From e608e0f9fe8bad6c2fa94fd234c980a6ebeda01c Mon Sep 17 00:00:00 2001
From: MooseBotter Flash messages to player
Flash messages to player
+Flash messages to player
+Flash messages to player
+The Defender Default Settings over all Squadrons.
- - - -flash messages to players
-The Defender Default Settings over all Squadrons.
- - - -flash messages to players
-The Defender Default Settings over all Squadrons.
- - - -flash messages to players
-The Defender Default Settings over all Squadrons.
- - - -flash messages to players
-The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -Set destination airbase for next :Route() command.
+Aircraft is on a depoly mission.
+ @@ -4652,6 +4658,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Set destination airbase for next :Route() command.
+ @@ -4685,6 +4694,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a depoly mission.
+ @@ -5281,6 +5293,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Set destination airbase for next :Route() command.
+ @@ -5314,6 +5329,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a depoly mission.
+ @@ -6798,6 +6816,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Set destination airbase for next :Route() command.
+ @@ -6831,6 +6852,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +Aircraft is on a depoly mission.
+ diff --git a/Documentation/AI.AI_Patrol.html b/Documentation/AI.AI_Patrol.html index fc04caee4..f42da9617 100644 --- a/Documentation/AI.AI_Patrol.html +++ b/Documentation/AI.AI_Patrol.html @@ -3373,9 +3373,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - -This table contains the targets detected during patrol.
- @@ -6643,9 +6640,6 @@ The default interval is 30 seconds. - -This table contains the targets detected during patrol.
- @@ -7390,9 +7384,6 @@ The default interval is 30 seconds. - -This table contains the targets detected during patrol.
- @@ -9025,9 +9016,6 @@ The default interval is 30 seconds. - -This table contains the targets detected during patrol.
- diff --git a/Documentation/Cargo.CargoGroup.html b/Documentation/Cargo.CargoGroup.html index 914709ec0..342054a25 100644 --- a/Documentation/Cargo.CargoGroup.html +++ b/Documentation/Cargo.CargoGroup.html @@ -2016,20 +2016,6 @@ Therefore, this class is considered to be deprecatedself.CargoObject:Destroy()
- -Global SET_DYNAMICCARGO |
+
+ The Core.Set#SET_DYNAMICCARGO class defines the functions that define a collection of objects form Wrapper.DynamicCargo#DYNAMICCARGO. + |
+
The Core.Set#SET_DYNAMICCARGO class defines the functions that define a collection of objects form Wrapper.DynamicCargo#DYNAMICCARGO.
+ + +A SET provides iterators to iterate the SET.
+ +Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
-SET_AIRBASE:SetIteratorIntervals(YieldInterval, TimeInterval)
Define the SET iterator "yield interval" and the "time interval".
Sort the set by name.
-Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
-Define the SET iterator "yield interval" and the "time interval".
Sort the set by name.
-Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
-Define the SET iterator "yield interval" and the "time interval".
Sort the set by name.
-Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
-SET_CLIENT:SetIteratorIntervals(YieldInterval, TimeInterval)
Define the SET iterator "yield interval" and the "time interval".
Sort the set by name.
-The main event handling function...
