+
+
POLYGON class.
+
+
+
Field(s)
+
+
+
+
+
+ #table
+
POLYGON.Coords
+
+
List of COORDINATE defining the path, this will be assigned automatically if you're passing in a drawing from the Mission Editor
+
+
+
+
+
+
+
+ #table
+
POLYGON.MarkIDs
+
+
List any MARKIDs this class use, this will be assigned automatically if you're passing in a drawing from the Mission Editor
+
+
+
+
+
+
+
+ #table
+
POLYGON.Points
+
+
List of 3D points defining the shape, this will be assigned automatically if you're passing in a drawing from the Mission Editor
+
+
+
+
+
+
+
+ #table
+
POLYGON.Triangles
+
+
List of TRIANGLEs that make up the shape of the POLYGON after being triangulated
+
+
+
+
+
+
Function(s)
+
+
+
+
+
+
Checks if a point is contained within the polygon.
+
+
+
The point is a table with 'x' and 'y' fields.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
The point to check
+
+
+
+
+
+
+
+
(optional) Points of the polygon or other points if you're just using the POLYGON class without an object of it
+
+
+
+
+
+
Return value:
+
+
+
+
+
True if the point is contained, false otherwise
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Draws the polygon on the map.
+
+
+
The polygon can be drawn with or without inner triangles. This is just for debugging
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+ #bool
+ include_inner_triangles
+
+
+
+
+
Whether to include inner triangles in the drawing
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Finds a polygon by its name in the database.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+ #string
+ shape_name
+
+
+
+
+
Name of the polygon to find
+
+
+
+
+
Return value:
+
+
+
+
+
The found polygon, or nil if not found
+
+
+
+
+
+
+
+
+
+
+
+
+
Finds a polygon on the map by its name.
+
+
+
The polygon must be added in the mission editor.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+ #string
+ shape_name
+
+
+
+
+
Name of the polygon to find
+
+
+
+
+
Return value:
+
+
+
+
+
The found polygon, or nil if not found
+
+
+
+
+
+
+
+
+
+
+
+
+
Creates a polygon from a zone.
+
+
+
The zone must be defined in the mission.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+ #string
+ zone_name
+
+
+
+
+
+
Return value:
+
+
+
+
+
The polygon created from the zone, or nil if the zone is not found
+
+
+
+
+
+
+
+
+
+
+
+
+
Calculates the bounding box of the polygon.
+
+
+
The bounding box is the smallest rectangle that contains the polygon.
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
The bounding box of the polygon
+
+
+
+
+
+
+
+
+
+
+
+
+
Calculates the centroid of the polygon.
+
+
+
The centroid is the average of the 'x' and 'y' coordinates of the points.
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
The centroid of the polygon
+
+
+
+
+
+
+
+
+
+
+
+
+
Returns the coordinates of the polygon.
+
+
+
Each coordinate is a COORDINATE object.
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
The coordinates of the polygon
+
+
+
+
+
+
+
+
+
+
+
+
+
Returns the end coordinate of the polygon.
+
+
+
The end coordinate is the last point of the polygon.
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
The end coordinate of the polygon
+
+
+
+
+
+
+
+
+
+
+
+
+
Returns the end point of the polygon.
+
+
+
The end point is the last point of the polygon.
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
The end point of the polygon
+
+
+
+
+
+
+
+
+
+
+
+
+
Returns the points of the polygon.
+
+
+
Each point is a table with 'x' and 'y' fields.
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
The points of the polygon
+
+
+
+
+
+
+
+
+
+
+
+
+
Returns a random non-weighted Vec2 within the polygon.
+
+
+
The Vec2 is chosen from one of the triangles that make up the polygon.
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
The random non-weighted Vec2
+
+
+
+
+
+
+
+
+
+
+
+
+
Returns a random Vec2 within the polygon.
+
+
+
The Vec2 is weighted by the areas of the triangles that make up the polygon.
