diff --git a/Documentation/AI.AI_A2A_Dispatcher.html b/Documentation/AI.AI_A2A_Dispatcher.html index cfd039859..c9a74577d 100644 --- a/Documentation/AI.AI_A2A_Dispatcher.html +++ b/Documentation/AI.AI_A2A_Dispatcher.html @@ -5034,14 +5034,11 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
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
+Set destination airbase for next :Route() command.
- -Set destination airbase for next :Route() command.
- -Set destination airbase for next :Route() command.
- -Set destination airbase for next :Route() command.
- -meter
+kph
+meter
+kph
+meter
+kph
+meter
+kph
+Then we register the new group in the database
+SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
- @@ -4067,17 +4088,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau - - - -Overwrite unit names by default with group name.
- @@ -4282,8 +4289,16 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + + + +By default, no InitLimit
+SPAWN.SpawnInitModex + +self:T2( { self.SpawnTemplatePrefix, Vec2} )
+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.
By default, no InitLimit
+SPAWN.SpawnInitModex + +When the first Spawn executes, all the Groups need to be made visible before start.
Spawns a new static using a given template.
-Kickspeed
+Kickspeed
+Function to get the HQ object for further use
+The #DETECTION_AREAS object for AWACS
+ + + +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
+The #DETECTION_AREAS object for AWACS
+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
+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.
- - - -| + | + +|
| + |
+ Enable range ceiling. |
|
Enable messages to players. + |
+ |
| + |
+ Set range ceiling altitude in feet MSL. |
|
Table of targets to bomb. + |
+ |
| + |
+ Range ceiling altitude in ft MSL. Aircraft above this altitude are not considered to be in the range. Default is 20000 ft. + |
+
| + |
+ Range has a ceiling and is not unlimited. Default is false. |
|
Range script version. - |
-
| Fields and Methods inherited from FSM | -Description | -
|---|---|
| - |
- Adds an End state. - |
-
| - |
- Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task. - |
-
| - |
- Adds a score for the FSM to be achieved. - |
-
| - |
- Adds a score for the FSM_PROCESS to be achieved. - |
-
| - |
- Add a new transition rule to the FSM. - |
-
| - |
- Call scheduler. - |
-
| - |
- Name of the class. - |
-
| - | - - | -
| - |
- Get current state. - |
-
| - |
- Returns the End states. - |
-
| - | - - | -
| - |
- Returns a table of the SubFSM rules defined within the FSM. - |
-
| - |
- Returns a table with the scores defined. - |
-
| - |
- Returns the start state of the FSM. - |
-
| - |
- Get current state. - |
-
| - |
- Returns a table with the Subs defined. - |
-
| - |
- Returns a table of the transition rules defined within the FSM. - |
-
| - |
- Check if FSM is in state. - |
-
| - |
- Load call backs. - |
-
| - |
- Creates a new FSM object. - |
-
| - |
- Scores. - |
-
| - | - - | -
| - |
- Sets the start state of the FSM. - |
-
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - | - - | -
| - |
- Add to map. - |
-
| - |
- Call handler. - |
-
| - |
- Create transition. - |
-
| - |
- Delayed transition. - |
-
| - |
- Event map. - |
-
| - |
- Go sub. - |
-
| - |
- Handler. - |
-
| - |
- Is end state. - |
-
| - |
- Sub maps. - |
-
| - |
- Check if can do an event. - |
-
| - |
- Check if cannot do an event. - |
-
| - |
- Current state name. - |
-
| - | - - | -
| - |
- Check if FSM is in state. - |
-
| - |
- Options. - |
-
| - |
- Subs. - |
-
| 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. - |
-
RANGE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
-
- Creation of a Birth Event. - |
-
RANGE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
-
- Creation of a Crash Event. - |
-
RANGE:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
-
- Creation of a Dead Event. - |
-
| - |
- Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. - |
-
| - |
- Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. - |
-
| - |
- Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. - |
-
| - |
- Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. - |
-
| - |
- Creation of a |
-
| - |
- Creation of a Remove Unit Event. - |
-
| - |
- Creation of a Takeoff Event. - |
-
| - |
- Creation of a Crash Event. - |
-
| - |
- Log an exception which will be traced always. - |
-
| - |
- Returns the event dispatcher - |
-
| - |
- Remove all subscribed events - |
-
| - |
- Trace a function call. - |
-
| - |
- Trace a function call level 2. - |
-
| - |
- Trace a function call level 3. - |
-
| - |
- Get the ClassID of the class instance. - |
-
| - |
- Get the ClassName of the class instance. - |
-
| - |
- Get the ClassName + ClassID of the class instance. - |