+| Fields and Methods inherited from SET_DYNAMICCARGO | +Description | +
|---|---|
| + | + + | +
| + |
+ Filters. + |
+
| + |
+ Builds a set of dynamic cargo of defined coalitions. + |
+
| + |
+ Builds a set of dynamic cargo of defined countries. + |
+
| + |
+ This filter is N/A for SET_DYNAMICCARGO + |
+
| + |
+ Builds a set of DYNAMICCARGOs that are owned at the moment by this player name. + |
+
| + |
+ This filter is N/A for SET_DYNAMICCARGO + |
+
| + |
+ [User] Add a custom condition function. + |
+
| + |
+ Builds a set of DYNAMICCARGOs that are in state DYNAMICCARGO.State.LOADED (i.e. + |
+
| + |
+ Builds a set of DYNAMICCARGOs that are in state DYNAMICCARGO.State.NEW (i.e. + |
+
| + |
+ Builds a set of DYNAMICCARGOs that are in state DYNAMICCARGO.State.LOADED (i.e. + |
+
| + |
+ Builds a set of DYNAMICCARGOs that contain the given string in their name. + |
+
| + |
+ Builds a set of DYNAMICCARGOs that contain the given string in their name. + |
+
| + |
+ Starts the filtering. + |
+
| + |
+ Stops the filtering. + |
+
| + |
+ Builds a set of dynamic cargo of defined dynamic cargo type names. + |
+
| + |
+ Set filter timer interval for FilterZones if using active filtering with FilterStart(). + |
+
| + |
+ Builds a set of dynamic cargo in zones. + |
+
| + |
+ Handles the Database to check on any event that Object exists in the Database. + |
+
| + |
+ Returns a list of current owners (Wrapper.Client#CLIENT objects) indexed by playername from the SET. + |
+
| + |
+ Returns a list of current owners (playernames) indexed by playername from the SET. + |
+
| + |
+ Returns a list Wrapper.Storage#STORAGE objects from the SET indexed by cargo name. + |
+
| + |
+ Table of indices. + |
+
| + | + + | +
| + |
+ Unused table. + |
+
| + |
+ Creates a new SET_DYNAMICCARGO object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. + |
+
| + |
+ Table of objects. + |
+
| + |
+ Timer for active filtering of zones. + |
+
| + | + + | +
| + |
+ [Internal] Private function for use of continous zone filter + |
+
| + |
+ Handles the events for the Set. + |
+
| + |
+ Handles the remove event for dynamic cargo set. + |
+
| Fields and Methods inherited from SET_BASE | +Description | +
|---|---|
| + |
+ Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. + |
+
| + |
+ Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. + |
+
| + |
+ Add a SET to this set. + |
+
| + | + + | +
| + |
+ Clear the Objects in the Set. + |
+
| + |
+ Compare two sets. + |
+
| + |
+ Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. + |
+
| + | + + | +
| + |
+ Filters + |
+
| + |
+ Clear all filters. + |
+
| + |
+ Starts the filtering of the Crash events for the collection. + |
+
| + |
+ Starts the filtering of the Dead events for the collection. + |
+
| + |
+ [Internal] Add a functional filter + |
+
| + |
+ Filters for the defined collection. + |
+
| + |
+ Stops the filtering for the defined collection. + |
+
| + |
+ Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2. + |
+
| + |
+ Flushes the current SET_BASE contents in the log ... + |
+
SET_DYNAMICCARGO: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_DYNAMICCARGO: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 a random object from the Core.Set#SET_BASE and derived classes. + |
+
| + |
+ Gets the Set. + |
+
| + |
+ Get the complement of two sets. + |
+
| + |
+ Get the intersection of this set, called A , and another set. + |
+
| + |
+ Gets a list of the Names of the Objects in the Set. + |
+
| + |
+ Returns a table of the Objects in the Set. + |
+
| + |
+ Get the union of two sets. + |
+
| + |
+ Get the SET iterator "limit". + |
+
| + |
+ Table of indices. + |
+
| + |
+ Decides whether an object is in the SET + |
+
| + |
+ Decides whether to include the Object. + |
+
| + |
+ Decides whether an object is not in the SET + |
+
| + |
+ Unused table. + |
+
| + |
+ Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. + |
+
SET_DYNAMICCARGO:OnAfterAdded(From, Event, To, ObjectName, Object) |
+
+ Added Handler OnAfter for SET_BASE + |
+