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
+
+
+
+
+
+
Returns the start coordinate of the polygon.
+
+
+
The start coordinate is the first point of the polygon.
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
The start coordinate of the polygon
+
+
+
+
+
+
+
+
+
+
+
+
+
Returns the start point of the polygon.
+
+
+
The start point is the first point of the polygon.
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
The start point of the polygon
+
+
+
+
+
+
+
+
+
+
+
+
+
Calculates the surface area of the polygon.
+
+
+
The surface area is the sum of the areas of the triangles that make up the polygon.
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
The surface area of the polygon
+
+
+
+
+
+
+
+
+
+
+
+
+
Creates a new polygon from a list of points.
+
+
+
Each point is a table with 'x' and 'y' fields.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
Points of the polygon
+
+
+
+
+
Return value:
+
+
+
+
+
+
+
+
+
+
+
Removes the drawing of the polygon from the map.
+
+
+
+
+
+
+
+
+
Triangulates the polygon.
+
+
+
The polygon is divided into triangles.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
(optional) Points of the polygon or other points if you're just using the POLYGON class without an object of it
+
+
+
+
+
Return value:
+
+
+
+
+
The triangles of the polygon
+
+
+
+
+
+
+
+
+
+
+
+
+
Calculates the surface area of the polygon.
+
+
+
The surface area is the sum of the areas of the triangles that make up the polygon.
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
The surface area of the polygon
+
+
+
+
+
+
+
+
+
+
Field(s)
+
+
+
+
+
+ #table
+
POLYGON.Coords
+
+
List of COORDINATE defining the path, this will be assigned automatically if you're passing in a drawing from the Mission Editor
+
+
+
+
+
+
+
+ #table
+
POLYGON.MarkIDs
+
+
List any MARKIDs this class use, this will be assigned automatically if you're passing in a drawing from the Mission Editor
+
+
+
+
+
+
+
+ #table
+
POLYGON.Points
+
+
List of 3D points defining the shape, this will be assigned automatically if you're passing in a drawing from the Mission Editor
+
+
+
+
+
+
+
+ #table
+
POLYGON.Triangles
+
+
List of TRIANGLEs that make up the shape of the POLYGON after being triangulated
+
+
+
+
+
+
Function(s)
+
+
+
+
+
+
Clear the state of an object.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
The object that holds the Value set by the Key.
+
+
+
+
+
+
+
+
The key that is should be cleared.
+
+
+
+
+
+
+
+
+
+
+
+
+
Creation of a Birth Event.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
The time stamp of the event.
+
+
+
+
+
+
+
+
The initiating object of the event.
+
+
+
+
+
+
+ #string
+ IniUnitName
+
+
+
+
+
The initiating unit name.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Creation of a Crash Event.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
The time stamp of the event.
+
+
+
+
+
+
+
+
The initiating object of the event.
+
+
+
+
+
+
+ IniObjectCategory
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Creation of a Dead Event.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
The time stamp of the event.
+
+
+
+
+
+
+
+
The initiating object of the event.
+
+
+
+
+
+
+ IniObjectCategory
+
+
+
+
+
+
+
+
+
+
+
+
+
+
Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The aircraft unit the player entered.
+
+
+
+
+
+
+
+
+
+
+
+
+
Creation of a Remove Unit Event.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
The time stamp of the event.
+
+
+
+
+
+
+
+
The initiating object of the event.
+
+
+
+
+
+
+
+
+
+
+
+
+
Creation of a Takeoff Event.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
The time stamp of the event.
+
+
+
+
+
+
+
+
The initiating object of the event.
+
+
+
+
+
+
+
+
+
+
+
+
+
Creation of a Crash Event.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
The time stamp of the event.
+
+
+
+
+
+
+
+
The initiating object of the event.
+
+
+
+
+
+
+
+
+
+
+
+
+
Log an exception which will be traced always.
+
+
+
Can be anywhere within the function logic.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
A #table or any field.
