Module Core.Goal
Core - Models the process to achieve goal(s).
Features:
- Define the goal.
- Monitor the goal achievement.
- Manage goal contribution by players.
Classes that implement a goal achievement, will derive from GOAL to implement the ways how the achievements can be realized.
Author: FlightControl
Global(s)
Global GOAL |
Models processes that have an objective with a defined achievement. |
Models processes that have an objective with a defined achievement.
Derived classes implement the ways how the achievements can be realized.
1. GOAL constructor
- GOAL.New(): Creates a new GOAL object.
2. GOAL is a finite state machine (FSM).
2.1. GOAL States
- Pending: The goal object is in progress.
- Achieved: The goal objective is Achieved.
2.2. GOAL Events
- Achieved: Set the goal objective to Achieved.
3. Player contributions.
Goals are most of the time achieved by players. These player achievements can be registered as part of the goal achievement. Use GOAL.AddPlayerContribution() to add a player contribution to the goal. The player contributions are based on a points system, an internal counter per player. So once the goal has been achieved, the player contributions can be queried using GOAL.GetPlayerContributions(), that retrieves all contributions done by the players. For one player, the contribution can be queried using GOAL.GetPlayerContribution(). The total amount of player contributions can be queried using GOAL.GetTotalContributions().
4. Goal achievement.
Once the goal is achieved, the mission designer will need to trigger the goal achievement using the Achieved event.
The underlying 2 examples will achieve the goals for the Goal object:
Goal:Achieved() -- Achieve the goal immediately.
Goal:__Achieved( 30 ) -- Achieve the goal within 30 seconds.
5. Check goal achievement.
The method GOAL.IsAchieved() will return true if the goal is achieved (the trigger Achieved was executed). You can use this method to check asynchronously if a goal has been achieved, for example using a scheduler.
Type(s)
| Fields and Methods inherited from GOAL | Description |
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Achieved Trigger for GOAL |
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Add a new contribution by a player. |
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Get the players who contributed to achieve the goal. |
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Gets the total contributions that happened to achieve the goal. |
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Validates if the goal is achieved. |
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GOAL Constructor. |
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Achieved Handler OnAfter for GOAL |
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Achieved Handler OnBefore for GOAL |
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Achieved State Handler OnEnter for GOAL |
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Achieved State Handler OnLeave for GOAL |
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Achieved Asynchronous Trigger for GOAL |
| Fields and Methods inherited from FSM | Description |
|---|---|
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Adds an End state. |
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Set the default Process template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task. |
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Adds a score for the FSM to be achieved. |
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Adds a score for the FSM_PROCESS to be achieved. |
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Add a new transition rule to the FSM. |
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Returns the End states. |
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Returns a table of the SubFSM rules defined within the FSM. |
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Returns a table with the scores defined. |
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Returns the start state of the FSM. |
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Returns a table with the Subs defined. |
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Returns a table of the transition rules defined within the FSM. |
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Creates a new FSM object. |
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Sets the start state of the FSM. |
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| Fields and Methods inherited from BASE | Description |
|---|---|
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The ID number of the class. |
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The name of the class. |
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The name of the class concatenated with the ID number of the class. |
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Clear the state of an object. |
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GOAL:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
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Creation of a Crash Event. |
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Creation of a Dead Event. |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
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Log an information which will be traced always. |
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This is the worker method to inherit from a parent class. |
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This is the worker method to check if an object is an (sub)instance of a class. |
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Enquires if tracing is on (for the class). |
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BASE constructor. |
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Occurs when an object is completely destroyed. |
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Occurs when a ground unit captures either an airbase or a farp. |
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Occurs when any object is spawned into the mission. |
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Occurs when any aircraft crashes into the ground and is completely destroyed. |
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Occurs when an object is dead. |
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Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected |
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Occurs when any aircraft shuts down its engines. |
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Occurs when any aircraft starts its engines. |
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Occurs whenever an object is hit by a weapon. |
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Occurs when any system fails on a human controlled aircraft. |
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Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on. |
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Occurs when a mission ends |
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Occurs when a mission starts |
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Occurs when the pilot of an aircraft is killed. |
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Occurs when any player assumes direct control of a unit. |
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Occurs when any player relieves control of a unit to the AI. |
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Occurs when an aircraft connects with a tanker and begins taking on fuel. |
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Occurs when an aircraft is finished taking fuel. |
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Occurs when any unit stops firing its weapon. |
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Occurs when any unit begins firing a weapon that has a high rate of fire. |
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Occurs whenever any unit in a mission fires a weapon. |
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Occurs when an aircraft takes off from an airbase, farp, or ship. |
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Schedule a new time event. |
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GOAL:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
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Stops the Schedule. |
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Set the Class Event processing Priority. |
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Set a state or property of the Object given a Key and a Value. |
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Trace a function logic level 1. |
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Trace a function logic level 2. |
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Trace a function logic level 3. |
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Trace all methods in MOOSE |
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Set tracing for a class |
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Set tracing for a specific method of class |
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Set trace level |
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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. |
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UnSubscribe to a DCS event. |
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GOAL:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
GOAL:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
Field(s)
Function(s)
Add a new contribution by a player.
Defined in:
GOAL
Parameter:
#string PlayerName
The name of the player.
Defined in:
GOAL
Parameters:
#number Player
contribution.
PlayerName
Get the players who contributed to achieve the goal.
