diff --git a/Documentation/Core.Fsm.html b/Documentation/Core.Fsm.html index 72326d08c..fea57079f 100644 --- a/Documentation/Core.Fsm.html +++ b/Documentation/Core.Fsm.html @@ -5954,7 +5954,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
The AI is on by default when spawning a group.
-The internal counter of the amount of spawning the has happened since SpawnStart.
-Overwrite unit names by default with group name.
-By default, no InitLimit
+ + + +we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case + we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL
+ +The AI is on by default when spawning a group.
-The internal counter of the amount of spawning the has happened since SpawnStart.
-we arrived here seeing that self.SpawnInitSADL == nil, but now that we have a SADL (num), we also need to set it to self.SpawnInitSADL in case + we need to get the next SADL from _DATABASE, or else UTILS.OctalToDecimal() will fail in GetNextSADL
+ +set up SRS
- - - -Log SAM status in dcs.log every cycle if true.
-Log SAM status in dcs.log every cycle if true.
-RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
+Set Stable Hover
+Mission Ingress waypoint coordinate.
-Mission Ingress waypoint coordinate.
-Mission Ingress waypoint coordinate.
-contain a table for each SAR with all units he has with the original names
+ + + +contain a table for each SAR with all units he has with the original names
+ + + +contain a table for each SAR with all units he has with the original names
+ + + +time to repairor build a unit/group
+noob catch
@@ -9790,6 +9779,9 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau + +message suppression
+ @@ -9807,7 +9799,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defautime to repairor build a unit/group
+noob catch
message suppression
+time to repairor build a unit/group
+noob catch
message suppression
+Can transport crate.
+template for a group of 10 paratroopers
+ + + +template for a group of 10 paratroopers
+ + + +Set current airbase.
- -Set current airbase.
- -Set current airbase.
- -Set current airbase.
- -Types of units we can detect accousticly. Defaults to {Unit.Category.HELICOPTER}
+ + + +Types of units we can detect accousticly. Defaults to {Unit.Category.HELICOPTER}
+ + + +Types of units we can detect accousticly. Defaults to {Unit.Category.HELICOPTER}
+ + + +Init a table.
- @@ -30312,9 +30309,6 @@ Optionally, you can calculate the current max weight possible, which accounts fo - -Init a table.
- @@ -33423,9 +33417,6 @@ Optionally, you can calculate the current max weight possible, which accounts fo - -Init a table.
- @@ -39357,7 +39348,7 @@ When moose is loading dynamically (for moose class development), tracing is swit -Has line of sight.
+No of sight.
diff --git a/Documentation/Ops.PlayerTask.html b/Documentation/Ops.PlayerTask.html index 4c436bf38..ba59025ce 100644 --- a/Documentation/Ops.PlayerTask.html +++ b/Documentation/Ops.PlayerTask.html @@ -15908,14 +15908,11 @@ When moose is loading dynamically (for moose class development), tracing is switNOTE that this is not an issue if the mission is running on a server. -Also NOTE that using DCS-gRPC as backend will avoid the pop-up window.
+Also NOTE that using DCS-gRPC and Hound-TTS as backend create no pop-up window.The default interface to SRS is via calling the 'DCS-SR-ExternalAudio.exe'. As noted above, this has the unavoidable drawback that a pop-up briefly appears and DCS might be put out of focus.
+An alternative interface to SRS is Hound-TTS. This does not call an exe file and therefore avoids the annoying pop-up window. +In addition to Windows and Google cloud, it also offers Piper local voice creation and others as providers for TTS.
+ +Use MSRS.SetDefaultBackendHound to enable Hound-TTS as an alternate backend. +This can be useful if the popup should be avoided or to use Piper or others for TTS. Please note, only text-to-speech is supported and it it cannot be used to transmit audio files.
+ +Hound TTS must be installed and configured per the Hound TTS prior to use. +If a cloud TTS provider is being used, the API key(s) must be set as per the documentation. +Hound TTS can be used both with DCS dedicated server and regular DCS installations.
+ +To use the default local Windows TTS with Hound TTS, Windows 2019 Server (or newer) or Windows 10/11 are required. Voices for non-local languages and dialects may need to +be explicitly installed.
+ +To set the MSRS class to use the Hound TTS backend for all future instances, call the function MSRS.SetDefaultBackendHound().
Another interface to SRS is DCS-gRPC. This does not call an exe file and therefore avoids the annoying pop-up window. In addition to Windows and Google cloud, it also offers Microsoft Azure and Amazon Web Service as providers for TTS.