SET_DYNAMICCARGO: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). + |
+
| + |
+ Define the SET iterator "limit". + |
+
| + | + + | +
| + |
+ Sort the set by name. + |
+
| + |
+ [Internal] Check if the condition functions returns true. + |
+
| + |
+ 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_DYNAMICCARGO:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
SET_DYNAMICCARGO:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Crash Event. + |
+
SET_DYNAMICCARGO:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Dead Event. + |
+
| + |
+ Creation of a |
+
SET_DYNAMICCARGO:CreateEventRemoveUnit(EventTime, Initiator) |
+
+ Creation of a Remove Unit Event. + |
+
| + |
+ Creation of a Takeoff Event. + |
+
| + |
+ Creation of a Crash Event. + |
+
| + |
+ Log an exception which will be traced always. + |
+
| + |
+ Returns the event dispatcher + |
+
| + |
+ Remove all subscribed events + |
+
| + |
+ Trace a function call. + |
+
| + |
+ Trace a function call level 2. + |
+
| + |
+ Trace a function call level 3. + |
+
| + |
+ Get the ClassID of the class instance. + |
+
| + |
+ Get the ClassName of the class instance. + |
+
| + |
+ Get the ClassName + ClassID of the class instance. + |
+
| + |
+ Get the Class Core.Event processing Priority. + |
+
| + |
+ This is the worker method to retrieve the Parent class. + |
+
| + |
+ Get a Value given a Key from the Object. + |
+
| + |
+ Subscribe to a DCS Event. + |
+
| + |
+ Log an information which will be traced always. + |
+
| + |
+ This is the worker method to inherit from a parent class. + |
+
| + |
+ This is the worker method to check if an object is an (sub)instance of a class. + |
+
| + |
+ Enquires if tracing is on (for the class). + |
+
| + |
+ BASE constructor. + |
+
| + |
+ Occurs when an Event for an object is triggered. + |
+
| + |
+ BDA. + |
+
| + |
+ Occurs when a ground unit captures either an airbase or a farp. + |
+
| + |
+ Occurs when any object is spawned into the mission. + |
+
| + |
+ Occurs when any aircraft crashes into the ground and is completely destroyed. + |
+
| + |
+ Occurs when an object is dead. + |
+
| + |
+ Unknown precisely what creates this event, likely tied into newer damage model. + |
+
SET_DYNAMICCARGO:OnEventDiscardChairAfterEjection(EventData) |
+
+ 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. + |
+
SET_DYNAMICCARGO:ScheduleOnce(Start, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
SET_DYNAMICCARGO:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + | + + | +
| + |
+ Set the Class Core.Event processing Priority. + |
+
| + |
+ Set a state or property of the Object given a Key and a Value. + |
+
| + |
+ Trace a function logic level 1. + |
+
| + |
+ Trace a function logic level 2. + |
+
| + |
+ Trace a function logic level 3. + |
+
| + |
+ Trace all methods in MOOSE + |
+
| + |
+ Set tracing for a class + |
+
| + |
+ Set tracing for a specific method of class + |
+
| + |
+ Set trace level + |
+
| + |
+ Set trace off. + |
+
| + |
+ Set trace on. + |
+
| + |
+ Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default. + |
+
| + |
+ UnSubscribe to a DCS event. + |
+
| + | + + | +
SET_DYNAMICCARGO:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
| + |
+ (Internal) Serialize arguments + |
+
SET_DYNAMICCARGO:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + |
+ The main event handling function... + |
+
| Fields and Methods inherited from SET_DYNAMICCARGO.Filters | +Description | +
|---|---|
| + | + + | +
| + | + + | +
| + | + + | +
| + | + + | +
| + | + |
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
-Define the SET iterator "yield interval" and the "time interval".
Sort the set by name.
-Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
-SET_OPSGROUP:SetIteratorIntervals(YieldInterval, TimeInterval)
Define the SET iterator "yield interval" and the "time interval".
Sort the set by name.
-Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
-SET_OPSZONE:SetIteratorIntervals(YieldInterval, TimeInterval)
Define the SET iterator "yield interval" and the "time interval".
Sort the set by name.
-Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
-SET_PLAYER:SetIteratorIntervals(YieldInterval, TimeInterval)
Define the SET iterator "yield interval" and the "time interval".
Sort the set by name.
-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".
Sort the set by name.
-Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
-SET_STATIC:SetIteratorIntervals(YieldInterval, TimeInterval)
Define the SET iterator "yield interval" and the "time interval".
Sort the set by name.
-Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
-Define the SET iterator "yield interval" and the "time interval".
Sort the set by name.
-Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
-Define the SET iterator "yield interval" and the "time interval".
Sort the set by name.
-Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
-SET_ZONE_GOAL:SetIteratorIntervals(YieldInterval, TimeInterval)
Define the SET iterator "yield interval" and the "time interval".
Sort the set by name.
-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
- -Table of objects.
- - - -Define the SET iterator "yield interval" and the "time interval".
- -SET_BASE
-- #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
- -Table of objects.
- - - -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 "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
- -Table of indices.
+ +Unused table.
+ +Table of objects.
+ +Builds a set of dynamic cargo of defined coalitions.
+ + +Possible current coalitions are red, blue and neutral.
+ +SET_DYNAMICCARGO
++ #string + Coalitions +
+Can take the following values: "red", "blue", "neutral".
+ +self
+ +Builds a set of dynamic cargo of defined countries.
+ + +Possible current countries are those known within DCS world.
+ +SET_DYNAMICCARGO
++ #string + Countries +
+Can take those country strings known within DCS world.
+ +self
+ +This filter is N/A for SET_DYNAMICCARGO
+ +Builds a set of DYNAMICCARGOs that are owned at the moment by this player name.
+ +SET_DYNAMICCARGO
++ #string + PlayerName +
+self
+ +This filter is N/A for SET_DYNAMICCARGO
+ +[User] Add a custom condition function.
+ +SET_DYNAMICCARGO
++ #function + ConditionFunction +
+If this function returns true, the object is added to the SET. The function needs to take a DYNAMICCARGO object as first argument.
+ ... +
+Condition function arguments if any.
+ +self
+ + -- Image you want to exclude a specific DYNAMICCARGO from a SET:
+ local cargoset = SET_DYNAMICCARGO:New():FilterCoalitions("blue"):FilterFunction(
+ -- The function needs to take a DYNAMICCARGO object as first - and in this case, only - argument.
+ function(dynamiccargo)
+ local isinclude = true
+ if dynamiccargo:GetName() == "Exclude Me" then isinclude = false end
+ return isinclude
+ end
+ ):FilterOnce()
+ BASE:I(cargoset:Flush())
+
+Builds a set of DYNAMICCARGOs that are in state DYNAMICCARGO.State.LOADED (i.e.
+ + +is on board of a Chinook).
+ +Builds a set of DYNAMICCARGOs that are in state DYNAMICCARGO.State.NEW (i.e.
+ + +new and never loaded into a Chinook).
+ +Builds a set of DYNAMICCARGOs that are in state DYNAMICCARGO.State.LOADED (i.e.
+ + +was on board of a Chinook previously and is now unloaded).
+ +Builds a set of DYNAMICCARGOs that contain the given string in their name.
+ + +Attention! LUA Regex applies!
+ +SET_DYNAMICCARGO
++ #string + Patterns +
+The string pattern(s) that need to be contained in the dynamic cargo name. Can also be passed as a #table of strings.
self
+ +Builds a set of DYNAMICCARGOs that contain the given string in their name.
+ + +Attention! Bad naming convention as this does not filter only prefixes but all names that contain the string. LUA Regex applies.
+ +SET_DYNAMICCARGO
++ #string + Prefixes +
+The string pattern(s) that need to be contained in the dynamic cargo name. Can also be passed as a #table of strings.
self
+ +Starts the filtering.
+ +Stops the filtering.
+ +Builds a set of dynamic cargo of defined dynamic cargo type names.