-
| - |
- Get the Class Core.Event processing Priority. - |
-
| - |
- This is the worker method to retrieve the Parent class. - |
-
| - |
- Get a Value given a Key from the Object. - |
-
| - |
- Subscribe to a DCS Event. - |
-
| - |
- Log an information which will be traced always. - |
-
| - |
- This is the worker method to inherit from a parent class. - |
-
| - |
- This is the worker method to check if an object is an (sub)instance of a class. - |
-
| - |
- Enquires if tracing is on (for the class). - |
-
| - |
- BASE constructor. - |
-
| - |
- Occurs when an Event for an object is triggered. - |
-
| - |
- BDA. - |
-
| - |
- Occurs when a ground unit captures either an airbase or a farp. - |
-
| - |
- Occurs when any object is spawned into the mission. - |
-
| - |
- Occurs when any aircraft crashes into the ground and is completely destroyed. - |
-
| - |
- Occurs when an object is dead. - |
-
| - |
- Unknown precisely what creates this event, likely tied into newer damage model. - |
-
| - |
- Discard chair after ejection. - |
-
| - |
- Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. - |
-
| - |
- Occurs when a dynamic cargo crate is removed. - |
-
| - |
- Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. - |
-
| - |
- 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. - |
-
| - |
- Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. - |
-
| - |
- Weapon add. - |
-
| - |
- Occurs when the pilot of an aircraft is killed. - |
-
| - |
- Occurs when a player enters a slot and takes control of an aircraft. - |
-
| - |
- Occurs when any player assumes direct control of a unit. - |
-
| - |
- Occurs when any player relieves control of a unit to the AI. - |
-
| - |
- Occurs when an aircraft connects with a tanker and begins taking on fuel. - |
-
| - |
- Occurs when an aircraft is finished taking fuel. - |
-
| - |
- Occurs when any modification to the "Score" as seen on the debrief menu would occur. - |
-
| - |
- Occurs when any unit stops firing its weapon. - |
-
| - |
- Occurs when any unit begins firing a weapon that has a high rate of fire. - |
-
| - |
- Occurs whenever any unit in a mission fires a weapon. - |
-
| - |
- Occurs when an aircraft takes off from an airbase, farp, or ship. - |
-
| - |
- Trigger zone. - |
-
| - |
- Occurs when the game thinks an object is destroyed. - |
-
| - |
- Schedule a new time event. - |
-
RANGE:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
-
- Schedule a new time event. - |
-
| - |
- Stops the Schedule. - |
-
| - |
- The scheduler object. - |
-
| - |
- 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. - |
-
| - | - - | -
RANGE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function call. - |
-
| - |
- (Internal) Serialize arguments - |
-
RANGE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
-
- Trace a function logic. - |
-
| - | - - | -
| - |
- The main event handling function... |
Range ceiling altitude in ft MSL. Aircraft above this altitude are not considered to be in the range. Default is 20000 ft.
+ +Range has a ceiling and is not unlimited. Default is false.
+ +Enable range ceiling.
+ + +Aircraft must be below the ceiling altitude to be considered in the range zone.
+ +RANGE
++ #boolean + enabled +
+True if you would like to enable the ceiling check. If no value give, will Default to false.
+ +self
+ +Set range ceiling altitude in feet MSL.
+ +RANGE
++ #number + ceiling +
+(optional) Ceiling altitude of the range in ft MSL. Default 20000ft MSL
+ ++ alt +
+self
+ +Bombs/rockets/missiles are only tracked if player-range distance is smaller than this threshold [m]. Default 25000 m.
- -Name of the Class.
- -Coalition side for the menu, if any.
- -If true, debug info is sent as messages on the screen.
- -Table for monitoring which players already got an F10 menu.
- -Main radio menu on group level.
- -Main radio menu on mission level.
- -Global list of all defined range names.
- -Individual player settings.
- -Color id used to smoke strafe pit approach boxes.
- -Color id used to smoke strafe targets.
- -Time delay in seconds between impact of bomb and starting the smoke. Default 3 seconds.
- -Time [sec] messages to players are displayed. Default 30 sec.
- -If true, automatically save results every X seconds.
- -Table containing the bombing results of each player.
- -Table of targets to bomb.
- -If true, initialize player settings to smoke bomb.
- -Time step [sec] used for tracking released bomb/rocket positions. Default 0.005 seconds.
- -If true, only the examiner gets messages. If false, clients and examiner get messages.
- -Name of the examiner group which should get all messages.
- -Maximum altitude in meters AGL at which illumination bombs are fired. Default is 1000 m.