+
+
+
+
+
+
+
+
+
+
+
+
+
Returns the event dispatcher
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
+
+
+
+
+
+
Remove all subscribed events
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
+
+
+
+
+
+
Trace a function call.
+
+
+
Must be at the beginning of the function logic.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
A #table or any field.
+
+
+
+
+
+
+
+
+
+
+
+
+
Trace a function call level 2.
+
+
+
Must be at the beginning of the function logic.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
A #table or any field.
+
+
+
+
+
+
+
+
+
+
+
+
+
Trace a function call level 3.
+
+
+
Must be at the beginning of the function logic.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
A #table or any field.
+
+
+
+
+
+
+
+
+
+
+
+
+
Get the ClassID of the class instance.
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
The ClassID of the class instance.
+
+
+
+
+
+
+
+
+
+
+
+
+
Get the ClassName of the class instance.
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
The ClassName of the class instance.
+
+
+
+
+
+
+
+
+
+
+
+
+
Get the ClassName + ClassID of the class instance.
+
+
+
The ClassName + ClassID is formatted as '%s#%09d'.
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
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.
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
+
+
+
+
+
+
This is the worker method to retrieve the Parent class.
+
+
+
Note that the Parent class must be passed to call the parent class method.
+
+
self:GetParent(self):ParentMethod()
+
+
+
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
This is the Child class from which the Parent class needs to be retrieved.
+
+
+
+
+
+
+ #BASE
+ FromClass
+
+
+
+
+
(Optional) The class from which to get the parent.
+
+
+
+
Return value:
+
+
+
+
+
+
+
+
+
+
+
Get a Value given a Key from the Object.
+
+
+
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
The object that holds the Value set by the Key.
+
+
+
+
+
+
+
+
The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
+
+
+
+
Return value:
+
+
+
+
+
+
The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
+
+
+
+
+
+
+
+
+
+
+
+
+
Subscribe to a DCS Event.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+ #function
+ EventFunction
+
+
+
+
+
(optional) The function to be called when the event occurs for the unit.
+
+
+
+
Return value:
+
+
+
+
+
+
+
+
+
+
+
Log an information which will be traced always.
+
+
+
Can be anywhere within the function logic.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
A #table or any field.
+
+
+
+
+
+
+
+
+
+
+
+
+
This is the worker method to inherit from a parent class.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
is the Child class that inherits.
+
+
+
+
+
+
+
+
is the Parent class that the Child inherits from.
+
+
+
+
Return value:
+
+
+
+
+
+
+
+
+
+
+
This is the worker method to check if an object is an (sub)instance of a class.
+
+
+
+
Examples:
+
+
+ ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
+ ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
+ ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
+ ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
+ ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
+
+
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
is the name of the class or the class itself to run the check against
+
+
+
+
Return value:
+
+
+
+
+
+
+
+
+
+
+
Enquires if tracing is on (for the class).
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
+
+
+
+
+
+
BASE constructor.
+
+
+
+
This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
+
+
function EVENT:New()
+ local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
+ return self
+end
+
+
+
+
+
+
Defined in:
+
+
Return value:
+
+
+
+
+
+
+
+
+
+
+
Occurs when an Event for an object is triggered.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+initiator : The unit that triggered the event.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
BDA.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when a ground unit captures either an airbase or a farp.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+initiator : The unit that captured the base
+place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when any object is spawned into the mission.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+initiator : The unit that was spawned
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when any aircraft crashes into the ground and is completely destroyed.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+initiator : The unit that has crashed
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when an object is dead.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+initiator : The unit that is dead.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Unknown precisely what creates this event, likely tied into newer damage model.
+
+
+
Will update this page when new information become available.
+
+
+ - initiator: The unit that had the failure.
+
+
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Discard chair after ejection.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when a pilot ejects from an aircraft
+Have a look at the class Core.Event#EVENT as these are just the prototypes.