+ +SET_DYNAMICCARGO
++ #string + Types +
+Can take those type name strings known within DCS world.
+ +self
+ +Set filter timer interval for FilterZones if using active filtering with FilterStart().
+ +SET_DYNAMICCARGO
++ #number + Seconds +
+Seconds between check intervals, defaults to 30. Caution - do not be too agressive with timing! Objects are usually not moving fast enough +to warrant a check of below 10 seconds.
+ +self
+ +Builds a set of dynamic cargo in zones.
+ +SET_DYNAMICCARGO
++ #table + Zones +
+Table of Core.Zone#ZONE Zone objects, or a Core.Set#SET_ZONE
+ +self
+ +Handles the Database to check on any event that Object exists in the Database.
+ + +This is required, because sometimes the DATABASE event gets called later than the SETDYNAMICCARGO event or vise versa!
+ +SET_DYNAMICCARGO
++ Core.Event#EVENTDATA + Event +
+#string:
+The name of the DYNAMICCARGO
+ +The DYNAMICCARGO object
+ +Returns a list of current owners (Wrapper.Client#CLIENT objects) indexed by playername from the SET.
+ +SET_DYNAMICCARGO
+#list<#string>:
+Ownerlist
+ +Returns a list of current owners (playernames) indexed by playername from the SET.
+ +SET_DYNAMICCARGO
+#list<#string>:
+Ownerlist
+ +Returns a list Wrapper.Storage#STORAGE objects from the SET indexed by cargo name.
+ +SET_DYNAMICCARGO
+#list<Wrapper.Storage#STORAGE>:
+Storagelist
+ +SET_DYNAMICCARGO
++ Wrapper.DynamicCargo#DYNAMICCARGO + DCargo +
+self
+ +Creates a new SET_DYNAMICCARGO object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
+ +SET_DYNAMICCARGO
+-- Define a new SET_DYNAMICCARGO Object. This DBObject will contain a reference to all alive Statics.
+DBObject = SET_DYNAMICCARGO:New()
+
+[Internal] Private function for use of continous zone filter
+ +Handles the events for the Set.
+ +Handles the remove event for dynamic cargo set.
+ +Table of indices.
+ +Unused table.
+ +Table of objects.
+ +Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index.
+ ++ #string + ObjectName +
+The name of the object.
+ ++ Core.Base#BASE + Object +
+The object itself.
+ +The added BASE Object.
+ +Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.
+ ++ Wrapper.Object#OBJECT + Object +
+The added BASE Object.
+ +Add a SET to this set.
+ ++ Core.Set#SET_BASE + SetToAdd +
+Set to add.
+ +self
+ +Clear the Objects in the Set.
+ ++ #boolean + TriggerEvent +
+If true, an event remove is triggered for each group that is removed from the set.
self
+ +Compare two sets.
+ ++ Core.Set#SET_BASE + SetA +
+First set.
+ ++ Core.Set#SET_BASE + SetB +
+Set to be merged into first set.
+ +The set of objects that are included in SetA and SetB.
+ +Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes.
+ +Clear all filters.
+ + +You still need to apply :FilterOnce()
+ +Starts the filtering of the Crash events for the collection.
+ +Starts the filtering of the Dead events for the collection.
+ +[Internal] Add a functional filter
+ ++ #function + ConditionFunction +
+If this function returns true, the object is added to the SET. The function needs to take a CONTROLLABLE object as first argument.
+ ... +
+Condition function arguments, if any.
+ +#boolean:
+If true, at least one condition is true
+ +Filters for the defined collection.
+ +Stops the filtering for the defined collection.
+ +Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2.
+ ++ Core.Point#POINT_VEC2 + PointVec2 +
+A Core.Point#COORDINATE or Core.Point#POINT_VEC2 object (but not a simple DCS#Vec2!) from where to evaluate the closest object in the set.
+ +The closest object.
+ + myset:FindNearestObjectFromPointVec2( ZONE:New("Test Zone"):GetCoordinate() )
+
+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.
