#Functions##OnEventBirth" class="w3-show w3-white">
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||||
<div class="w3-container w3-white" id="functiontype">
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||||
@@ -3563,7 +3560,7 @@ place: The airbase that was captured, can be a FARP or Airbase. When calling pla
|
||||
<p>Occurs when any aircraft crashes into the ground and is completely destroyed.</p>
|
||||
|
||||
|
||||
<p>initiator : The unit that has crashed </p>
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||||
<p>initiator : The unit that has crashed.</p>
|
||||
|
||||
<div id= "#Functions##OnEventCrash" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -3599,7 +3596,7 @@ place: The airbase that was captured, can be a FARP or Airbase. When calling pla
|
||||
<p>Occurs when an object is dead.</p>
|
||||
|
||||
|
||||
<p>initiator : The unit that is dead. </p>
|
||||
<p>initiator : The unit that is dead.</p>
|
||||
|
||||
<div id= "#Functions##OnEventDead" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -3707,7 +3704,7 @@ place: The airbase that was captured, can be a FARP or Airbase. When calling pla
|
||||
</div>
|
||||
|
||||
<p>Occurs when a pilot ejects from an aircraft
|
||||
initiator : The unit that has ejected </p>
|
||||
initiator : The unit that has ejected</p>
|
||||
|
||||
<div id= "#Functions##OnEventEjection" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -3743,7 +3740,7 @@ initiator : The unit that has ejected </p>
|
||||
<p>Occurs when any aircraft shuts down its engines.</p>
|
||||
|
||||
|
||||
<p>initiator : The unit that is stopping its engines. </p>
|
||||
<p>initiator : The unit that is stopping its engines..</p>
|
||||
|
||||
<div id= "#Functions##OnEventEngineShutdown" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -3779,7 +3776,7 @@ initiator : The unit that has ejected </p>
|
||||
<p>Occurs when any aircraft starts its engines.</p>
|
||||
|
||||
|
||||
<p>initiator : The unit that is starting its engines. </p>
|
||||
<p>initiator : The unit that is starting its engines..</p>
|
||||
|
||||
<div id= "#Functions##OnEventEngineStartup" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -3815,9 +3812,9 @@ initiator : The unit that has ejected </p>
|
||||
<p>Occurs whenever an object is hit by a weapon.</p>
|
||||
|
||||
|
||||
<p>initiator : The unit object the fired the weapon
|
||||
weapon: Weapon object that hit the target
|
||||
target: The Object that was hit. </p>
|
||||
<p>initiator : The unit object the fired the weapon.
|
||||
weapon: Weapon object that hit the target.
|
||||
target: The Object that was hit.</p>
|
||||
|
||||
<div id= "#Functions##OnEventHit" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -3853,7 +3850,7 @@ target: The Object that was hit. </p>
|
||||
<p>Occurs when any system fails on a human controlled aircraft.</p>
|
||||
|
||||
|
||||
<p>initiator : The unit that had the failure </p>
|
||||
<p>initiator : The unit that had the failure.</p>
|
||||
|
||||
<div id= "#Functions##OnEventHumanFailure" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -3892,7 +3889,7 @@ target: The Object that was hit. </p>
|
||||
<p>Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs.</p>
|
||||
|
||||
<ul>
|
||||
<li>initiator: The unit that killed the target</li>
|
||||
<li>initiator: The unit that killed the target.</li>
|
||||
<li>target: Target Object</li>
|
||||
<li>weapon: Weapon Object</li>
|
||||
</ul>
|
||||
@@ -3930,11 +3927,10 @@ target: The Object that was hit. </p>
|
||||
</div>
|
||||
|
||||
<p>Occurs when an aircraft lands at an airbase, farp or ship
|
||||
initiator : The unit that has landed
|
||||
place: Object that the unit landed on.</p>
|
||||
initiator : The unit that has landed.</p>
|
||||
|
||||
|
||||
<p>Can be an Airbase Object, FARP, or Ships </p>
|
||||
<p>place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships.</p>
|
||||
|
||||
<div id= "#Functions##OnEventLand" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -4010,7 +4006,7 @@ place: Object that the unit landed on.</p>
|
||||
<h2><a id="#(BASE).OnEventLandingQualityMark" ><strong>BASE:OnEventLandingQualityMark(EventData)</strong></a></h2>
|
||||
</div>
|
||||
|
||||
<p>Landing quality mark. </p>
|
||||
<p>Landing quality mark.</p>
|
||||
|
||||