- -Minimum altitude in meters AGL at which illumination bombs are fired. Default is 500 m.
- -Frequency on which the range control transmitts.
- -Name of relay unit.
- -String id of range for output in DCS log.
- -Globally enable/disable all messages to players.
- -Number of bombing targets.
- -Number of (player) results that a displayed. Default is 10.
- -Number of strafing targets.
- -Table for administration.
- -Frequency on which the range control transmitts.
- -Name of relay unit.
- -Name of the range.
- -Radius of range defining its total size for e.g. smoking bomb impact points and sending radio messages. Default 5 km.
- -MOOSE zone object of the range. For example, no bomb impacts are smoked if bombs fall outside of the range zone.
- -Distance from closest target up to which bomb hits are counted. Default 1000 m.
- -Path inside miz file where the sound files are located. Default is "Range Soundfiles/".
- -Table containing the strafing results of each player.
- -Table containing the current strafing target a player as assigned to.
- -Table of strafing targets.
- -Maximum altitude in meters AGL for registering for a strafe run. Default is 914 m = 3000 ft.
- -Path where to save the target sheets.
- -File prefix for target sheet files.
- -If true, players can save their target sheets. Rangeboss will not work if targetsheets do not save.
- -If true (default), all bomb types are tracked and impact point to closest bombing target is evaluated.
- -If true (default), all missile types are tracked and impact point to closest bombing target is evaluated.
- -If true (default), all rocket types are tracked and impact point to closest bombing target is evaluated.
- -Verbosity level. Higher means more output to DCS log file.
- -Range script version.
- -Adds an End state.
- -- #string - State -
-The FSM state.
- -Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.
- -- #table - From -
-Can contain a string indicating the From state or a table of strings containing multiple From states.
- -- #string - Event -
-The Event name.
- -- Core.Fsm#FSM_PROCESS - Process -
-An sub-process FSM.
- -- #table - ReturnEvents -
-A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.
- -The SubFSM.
- -Adds a score for the FSM to be achieved.
- -- #string - State -
-is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
- -- #string - ScoreText -
-is a text describing the score that is given according the status.
- -- #number - Score -
-is a number providing the score of the status.
- -#FSM:
-self
- -Adds a score for the FSM_PROCESS to be achieved.
- -- #string - From -
-is the From State of the main process.
- -- #string - Event -
-is the Event of the main process.
- -- #string - State -
-is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).
- -- #string - ScoreText -
-is a text describing the score that is given according the status.
- -- #number - Score -
-is a number providing the score of the status.
- -#FSM:
-self
- -Add a new transition rule to the FSM.
- - -A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.
- -- #table - From -
-Can contain a string indicating the From state or a table of strings containing multiple From states.
- -- #string - Event -
-The Event name.
- -- #string - To -
-The To state.
- -Get current state.
- -Returns the End states.
- -Returns a table of the SubFSM rules defined within the FSM.
- -Returns a table with the scores defined.
- -Returns the start state of the FSM.
- -#string:
-A string containing the start state.
- -Get current state.
- -Returns a table with the Subs defined.
- -Returns a table of the transition rules defined within the FSM.
- -Check if FSM is in state.
- -- #string - State -
-State name.
- -#boolean:
-If true, FSM is in this state.
- -Load call backs.
- -- #table - CallBackTable -
-Table of call backs.
- -- From -
-- Event -
-- Fsm -
-Sets the start state of the FSM.
- -- #string - State -
-A string defining the start state.
- -Add to map.
- -- #table - Map -
-Map.
- -- #table - Event -
-Event table.
- -Call handler.
- -- #string - step -
-Step "onafter", "onbefore", "onenter", "onleave".
- -- #string - trigger -
-Trigger.
- -- #table - params -
-Parameters.
- -- #string - EventName -
-Event name.
- -Value.
- -Create transition.
- -- #string - EventName -
-Event name.
- -#function:
-Function.
- -Delayed transition.
- -- #string - EventName -
-Event name.
- -#function:
-Function.
- -Event map.
- -- #table - Events -
-Events.
- -- #table - EventStructure -
-Event structure.
- -Go sub.
- -- #string - ParentFrom -
-Parent from state.
- -- #string - ParentEvent -
-Parent event name.
- -#table:
-Subs.
- -Handler.
- -- #string - EventName -
-Event name.
- -- ... -
-Arguments.
- -Is end state.
- -- #string - Current -
-Current state name.
- -#table:
-FSM parent.
- -#string:
-Event name.
- -Sub maps.
- -- #table - subs -
-Subs.
- -- #table - sub -
-Sub.