+ +or nil if none found or the SET is empty!
+ +Gets a random object from the Core.Set#SET_BASE and derived classes.
+ + +A bit slower than SET_BASE.GetRandom() but tries to ensure you get an object back if the SET is not empty.
+ +or nil if the SET is empty!
+ +Gets the Set.
+ +Get the complement of two sets.
+ ++ Core.Set#SET_BASE + SetB +
+Set other set, called B .
+ +The set of objects that are in set B but not in this set A .
+ +Get the intersection of this set, called A , and another set.
+ ++ Core.Set#SET_BASE + SetB +
+Set other set, called B .
+ +A set of objects that is included in set A and in set B .
+ +Gets a list of the Names of the Objects in the Set.
+ +Returns a table of the Objects in the Set.
+ +Get the union of two sets.
+ ++ Core.Set#SET_BASE + SetB +
+Set B .
+ +The union set, i.e. contains objects that are in set A or in set B .
+ +Get the SET iterator "limit".
+ +#number:
+Defines how many objects are evaluated of the set as part of the Some iterators.
+ +Decides whether an object is in the SET
+ ++ #table + Object +
+#boolean:
+true if object is in set and false otherwise.
Decides whether to include the Object.
+ ++ #table + Object +
+self
+ +Decides whether an object is not in the SET
+ ++ #table + Object +
+self
+ +Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
+ ++ Database +
+-- Define a new SET_BASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
+DBObject = SET_BASE:New()
+
+Added Handler OnAfter for SET_BASE
+ ++ #string + From +
++ #string + Event +
++ #string + To +
++ #string + ObjectName +
+The name of the object.
+ ++ Object +
+The object.
+ +Removed Handler OnAfter for SET_BASE
+ ++ #string + From +
++ #string + Event +
++ #string + To +
++ #string + ObjectName +
+The name of the object.
+ ++ Object +
+The object.
+ +Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name.
+ ++ #string + ObjectName +
++ #boolean + NoTriggerEvent +
+(Optional) When true, the :Remove() method will not trigger a Removed event.
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
+ ++ #SET_BASE + BaseSet +
+Define the SET iterator "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.
+ +[Internal] Check if the condition functions returns true.
+ ++ Wrapper.Controllable#CONTROLLABLE + Object +
+The object to filter for
+ +#boolean:
+If true, if all conditions are true
+ +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.
+ +Table of indices.
+ +Unused table.
+ +Table of objects.
+ +Clear the state of an object.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ StateName +
+The key that is should be cleared.
+ +Creation of a Birth Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ #string + IniUnitName +
+The initiating unit name.
+ ++ place +
++ subplace +
+Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a Dead Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
+ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +Creation of a Remove Unit Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Takeoff Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Crash Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Log an exception which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Returns the event dispatcher
+ +Remove all subscribed events
+ +Trace a function call.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 2.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 3.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Get the ClassID of the class instance.
+ +#string:
+The ClassID of the class instance.
+ +Get the ClassName of the class instance.
+ +#string:
+The ClassName of the class instance.
+ +Get the ClassName + ClassID of the class instance.
+ + +The ClassName + ClassID is formatted as '%s#%09d'.
+ +#string:
+The ClassName + ClassID of the class instance.
+ +Get the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ +This is the worker method to retrieve the Parent class.
+ + +Note that the Parent class must be passed to call the parent class method.
+ +self:GetParent(self):ParentMethod()
+
+
+
+
+
+Get a Value given a Key from the Object.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ Key +
+The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
+ +The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
+ +Subscribe to a DCS Event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ ++ #function + EventFunction +
+(optional) The function to be called when the event occurs for the unit.
+ +Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ ++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
+ ClassName +
+is the name of the class or the class itself to run the check against
+ +#boolean:
+Enquires if tracing is on (for the class).
+ +BASE constructor.