<div id= "#Functions##OnEventLandingQualityMark" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -4046,7 +4042,7 @@ place: Object that the unit landed on.</p>
|
||||
<p>Occurs when a new mark was added.</p>
|
||||
|
||||
|
||||
<p>MarkID: ID of the mark. </p>
|
||||
<p>MarkID: ID of the mark.</p>
|
||||
|
||||
<div id= "#Functions##OnEventMarkAdded" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -4082,7 +4078,7 @@ place: Object that the unit landed on.</p>
|
||||
<p>Occurs when a mark text was changed.</p>
|
||||
|
||||
|
||||
<p>MarkID: ID of the mark. </p>
|
||||
<p>MarkID: ID of the mark.</p>
|
||||
|
||||
<div id= "#Functions##OnEventMarkChange" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -4118,7 +4114,7 @@ place: Object that the unit landed on.</p>
|
||||
<p>Occurs when a mark was removed.</p>
|
||||
|
||||
|
||||
<p>MarkID: ID of the mark. </p>
|
||||
<p>MarkID: ID of the mark.</p>
|
||||
|
||||
<div id= "#Functions##OnEventMarkRemoved" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -4151,7 +4147,7 @@ place: Object that the unit landed on.</p>
|
||||
<h2><a id="#(BASE).OnEventMissionEnd" ><strong>BASE:OnEventMissionEnd(EventData)</strong></a></h2>
|
||||
</div>
|
||||
|
||||
<p>Occurs when a mission ends</p>
|
||||
<p>Occurs when a mission ends.</p>
|
||||
|
||||
<div id= "#Functions##OnEventMissionEnd" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -4184,7 +4180,7 @@ place: Object that the unit landed on.</p>
|
||||
<h2><a id="#(BASE).OnEventMissionStart" ><strong>BASE:OnEventMissionStart(EventData)</strong></a></h2>
|
||||
</div>
|
||||
|
||||
<p>Occurs when a mission starts </p>
|
||||
<p>Occurs when a mission starts.</p>
|
||||
|
||||
<div id= "#Functions##OnEventMissionStart" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -4257,7 +4253,7 @@ place: Object that the unit landed on.</p>
|
||||
|
||||
|
||||
<p>Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane.
|
||||
initiator : The unit that the pilot has died in. </p>
|
||||
initiator : The unit that the pilot has died in.</p>
|
||||
|
||||
<div id= "#Functions##OnEventPilotDead" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -4293,8 +4289,8 @@ initiator : The unit that the pilot has died in. </p>
|
||||
<p>Occurs when a player enters a slot and takes control of an aircraft.</p>
|
||||
|
||||
|
||||
<p><strong>NOTE</strong>: 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. </p>
|
||||
<p><strong>NOTE</strong>: 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.</p>
|
||||
|
||||
<div id= "#Functions##OnEventPlayerEnterAircraft" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -4330,7 +4326,7 @@ initiator : The unit that is being taken control of. </p>
|
||||
<p>Occurs when any player assumes direct control of a unit.</p>
|
||||
|
||||
|
||||
<p>initiator : The unit that is being taken control of. </p>
|
||||
<p>initiator : The unit that is being taken control of.</p>
|
||||
|
||||
<div id= "#Functions##OnEventPlayerEnterUnit" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -4366,7 +4362,7 @@ initiator : The unit that is being taken control of. </p>
|
||||
<p>Occurs when any player relieves control of a unit to the AI.</p>
|
||||
|
||||
|
||||
<p>initiator : The unit that the player left. </p>
|
||||
<p>initiator : The unit that the player left.</p>
|
||||
|
||||
<div id= "#Functions##OnEventPlayerLeaveUnit" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -4402,7 +4398,7 @@ initiator : The unit that is being taken control of. </p>
|
||||
<p>Occurs when an aircraft connects with a tanker and begins taking on fuel.</p>
|
||||
|
||||
|
||||
<p>initiator : The unit that is receiving fuel. </p>
|
||||
<p>initiator : The unit that is receiving fuel.</p>
|
||||
|
||||
<div id= "#Functions##OnEventRefueling" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -4438,7 +4434,7 @@ initiator : The unit that is being taken control of. </p>
|
||||
<p>Occurs when an aircraft is finished taking fuel.</p>
|
||||
|
||||
|
||||
<p>initiator : The unit that was receiving fuel. </p>
|
||||
<p>initiator : The unit that was receiving fuel.</p>
|
||||
|
||||
<div id= "#Functions##OnEventRefuelingStop" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -4511,7 +4507,7 @@ initiator : The unit that is being taken control of. </p>
|
||||
|
||||
|
||||
<p>Event will always correspond with a shooting start event.