-Use MSRS.SetDefaultBackendGRPC to enable DCS-gRPC as an alternate backend for transmitting text-to-speech over SRS. -This can be useful if 'DCS-SR-ExternalAudio.exe' cannot be used in the environment or to use Azure or AWS clouds for TTS. Note that DCS-gRPC does not (yet?) support -all of the features and options available with 'DCS-SR-ExternalAudio.exe'. Of note, only text-to-speech is supported and it it cannot be used to transmit audio files.
+Use MSRS.SetDefaultBackendGRPC to enable DCS-gRPC as an alternate backend. +This can be useful if 'DCS-SR-ExternalAudio.exe' cannot be used in the environment or to use Azure or AWS clouds for TTS. Note that DCS-gRPC does not support +all of the features and options available with 'DCS-SR-ExternalAudio.exe'. Also note, only text-to-speech is supported and it it cannot be used to transmit audio files.
DCS-gRPC must be installed and configured per the DCS-gRPC documentation and already running via either the 'autostart' mechanism or a Lua call to 'GRPC.load()' prior to use of the alternate DCS-gRPC backend. If a cloud TTS provider is being used, the API key must be set via the 'Config\dcs-grpc.lua' @@ -1672,13 +1690,13 @@ such as the SRS path or Google credential path. This will help maximize compatib
Basic Play Text-To-Speech example using alternate DCS-gRPC backend (DCS-gRPC not previously started):
-- Start DCS-gRPC
-GRPC.load()
+GRPC.load() -- not needed if you set gRPC to auto-start
-- Select the alternate DCS-gRPC backend for new MSRS instances
MSRS.SetDefaultBackendGRPC()
-- Create a SOUNDTEXT object.
local text=SOUNDTEXT:New("All Enemies destroyed")
-- MOOSE SRS
-local msrs=MSRS:New('', 305.0)
+local msrs=MSRS:New('ExampleInstance', 305.0)
-- Text-to speech with default voice after 30 seconds.
msrs:PlaySoundText(text, 30)
@@ -1686,7 +1704,7 @@ msrs:PlaySoundText(text, 30)
Basic example of using another class (ATIS) with SRS and the DCS-gRPC backend (DCS-gRPC not previously started):
-- Start DCS-gRPC
-GRPC.load()
+GRPC.load() -- not needed if you set gRPC to auto-start
-- Select the alternate DCS-gRPC backend for new MSRS instances
MSRS.SetDefaultBackendGRPC()
-- Create new ATIS as usual
@@ -1879,13 +1897,13 @@ atis:Start()
Play text message via MSRS.
Play text message via MSRS with explicitly specified options.
Set DCS-gRPC as backend to communicate with SRS.
+Set Hound-TTS as backend to communicate with SRS.
Set DCS-gRPC to be the default backend.
+Set Hound-TTS to be the default backend.
Use Microsoft to provide text-to-speech.
+Use Piper to provide text-to-speech.
Set to use a specific voice if Google is use as provider.
+Set to use a specific voice if Piper is used as provider (only Hound-TTS backend).
Get lat, long and alt from coordinate.
+MSRS._HoundSpeechTime(MSRS, Message, Speed, UseGoogle, self)
Hound speech time calculator.
+MSRS._HoundTestTone(MSRS, Frequencies, Modulations, Coalition, self)
Hound Test Tone function, sends a 2-second 440 Hz sine wave tone directly over SRS, bypassing the TTS engine entirely.
+Hound TTS Function Wrapper
+MSRS:_HoundTransmit(Message, Transmission_params, Provider_params)
Hound Transmit Function Wrapper
Backend used as interface to SRS (MSRS.Backend.SRSEXE or MSRS.Backend.GRPC).
+Backend used as interface to SRS (MSRS.Backend.SRSEXE, MSRS.Backend.HOUND or MSRS.Backend.GRPC).
Provider of TTS (win, gcloud, azure, amazon).
+Provider of TTS (win, gcloud, azure, amazon, ...).
Use DCS-gRPC.
+Use Hound-TTS.
+Google (gcloud).
Piper local voice service. Only possible with Hound-TTS backend.
Create a new transmission and add it to the radio queue.
MOOSE SRS object.
+Speed to be used
Backend used as interface to SRS (MSRS.Backend.SRSEXE or MSRS.Backend.GRPC).
+Backend used as interface to SRS (MSRS.Backend.SRSEXE, MSRS.Backend.HOUND or MSRS.Backend.GRPC).
@@ -4239,7 +4323,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau #string MSRS.provider -Provider of TTS (win, gcloud, azure, amazon).