- -- #string - name -
-Name.
- -Check if can do an event.
- -- #string - e -
-Event name.
- -#boolean:
-If true, FSM can do the event.
- -#string:
-To state.
- -Check if cannot do an event.
- -- #string - e -
-Event name.
- -#boolean:
-If true, FSM cannot do the event.
- -Check if FSM is in state.
- -- #string - State -
-State name.
- -- state -
-#boolean:
-If true, FSM is in this state.
- -Bombs/rockets/missiles are only tracked if player-range distance is smaller than this threshold [m]. Default 25000 m.
- -Name of the Class.
- -Coalition side for the menu, if any.
- -If true, debug info is sent as messages on the screen.
- -Table for monitoring which players already got an F10 menu.
- -Main radio menu on group level.
- -Main radio menu on mission level.
- -Global list of all defined range names.
- -Individual player settings.
- -Color id used to smoke strafe pit approach boxes.
- -Color id used to smoke strafe targets.
- -Time delay in seconds between impact of bomb and starting the smoke. Default 3 seconds.
- -Time [sec] messages to players are displayed. Default 30 sec.
- -If true, automatically save results every X seconds.
- -Table containing the bombing results of each player.
- -Table of targets to bomb.
- -If true, initialize player settings to smoke bomb.
- -Time step [sec] used for tracking released bomb/rocket positions. Default 0.005 seconds.
- -If true, only the examiner gets messages. If false, clients and examiner get messages.
- -Name of the examiner group which should get all messages.
- -Maximum altitude in meters AGL at which illumination bombs are fired. Default is 1000 m.
- -Minimum altitude in meters AGL at which illumination bombs are fired. Default is 500 m.
- -Frequency on which the range control transmitts.
- -Name of relay unit.
- -String id of range for output in DCS log.
- -Globally enable/disable all messages to players.
- -Number of bombing targets.
- -Number of (player) results that a displayed. Default is 10.
- -Number of strafing targets.
- -Table for administration.
- -Frequency on which the range control transmitts.
- -Name of relay unit.
- -Name of the range.
- -Radius of range defining its total size for e.g. smoking bomb impact points and sending radio messages. Default 5 km.
- -MOOSE zone object of the range. For example, no bomb impacts are smoked if bombs fall outside of the range zone.
- -Distance from closest target up to which bomb hits are counted. Default 1000 m.
- -Path inside miz file where the sound files are located. Default is "Range Soundfiles/".
- -Table containing the strafing results of each player.
- -Table containing the current strafing target a player as assigned to.
- -Table of strafing targets.
- -Maximum altitude in meters AGL for registering for a strafe run. Default is 914 m = 3000 ft.
- -Path where to save the target sheets.
- -File prefix for target sheet files.
- -If true, players can save their target sheets. Rangeboss will not work if targetsheets do not save.
- -If true (default), all bomb types are tracked and impact point to closest bombing target is evaluated.
- -If true (default), all missile types are tracked and impact point to closest bombing target is evaluated.
- -If true (default), all rocket types are tracked and impact point to closest bombing target is evaluated.
- -Verbosity level. Higher means more output to DCS log file.
- -Range script version.
- -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_DYNAMIC_CARGO_LOADED event.
- -- Wrapper.DynamicCargo#DYNAMICCARGO - DynamicCargo -
-the dynamic cargo object
- -Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
- -- Wrapper.DynamicCargo#DYNAMICCARGO - DynamicCargo -
-the dynamic cargo object
- -Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
- -- Wrapper.DynamicCargo#DYNAMICCARGO - DynamicCargo -
-the dynamic cargo object
- -Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
- -- Wrapper.DynamicCargo#DYNAMICCARGO - DynamicCargo -
-the dynamic cargo object
- -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 player loads a dynamic cargo object with the F8 ground crew menu into a helo.
- - -* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when a dynamic cargo crate is removed.
- - -* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
- -- Core.Event#EVENTDATA - EventData -
-The EventData structure.
- -Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.
- - -* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
- -- 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.
- -Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.
- - -* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
- -- 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.
- -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 case of f
- @@ -41312,17 +41243,6 @@ When moose is loading dynamically (for moose class development), tracing is switData table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
- - - -Name of the class.
+ + + +Beacons
+Folderpath.
+time to repairor build a unit/group
+noob catch
Name of the class.
+Beacons
+Folderpath.
+time to repairor build a unit/group
+noob catch
Name of the class.
+Beacons
+Folderpath.
+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.
-template for a group of 10 paratroopers
- - - -template for a group of 10 paratroopers
- - - -Stack by pointer.
+Stack by pointer.
+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.
- - - -