+
+
+
initiator : The unit that has ejected
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when any aircraft shuts down its engines.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+initiator : The unit that is stopping its engines.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when any aircraft starts its engines.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+initiator : The unit that is starting its engines.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs whenever an object is hit by a weapon.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+initiator : The unit object the fired the weapon
+weapon: Weapon object that hit the target
+target: The Object that was hit.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when any system fails on a human controlled aircraft.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+initiator : The unit that had the failure
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs on the death of a unit.
+
+
+
Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs.
+Have a look at the class Core.Event#EVENT as these are just the prototypes.
+
+
+ - initiator: The unit that killed the target
+ - target: Target Object
+ - weapon: Weapon Object
+
+
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when an aircraft lands at an airbase, farp or ship
+Have a look at the class Core.Event#EVENT as these are just the prototypes.
+
+
+
initiator : The unit that has landed
+place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
+
+
+
Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker.
+Have a look at the class Core.Event#EVENT as these are just the prototypes.
+
+
+ - initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
+ - place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
+ - subplace: is always 0 for unknown reasons.
+
+
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Landing quality mark.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when a new mark was added.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+MarkID: ID of the mark.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when a mark text was changed.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+MarkID: ID of the mark.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when a mark was removed.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+MarkID: ID of the mark.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when a mission ends
+Have a look at the class Core.Event#EVENT as these are just the prototypes.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when a mission starts
+Have a look at the class Core.Event#EVENT as these are just the prototypes.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Weapon add.
+
+
+
Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted.
+Have a look at the class Core.Event#EVENT as these are just the prototypes.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when the pilot of an aircraft is killed.
+
+
+
Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane.
+Have a look at the class Core.Event#EVENT as these are just the prototypes.
+initiator : The unit that the pilot has died in.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when a player enters a slot and takes control of an aircraft.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event.
+initiator : The unit that is being taken control of.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when any player assumes direct control of a unit.
+
+
+
Note - not Mulitplayer safe. Use PlayerEnterAircraft.
+Have a look at the class Core.Event#EVENT as these are just the prototypes.
+initiator : The unit that is being taken control of.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when any player relieves control of a unit to the AI.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+initiator : The unit that the player left.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when an aircraft connects with a tanker and begins taking on fuel.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+initiator : The unit that is receiving fuel.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when an aircraft is finished taking fuel.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+initiator : The unit that was receiving fuel.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when any modification to the "Score" as seen on the debrief menu would occur.
+
+
+
There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
+Have a look at the class Core.Event#EVENT as these are just the prototypes.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when any unit stops firing its weapon.
+
+
+
Event will always correspond with a shooting start event.
+Have a look at the class Core.Event#EVENT as these are just the prototypes.
+initiator : The unit that was doing the shooting.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when any unit begins firing a weapon that has a high rate of fire.
+
+
+
Most common with aircraft cannons (GAU-8), autocannons, and machine guns.
+Have a look at the class Core.Event#EVENT as these are just the prototypes.
+initiator : The unit that is doing the shooting.
+target: The unit that is being targeted.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs whenever any unit in a mission fires a weapon.
+
+
+
But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart.
+Have a look at the class Core.Event#EVENT as these are just the prototypes.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when an aircraft takes off from an airbase, farp, or ship.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+initiator : The unit that tookoff
+place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Trigger zone.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Occurs when the game thinks an object is destroyed.
+
+
+
Have a look at the class Core.Event#EVENT as these are just the prototypes.
+
+
+ - initiator: The unit that is was destroyed.
+
+
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
The EventData structure.
+
+
+
+
+
+
+
+
+
+
+
+
+
Schedule a new time event.
+
+
+
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
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.
+
+
+
+
+
+
+
+
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+
+
+
+
Return value:
+
+
+
+
+
The Schedule ID of the planned schedule.
+
+
+
+
+
+
+
+
+
+
+
+
+
Schedule a new time event.