+Provider of TTS (win, gcloud, azure, amazon, ...).
@@ -4818,7 +4902,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau MSRS_Config = { Path = "C:\\Program Files\\DCS-SimpleRadio-Standalone\\ExternalAudio", -- Path to SRS install directory. Port = 5002, -- Port of SRS server. Default 5002. - Backend = "srsexe", -- Interface to SRS: "srsexe" or "grpc". + Backend = "srsexe", -- Interface to SRS: "srsexe" or "grpc" or "hound". Frequency = {127, 243}, -- Default frequences. Must be a table 1..n entries! Modulation = {0,0}, -- Default modulations. Must be a table, 1..n entries, one for each frequency! Volume = 1.0, -- Default volume [0,1]. @@ -4828,7 +4912,7 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau Gender = "male", Voice = "Microsoft Hazel Desktop", -- Voice that is used if no explicit provider voice is specified. Label = "MSRS", - Provider = "win", --Provider for generating TTS (win, gcloud, azure, aws). + Provider = "win", --Provider for generating TTS (win, gcloud, azure, aws, piper). -- Windows win = { voice = "Microsoft Hazel Desktop", @@ -5093,7 +5177,7 @@ set the path to the exe file via MSRS.SetPath.Play text message via MSRS.
@@ -5144,6 +5228,17 @@ set the path to the exe file via MSRS.SetPath. ++ #number + Speed +
+Play text message via MSRS with explicitly specified options.
@@ -5303,6 +5398,19 @@ set the path to the exe file via MSRS.SetPath.Coordinate. ++ #number + Speed +
+Speed.
+Set Hound-TTS as backend to communicate with SRS.
+ +Set Hound-TTS to be the default backend.
+ +MSRS
+MSRS.Provider.WINDOWS: Microsoft Windows (default)
MSRS.Provider.GOOGLE: Google CloudMSRS.Provider.AZURE: Microsoft Azure (only with DCS-gRPC backend)MSRS.Provier.AMAZON: Amazon Web Service (only with DCS-gRPC backend)MSRS.Provider.AMAZON: Amazon Web Service (only with DCS-gRPC backend)MSRS.Provider.PIPER: Piper Voices (only with Hound-TTS backend)Note that all providers except Microsoft Windows need as additonal information the credentials of your account.
+Note that all providers except Microsoft Windows and Piper need as additonal information the credentials of your account.
Use Piper to provide text-to-speech.
+ + +Only supported if used in combination with Hound-TTS as backend.
+ +Set to use a specific voice if Piper is used as provider (only Hound-TTS backend).
+ + +Note that this will override any gender and culture settings.
+ +MSRS
++ #string + Voice +
+Piper Voices. Default "en_US-ryan-low".
self
+ +Hound speech time calculator.
+ + +Use to determine how long it takes to speak something out.
+ +MSRS
++ MSRS +
+self
+ ++ #string + Message +
+The message to measure. Can also be handed as string lenght.
+ ++ #number + Speed +
+The speed to use, defaults to 1.0.
+ ++ #boolean + UseGoogle +
+If to use google. Default: no.
+ ++ self +
+Hound Test Tone function, sends a 2-second 440 Hz sine wave tone directly over SRS, bypassing the TTS engine entirely.
+ + +Use this to verify the SRS connection is working before debugging TTS issues.
+ +MSRS
++ MSRS +
+self
+ ++ #table + Frequencies +
+The table of frequencies to use.
+ ++ #table + Modulations +
+The table of modulations to use.
+ ++ #number + Coalition +
+The coalition to use.
+ ++ self +
+Hound TTS Function Wrapper
+ +MSRS
++ #string + Message +
+The text to speak.
+ ++ #table + Frequencies +
+The table of frequencies to use.
+ ++ #table + Modulations +
+The table of modulations to use.
+ ++ #number + Volume +
+The volume to use, defaults to 1.0.
+ ++ #string + Label +
+The label to use, defaults to "MSRS".
+ ++ #number + Coalition +
+The coalition to use.
+ ++ Core.Point#COORDINATE + Point +
+(Optional) The point from which the voice is sent.
+ ++ #number + Speed +
+(Optional) How fast to speak, defaults to 1.0.
+ ++ #string + Gender +
+(Optional) Gender to use.
+ ++ #string + Culture +
+(Optional) Culture to use.
+ ++ #string + Voice +
+(Optional) Voice to use.
+ ++ #boolean + UseGoogle +
+(Optional) If to use Google TTS.
+ +SpeechTime Speech time in seconds.