+ + + +This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
+ +function EVENT:New()
+ local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+ return self
+end
+
+
+
+Occurs when an Event for an object is triggered.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that triggered the event.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +BDA.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a ground unit captures either an airbase or a farp.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that captured the base +place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any object is spawned into the mission.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was spawned
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft crashes into the ground and is completely destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that has crashed
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an object is dead.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is dead.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Unknown precisely what creates this event, likely tied into newer damage model.
+ + +Will update this page when new information become available.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Discard chair after ejection.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has ejected
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft shuts down its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is stopping its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any aircraft starts its engines.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is starting its engines.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever an object is hit by a weapon.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit object the fired the weapon +weapon: Weapon object that hit the target +target: The Object that was hit.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any system fails on a human controlled aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that had the failure
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs on the death of a unit.
+ + +Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft lands at an airbase, farp or ship +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ + +initiator : The unit that has landed +place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
+ + +Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Landing quality mark.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a new mark was added.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark text was changed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mark was removed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +MarkID: ID of the mark.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Weapon add.
+ + +Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the pilot of an aircraft is killed.
+ + +Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the pilot has died in.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a player enters a slot and takes control of an aircraft.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player assumes direct control of a unit.
+ + +Note - not Mulitplayer safe. Use PlayerEnterAircraft. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is being taken control of.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any player relieves control of a unit to the AI.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that the player left.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft connects with a tanker and begins taking on fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft is finished taking fuel.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was receiving fuel.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any modification to the "Score" as seen on the debrief menu would occur.
+ + +There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit stops firing its weapon.
+ + +Event will always correspond with a shooting start event. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that was doing the shooting.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when any unit begins firing a weapon that has a high rate of fire.
+ + +Most common with aircraft cannons (GAU-8), autocannons, and machine guns. +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that is doing the shooting. +target: The unit that is being targeted.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs whenever any unit in a mission fires a weapon.
+ + +But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when an aircraft takes off from an airbase, farp, or ship.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes. +initiator : The unit that tookoff +place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Trigger zone.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when the game thinks an object is destroyed.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Schedule a new time event.
+ + +Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+ ++ #number + Start +
+Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+ ++ #number + Repeat +
+Specifies the interval in seconds when the scheduler will call the event function.
+ ++ #number + RandomizeFactor +
+Specifies a randomization factor between 0 and 1 to randomize the Repeat.
+ ++ #number + Stop +
+Specifies the amount of seconds when the scheduler will be stopped.
+ ++ #function + SchedulerFunction +
+The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
+ ++ #table + ... +
+Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Stops the Schedule.
+ ++ #string + SchedulerID +
+(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
+ +Set the Class Core.Event processing Priority.
+ + +The Event processing Priority is a number from 1 to 10, +reflecting the order of the classes subscribed to the Event to be processed.
+ ++ #number + EventPriority +
+The Core.Event processing Priority.
+ +self
+ +Set a state or property of the Object given a Key and a Value.
+ + +Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+ ++ Object +
+The object that will hold the Value set by the Key.
+ ++ Key +
+The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
+ ++ Value +
+The value to is stored in the object.
+ +The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ ++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ ++ #string + Class +
+Class name.
+ ++ #string + Method +
+Method.
+ +Set trace level
+ +Set trace off.
+ +Set trace on.
+ +Set trace on or off +Note that when trace is off, no BASE.Debug statement is performed, increasing performance! +When Moose is loaded statically, (as one file), tracing is switched off by default.
+ + +So tracing must be switched on manually in your mission if you are using Moose statically. +When moose is loading dynamically (for moose class development), tracing is switched on by default.
+ ++ #boolean + TraceOnOff +
+Switch the tracing on or off.
+ +
+ -- Switch the tracing On
+ BASE:TraceOnOff( true )
+
+ -- Switch the tracing Off
+ BASE:TraceOnOff( false )
+
+
+UnSubscribe to a DCS event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ +Trace a function call.