+
+
+
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
+
+
+
+
+
+
+
+
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.
+
+
+
+
+
+
+
+
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.
+
+
+
+
+
+
+
+
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
+
+
+
+
Return value:
+
+
+
+
+
The Schedule ID of the planned schedule.
+
+
+
+
+
+
+
+
+
+
+
+
+
Stops the Schedule.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+ #string
+ SchedulerID
+
+
+
+
+
(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
+
+
+
+
+
+
+
+
+
+
+
+
+
Set the Class 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.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+ #number
+ EventPriority
+
+
+
+
+
Return value:
+
+
+
+
+
+
+
+
+
+
+
Set a state or property of the Object given a Key and a Value.
+
+
+
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
The object that will hold the Value set by the 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!
+
+
+
+
+
+
+
+
The value to is stored in the object.
+
+
+
+
Return value:
+
+
+
+
+
+
+
+
+
+
+
Trace a function logic level 1.
+
+
+
Can be anywhere within the function logic.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
A #table or any field.
+
+
+
+
+
+
+
+
+
+
+
+
+
Trace a function logic level 2.
+
+
+
Can be anywhere within the function logic.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
A #table or any field.
+
+
+
+
+
+
+
+
+
+
+
+
+
Trace a function logic level 3.
+
+
+
Can be anywhere within the function logic.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
A #table or any field.
+
+
+
+
+
+
+
+
+
+
+
+
+
Trace all methods in MOOSE
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+ #boolean
+ TraceAll
+
+
+
+
+
true = trace all methods in MOOSE.
+
+
+
+
+
+
+
+
+
+
+
+
+
Set tracing for a class
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
+
+
+
+
+
+
Set tracing for a specific method of class
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
+
+
+
+
+
+
+
Set trace level
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
+
+
+
+
+
+
Set trace off.
+
+
+
+
Defined in:
+
+
Usage:
+
-- Switch the tracing Off
+BASE:TraceOff()
+
+
+
+
+
+
+
+
+
+
+
Set trace on.
+
+
+
+
Defined in:
+
+
Usage:
+
-- Switch the tracing On
+BASE:TraceOn()
+
+
+
+
+
+
+
+
+
+
+
Set trace on or off
+Note that when trace is off, no BASE.Debug statement is performed, increasing performance!
+When Moose is loaded statically, (as one file), tracing is switched off by default.
+
+
+
So tracing must be switched on manually in your mission if you are using Moose statically.
+When moose is loading dynamically (for moose class development), tracing is switched on by default.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+ #boolean
+ TraceOnOff
+
+
+
+
+
Switch the tracing on or off.
+
+
+
+
Usage:
+
+ -- Switch the tracing On
+ BASE:TraceOnOff( true )
+
+ -- Switch the tracing Off
+ BASE:TraceOnOff( false )
+
+
+
+
+
+
+
+
+
+
+
+
UnSubscribe to a DCS event.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
Return value:
+
+
+
+
+
+
+
+
+
+
+
Trace a function call.
+
+
+
This function is private.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
A #table or any field.
+
+
+
+
+
+
+ DebugInfoCurrentParam
+
+
+
+
+
+
+
+ DebugInfoFromParam
+
+
+
+
+
+
+
+
+
+
+
+
+
+
(Internal) Serialize arguments
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+ #table
+ Arguments
+
+
+
+
+
Return value:
+
+
+
+
+
+
+
+
+
+
+
Trace a function logic.
+
+
+
+
Defined in:
+
+
Parameters:
+
+
+
+
+
A #table or any field.
+
+
+
+
+
+
+ DebugInfoCurrentParam
+
+
+
+
+
+
+
+ DebugInfoFromParam
+
+
+
+
+
+
+
+
+
+
+
+
+
+
The main event handling function...
+
+
+
This function captures all events generated for the class.
+
+
+
+
Defined in:
+
+
Parameter:
+
+
+
+
+
+
+