+ +Hound Transmit Function Wrapper
+ +MSRS
++ #string + Message +
+The message to speak
+ ++ #table + Transmission_params +
+Transmission parameter table, see below
+ ++ #table + Provider_params +
+Provider parameter table, see below
+ +SpeechTime Speech time in seconds.
+ +-- #table Transmission_params
+ | Field | Type | Default | Description |
+ | ----------- | -------- | ------------------- | ---------------------------------------- |
+ | transmitter | string | `"srs"` | Transmitter type. Currently only `"srs"` |
+ | freqs | string | `"251.0"` | Frequency in MHz, comma-separated |
+ | modulations | string | `"AM"` | `AM` or `FM`, comma-separated |
+ | coalition | number | `0` | 0=spectator, 1=red, 2=blue |
+ | name | string | `"HoundTTS"` | Client name shown in SRS |
+ | point | Vec3/nil | `nil` | DCS position for geo-location |
+ | volume | number | `1.0` | 0.0 – 1.0 |
+ | encrypt | boolean | `false` | Enable SRS encryption |
+ | encKey | number | `0` | Encryption key (0–255, must match SRS) |
+ | host | string | `HoundTTS.SRS_HOST` | SRS server IP |
+ | port | number | `HoundTTS.SRS_PORT` | SRS server port |
+
+-- #table Provider_params
+ | Field | Type | Default | Description |
+ | -------- | ------ | --------------------------- | ---------------------------------------------------------------------------------- |
+ | provider | string | `HoundTTS.DEFAULT_PROVIDER` | `"piper"` / `"sapi"` / `"azure"` / `"google"` / `"elevenlabs"` |
+ | voice | string | `HoundTTS.DEFAULT_VOICE` | Piper model name, SAPI voice name, Azure/Google voice name, or ElevenLabs voice ID |
+ | culture | string | `HoundTTS.DEFAULT_CULTURE` | BCP-47 locale e.g. `"en-US"`, `"en-GB"` (used by SAPI, Azure, Google) |
+ | gender | string | `HoundTTS.DEFAULT_GENDER` | `"male"` / `"female"` (used by SAPI, Google) |
+ | speed | number | `1.0` | Speech rate (0.5 = half speed, 1.0 = normal, 2.0 = double speed) |
+
+
+Backend used as interface to SRS (MSRS.Backend.SRSEXE or MSRS.Backend.GRPC).
+Backend used as interface to SRS (MSRS.Backend.SRSEXE, MSRS.Backend.HOUND or MSRS.Backend.GRPC).
@@ -7681,7 +8368,7 @@ set the path to the exe file via MSRS.SetPath.MSRS.provider -Provider of TTS (win, gcloud, azure, amazon).
+Provider of TTS (win, gcloud, azure, amazon, ...).
@@ -11520,7 +12207,18 @@ When moose is loading dynamically (for moose class development), tracing is swit #string MSRS.Backend.GRPC -Use DCS-gRPC.
+Use Hound-TTS.
+ + + + +Piper local voice service. Only possible with Hound-TTS backend.
+ +Create a new transmission and add it to the radio queue.
@@ -12446,6 +13155,19 @@ This can be used to submit multiple TTS messages and the class takes care that tCoordinate to be used
++ #number + speed +
+Speed to be used
+Speed to be used
+ +| Fields and Methods inherited from SOUNDBASE | Description | +||
|---|---|---|---|
| + |
+ Name of the class. + |
+ ||
SOUNDBASE.GetSpeechTime(Text, Speed, isGoogle, self, length, speed) |
@@ -1645,6 +1652,620 @@ Note that the gender voice needs to be installed on your windows machine for the |
Constructor to create a new SOUNDBASE object. + |
+
| 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. + |
+
SOUNDBASE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
SOUNDBASE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Crash Event. + |
+
SOUNDBASE: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 all of the properties of an object in a table. + |
+
| + |
+ Get one property of an object by the key. + |
+
| + |
+ 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. + |
+
SOUNDBASE: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 one property of an object. + |
+
| + |
+ 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. + |
+
| + | + + | +
SOUNDBASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
| + |
+ (Internal) Serialize arguments + |
+
SOUNDBASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + |
+ The main event handling function... |
| Fields and Methods inherited from SOUNDFILE | Description | +
|---|---|
| + |
+ Name of the class + |
+
| @@ -1717,25 +2345,651 @@ Note that the gender voice needs to be installed on your windows machine for the | |
|
-
+ Duration of the sound file in seconds. |
|
|
-
+ Name of the flag. |
|
|
-
+ Directory path, where the sound file is located. This includes the final slash "/". + |
+ |
| + |
+ Duration in seconds how long the subtitle is displayed. + |
+
| + |
+ Subtitle of the transmission. |
|
+ If true, sound file is played via SRS. Sound file needs to be on local disk not inside the miz file! + |
+
| 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. + |
+
SOUNDFILE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
SOUNDFILE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Crash Event. + |
+
SOUNDFILE: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 all of the properties of an object in a table. + |
+
| + |
+ Get one property of an object by the key. + |
+
| + |
+ 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. + |
+
SOUNDFILE: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 one property of an object. + |