|
||||
initiator : The unit that was doing the shooting. </p>
|
||||
initiator : The unit that was doing the shooting.</p>
|
||||
|
||||
<div id= "#Functions##OnEventShootingEnd" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -4547,9 +4543,9 @@ initiator : The unit that was doing the shooting. </p>
|
||||
<p>Occurs when any unit begins firing a weapon that has a high rate of fire.</p>
|
||||
|
||||
|
||||
<p>Most common with aircraft cannons (GAU-8), autocannons, and machine guns.
|
||||
<p>Most common with aircraft cannons (GAU-8), auto cannons, and machine guns.
|
||||
initiator : The unit that is doing the shooting.
|
||||
target: The unit that is being targeted. </p>
|
||||
target: The unit that is being targeted.</p>
|
||||
|
||||
<div id= "#Functions##OnEventShootingStart" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -4585,7 +4581,7 @@ target: The unit that is being targeted. </p>
|
||||
<p>Occurs whenever any unit in a mission fires a weapon.</p>
|
||||
|
||||
|
||||
<p>But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.</p>
|
||||
<p>But not any machine gun or auto cannon based weapon, those are handled by EVENT.ShootingStart.</p>
|
||||
|
||||
<div id= "#Functions##OnEventShot" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -4621,8 +4617,8 @@ target: The unit that is being targeted. </p>
|
||||
<p>Occurs when an aircraft takes off from an airbase, farp, or ship.</p>
|
||||
|
||||
|
||||
<p>initiator : The unit that tookoff
|
||||
place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships </p>
|
||||
<p>initiator : The unit that took off.
|
||||
place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships.</p>
|
||||
|
||||
<div id= "#Functions##OnEventTakeoff" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -4949,7 +4945,7 @@ place: Object from where the AI took-off from. Can be an Airbase Object, FARP, o
|
||||
<p>Set the Class <a href="Event.html">Event</a> processing Priority.</p>
|
||||
|
||||
|
||||
<p>The Event processing Priority is a number from 1 to 10,
|
||||
<p>The Event processing Priority is a number from 1 to 10,
|
||||
reflecting the order of the classes subscribed to the Event to be processed.</p>
|
||||
|
||||
<div id= "#Functions##SetEventPriority" class="w3-show w3-white">
|
||||
@@ -4997,7 +4993,7 @@ reflecting the order of the classes subscribed to the Event to be processed.</p>
|
||||
<p>Set a state or property of the Object given a Key and a Value.</p>
|
||||
|
||||
|
||||
<p>Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.</p>
|
||||
<p>Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.</p>
|
||||
|
||||
<div id= "#Functions##SetState" class="w3-show w3-white">
|
||||
<div class="w3-container w3-white" id="functiontype">
|
||||
@@ -5380,11 +5376,13 @@ When moose is loading dynamically (for moose class development), tracing is swit
|
||||
</div>
|
||||
</div>
|
||||
<h2><strong>Usage:</strong></h2>
|
||||
<pre class="example"><code>-- Switch the tracing On
|
||||
BASE:TraceOnOff( true )
|
||||
<pre class="example"><code>
|
||||
-- Switch the tracing On
|
||||
BASE:TraceOnOff( true )
|
||||
|
||||
-- Switch the tracing Off
|
||||
BASE:TraceOnOff( false )</code></pre>
|
||||
-- Switch the tracing Off
|
||||
BASE:TraceOnOff( false )
|
||||
</code></pre>
|
||||
|
||||
</div>
|
||||
|
||||
@@ -5551,7 +5549,7 @@ BASE:TraceOnOff( false )</code></pre>
|
||||
|
||||
|
||||
|
||||
<p> TODO: Complete DCS#Event structure. <br/>
|
||||
<p> TODO: Complete DCS#Event structure.
|
||||
- The main event handling function... This function captures all events generated for the class.
|
||||
@param #BASE self
|
||||
@param DCS#Event event</p>
|
||||
|
||||
Reference in New Issue
Block a user