+ + +This function is private.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+(Internal) Serialize arguments
+ ++ #table + Arguments +
+#string:
+Text
+ +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.
+ +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 "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 "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 "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 "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 "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 "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 "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 "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
- -SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
The AI is on by default when spawning a group.
-Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
-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.
@@ -4529,6 +4581,72 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +The AI is on by default when spawning a group.
-When the first Spawn executes, all the Groups need to be made visible before start.
@@ -10860,6 +10994,72 @@ This is needed to ensure that Re-SPAWNing only is done for landed AIR Groups. + + +Function to get the HQ object for further use
+Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects.
+ + + +Prefix for logging
- - - -switch alarm state RED
+ @@ -8893,6 +8869,17 @@ E.g. `mymantis:SetAdvancedMode(true, 90)`Table of Core.Zone#ZONE Zones Consider SAM groups in this zone(s) only for this MANTIS instance, must be handed as #table of Zone objects.
+ + + +Prefix for logging
- - - -switch alarm state RED
+ diff --git a/Documentation/Functional.Movement.html b/Documentation/Functional.Movement.html index ffa98b126..62684ec36 100644 --- a/Documentation/Functional.Movement.html +++ b/Documentation/Functional.Movement.html @@ -2379,20 +2379,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defauContains 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.
+RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Type of terminal to be used when spawning at an airbase.
+ + + +Type of terminal to be used when spawning at an airbase.
+ + + +Radio queue of LSO.
- - - -Radio queue of marshal.
- - - -Radio queue of LSO.
- - - -Radio queue of marshal.
- - - -Radio queue of LSO.
- - - -Radio queue of marshal.
- - - -Set current case.
- @@ -41138,7 +41069,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -Set section lead of player flight.
+Make player section lead if he was not before.
@@ -41359,6 +41290,17 @@ When moose is loading dynamically (for moose class development), tracing is switBand modulation.
+ + + +counter for saved pilots
- -counter for successful rescue landings at FARP/AFB/MASH
- -counter for saved pilots
- -counter for successful rescue landings at FARP/AFB/MASH
- -counter for saved pilots
- -counter for successful rescue landings at FARP/AFB/MASH
- -Folderpath.
+#1570
+time to repairor build a unit/group
+noob catch
Folderpath.
+#1570
+time to repairor build a unit/group
+noob catch
Folderpath.
+#1570
+time to repairor build a unit/group
+noob catch
Location (if set) where to get this cargo item.
-Location (if set) where to get this cargo item.
-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
-Stack by pointer.
-Stack by pointer.
-Get DCS object.
+Get last known owner name of this DYNAMICCARGO
Get last know owner (player) name of this DYNAMICCARGO
+Find last known position of this DYNAMICCARGO
Check Interval. 20 secs default.
+Returns true if the cargo been loaded into a Helo.
+Returns true if the cargo is new and has never been loaded into a Helo.
+Returns true if the cargo has been removed.
+Returns true if the cargo has been unloaded from a Helo.
Get last known owner name of this DYNAMICCARGO
+ +DYNAMICCARGO
+#string:
+Owner
+ +Get last know owner (player) name of this DYNAMICCARGO
+Find last known position of this DYNAMICCARGO
Returns true if the cargo been loaded into a Helo.
+ +DYNAMICCARGO
+#boolean:
+Outcome
+ +Returns true if the cargo is new and has never been loaded into a Helo.
+ +DYNAMICCARGO
+#boolean:
+Outcome
+ +Returns true if the cargo has been removed.
+ +DYNAMICCARGO
+#boolean:
+Outcome
+ +Returns true if the cargo has been unloaded from a Helo.
+ +DYNAMICCARGO
+#boolean:
+Outcome
+ +Coordinate of the mark.
+Text displayed in the mark panel.
-Coordinate of the mark.
+Text displayed in the mark panel.
-Coordinate of the mark.
+ + + +Text displayed in the mark panel.
- - - -