+
| + |
+ 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. + |
+
| + | + + | +
SOUNDFILE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
| + |
+ (Internal) Serialize arguments + |
+
SOUNDFILE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + |
+ The main event handling function... |
| Fields and Methods inherited from SOUNDTEXT | Description | +||
|---|---|---|---|
| + |
+ Name of the class + |
+ ||
| @@ -1773,6 +3034,12 @@ Note that the gender voice needs to be installed on your windows machine for the |
Set gender. + |
+ ||
| + |
+ Set to use a specific speed. |
||
|
-
+ Culture, e.g. "en-GB". |
|||
|
-
+ Duration in seconds. |
|||
|
-
+ Gender: "male", "female". + |
+ |||
| + |
+ Specific speed to be used. |
||
|
-
+ Text to speak. |
|||
|
+ Specific voice to use. Overrules |
+
| 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. + |
+
SOUNDTEXT:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
SOUNDTEXT:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Crash Event. + |
+
SOUNDTEXT: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 all of the properties of an object in a table. + |
+
| + |
+ Get one property of an object by the key. + |
+
| + |
+ 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. + |
+
SOUNDTEXT: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 one property of an object. + |
+
| + |
+ 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. + |
+
| + | + + | +
SOUNDTEXT:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
| + |
+ (Internal) Serialize arguments + |
+
SOUNDTEXT:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + |
+ The main event handling function... |
Name of the class.
+ +Name of the class.
+ +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 all of the properties of an object in a table.
+ +#table:
+of values, indexed by keys.
+ +Get one property of an object 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 that is stored. Note that the value can be a #string, but it can also be any other type! Nil if not found.
+ +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.
+ ++ ... +
+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 one property of an object.
+ ++ 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 that is stored. Note that the value can be a #string, but it can also be any other type!
+ +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.
+ +Name of the class
+ +Duration of the sound file in seconds.
+ +Name of the flag.
+ +Directory path, where the sound file is located. This includes the final slash "/".
+ +Duration in seconds how long the subtitle is displayed.
+ +Subtitle of the transmission.
+ +If true, sound file is played via SRS. Sound file needs to be on local disk not inside the miz file!
Name of the class
+ +Duration of the sound file in seconds.
+ +Name of the flag.
+ +Directory path, where the sound file is located. This includes the final slash "/".
+ +Duration in seconds how long the subtitle is displayed.
+ +Subtitle of the transmission.
+ +If true, sound file is played via SRS. Sound file needs to be on local disk not inside the miz file!
+ +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 all of the properties of an object in a table.
+ +#table:
+of values, indexed by keys.
+ +Get one property of an object 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 that is stored. Note that the value can be a #string, but it can also be any other type! Nil if not found.
+ +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.
+ ++ ... +
+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 one property of an object.
+ ++ 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 that is stored. Note that the value can be a #string, but it can also be any other type!
+ +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.
+ +Name of the class
+ +Culture, e.g. "en-GB".
+ +Duration in seconds.
+ +Gender: "male", "female".
+ +Specific speed to be used.
+ +Text to speak.
+ +Specific voice to use. Overrules gender and culture settings.
Set to use a specific speed.
+ +SOUNDTEXT
++ #number + Speed +
+self
+ +Name of the class
+ +Culture, e.g. "en-GB".
+ +Duration in seconds.
+ +Gender: "male", "female".
+ +Specific speed to be used.
+ +Text to speak.
+ +Specific voice to use. Overrules gender and culture settings.
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 all of the properties of an object in a table.
+ +#table:
+of values, indexed by keys.
+ +Get one property of an object 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 that is stored. Note that the value can be a #string, but it can also be any other type! Nil if not found.
+ +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.
+ ++ ... +
+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 one property of an object.
+ ++ 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 that is stored. Note that the value can be a #string, but it can also be any other type!
+ +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.
+ +Stack by pointer.
- - - -Stack by pointer.
- - - -