The result is a list of players, sorted by the name of the players.
Defined in:
GOAL
Return value:
list The list of players, indexed by the player name.
Gets the total contributions that happened to achieve the goal.
The result is a number.
Defined in:
GOAL
Return value:
#number:
The total number of contributions. 0 is returned if there were no contributions (yet).
Validates if the goal is achieved.
Defined in:
GOAL
Return value:
#boolean:
true if the goal is achieved.
Achieved Handler OnAfter for GOAL
Defined in:
GOAL
Parameters:
#string From
#string Event
#string To
Achieved Handler OnBefore for GOAL
Defined in:
GOAL
Parameters:
#string From
#string Event
#string To
Return value:
#boolean:
Achieved State Handler OnEnter for GOAL
Defined in:
GOAL
Parameters:
#string From
#string Event
#string To
Achieved State Handler OnLeave for GOAL
Defined in:
GOAL
Parameters:
#string From
#string Event
#string To
Return value:
#boolean:
Achieved Asynchronous Trigger for GOAL
Defined in:
GOAL
Parameter:
#number Delay
Field(s)
Function(s)
Set the default Process template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.
Defined in:
Parameters:
#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.
Return value:
The SubFSM.
Adds a score for the FSM to be achieved.
Defined in:
Parameters:
#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.
Return value:
#FSM:
self
Adds a score for the FSM_PROCESS to be achieved.
Defined in:
Parameters:
#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.
Return value:
#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.
Defined in:
Parameters:
#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.
Defined in:
Returns a table of the SubFSM rules defined within the FSM.
Returns the start state of the FSM.
Defined in:
Returns a table of the transition rules defined within the FSM.
Sets the start state of the FSM.
Field(s)
Function(s)
Clear the state of an object.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
StateName
The key that is should be cleared.
Creation of a Birth Event.
Defined in:
Parameters:
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.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Dead Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Remove Unit Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Takeoff Event.
Defined in:
Parameters:
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.
Returns the event dispatcher
Trace a function call.
Must be at the beginning of the function logic.
Trace a function call level 2.
Must be at the beginning of the function logic.
Trace a function call level 3.
Must be at the beginning of the function logic.
Get the ClassID of the class instance.
Get the ClassName of the class instance.
Get the ClassName + ClassID of the class instance.
The ClassName + ClassID is formatted as '%s#%09d'.
Get the Class Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
This is the worker method to retrieve the Parent class.
Note that the Parent class must be passed to call the parent class method.
self:GetParent(self):ParentMethod()
Defined in:
Parameters:
#BASE Child
is the Child class from which the Parent class needs to be retrieved.
FromClass
Return value:
Get a Value given a Key from the Object.
Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
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!
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:
Core.Event#EVENTS Event
#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.
This is the worker method to inherit from a parent class.
Defined in:
Parameters:
Child
is the Child class that inherits.
#BASE Parent
is the Parent class that the Child inherits from.
Return value:
Child
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:
ClassName
is the name of the class or the class itself to run the check against
Return value:
#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 object is completely destroyed.
initiator : The unit that is was destroyed.
Occurs when a ground unit captures either an airbase or a farp.
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.
Occurs when any object is spawned into the mission.
initiator : The unit that was spawned
Occurs when any aircraft crashes into the ground and is completely destroyed.
initiator : The unit that has crashed
Occurs when an object is dead.
initiator : The unit that is dead.
Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected
Occurs when any aircraft shuts down its engines.
initiator : The unit that is stopping its engines.
Occurs when any aircraft starts its engines.
initiator : The unit that is starting its engines.
Occurs whenever an object is hit by a weapon.
initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.
Occurs when any system fails on a human controlled aircraft.
initiator : The unit that had the failure
Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on.
Can be an Airbase Object, FARP, or Ships
Occurs when a mission ends
Occurs when a mission starts
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. initiator : The unit that the pilot has died in.
Occurs when any player assumes direct control of a unit.
initiator : The unit that is being taken control of.
Occurs when any player relieves control of a unit to the AI.
initiator : The unit that the player left.
Occurs when an aircraft connects with a tanker and begins taking on fuel.
initiator : The unit that is receiving fuel.
Occurs when an aircraft is finished taking fuel.
initiator : The unit that was receiving fuel.
Occurs when any unit stops firing its weapon.
Event will always correspond with a shooting start event. initiator : The unit that was doing the shooing.
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. initiator : The unit that is doing the shooing. target: The unit that is being targeted.
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.
Occurs when an aircraft takes off from an airbase, farp, or ship.
initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
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:
#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, ... }.
Return value:
#number:
The ScheduleID 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:
#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, ... }.
Return value:
#number:
The ScheduleID of the planned schedule.
Stops the Schedule.
Defined in:
Parameter:
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
Set the Class Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
Set a state or property of the Object given a Key and a Value.
Note that if the Object is destroyed, nillified or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
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.
Return value:
The Value set.
Trace a function logic level 1.
Can be anywhere within the function logic.
Trace a function logic level 2.
Can be anywhere within the function logic.
Trace a function logic level 3.
Can be anywhere within the function logic.
Trace all methods in MOOSE
Set tracing for a specific method of class
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.
Trace a function call.
This function is private.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
Trace a function logic.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
TODO: Complete DCS#Event structure.
- The main event handling function... This function captures all events generated for the class.
@param #BASE self
@param DCS#Event event