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Module Tasking.Task_Capture_Dispatcher

Tasking - Creates and manages player TASK_ZONE_CAPTURE tasks.

The TASK_CAPTURE_DISPATCHER allows you to setup various tasks for let human players capture zones in a co-operation effort.

The dispatcher will implement for you mechanisms to create capture zone tasks:

  • As setup by the mission designer.
  • Dynamically capture zone tasks.

Specific features:

  • Creates a task to capture zones and achieve mission goals.
  • Orchestrate the task flow, so go from Planned to Assigned to Success, Failed or Cancelled.
  • Co-operation tasking, so a player joins a group of players executing the same task.

A complete task menu system to allow players to:

  • Join the task, abort the task.
  • Mark the location of the zones to capture on the map.
  • Provide details of the zones.
  • Route to the zones.
  • Display the task briefing.

A complete mission menu system to allow players to:

  • Join a task, abort the task.
  • Display task reports.
  • Display mission statistics.
  • Mark the task locations on the map.
  • Provide details of the zones.
  • Display the mission briefing.
  • Provide status updates as retrieved from the command center.
  • Automatically assign a random task as part of a mission.
  • Manually assign a specific task as part of a mission.

A settings system, using the settings menu:

  • Tweak the duration of the display of messages.
  • Switch between metric and imperial measurement system.
  • Switch between coordinate formats used in messages: BR, BRA, LL DMS, LL DDM, MGRS.
  • Various other options.

Developer Note

Note while this class still works, it is no longer supported as the original author stopped active development of MOOSE Therefore, this class is considered to be deprecated


Author: FlightControl

Contributions:


Global(s)

Global TASK_CAPTURE_DISPATCHER

Implements the dynamic dispatching of capture zone tasks.

#TASK_CAPTURE_DISPATCHER TASK_CAPTURE_DISPATCHER

Implements the dynamic dispatching of capture zone tasks.

The TASK_CAPTURE_DISPATCHER allows you to setup various tasks for let human players capture zones in a co-operation effort.

Let's explore step by step how to setup the task capture zone dispatcher.

1. Setup a mission environment.

It is easy, as it works just like any other task setup, so setup a command center and a mission.

1.1. Create a command center.

First you need to create a command center using the Tasking.CommandCenter#COMMANDCENTER.New() constructor. The command assumes that you´ve setup a group in the mission editor with the name HQ. This group will act as the command center object. It is a good practice to mark this group as invisible and invulnerable.

local CommandCenter = COMMANDCENTER
   :New( GROUP:FindByName( "HQ" ), "HQ" ) -- Create the CommandCenter.

1.2. Create a mission.

Tasks work in a mission, which groups these tasks to achieve a joint mission goal. A command center can govern multiple missions.

Create a new mission, using the Tasking.Mission#MISSION.New() constructor.

-- Declare the Mission for the Command Center.
local Mission = MISSION
  :New( CommandCenter, 
        "Overlord", 
        "High", 
        "Capture the blue zones.", 
        coalition.side.RED 
      ) 

2. Dispatch a capture zone task.

So, now that we have a command center and a mission, we now create the capture zone task. We create the capture zone task using the TASK_CAPTURE_DISPATCHER.AddCaptureZoneTask() constructor.

2.1. Create the capture zones.

Because a capture zone task will not generate the capture zones, you'll need to create them first.

-- We define here a capture zone; of the type ZONE_CAPTURE_COALITION.
-- The zone to be captured has the name Alpha, and was defined in the mission editor as a trigger zone.
CaptureZone = ZONE:New( "Alpha" )
CaptureZoneCoalitionApha = ZONE_CAPTURE_COALITION:New( CaptureZone, coalition.side.RED )

2.2. Create a set of player groups.

What is also needed, is to have a set of Wrapper.Groups defined that contains the clients of the players.

-- Allocate the player slots, which must be aircraft (airplanes or helicopters), that can be manned by players.
-- We use the method FilterPrefixes to filter those player groups that have client slots, as defined in the mission editor.
-- In this example, we filter the groups where the name starts with "Blue Player", which captures the blue player slots.
local PlayerGroupSet = SET_GROUP:New():FilterPrefixes( "Blue Player" ):FilterStart()

2.3. Setup the capture zone task.

First, we need to create a TASK_CAPTURE_DISPATCHER object.

TaskCaptureZoneDispatcher = TASK_CAPTURE_DISPATCHER:New( Mission, PilotGroupSet )

So, the variable TaskCaptureZoneDispatcher will contain the object of class TASK_CAPTURE_DISPATCHER, which will allow you to dispatch capture zone tasks:

  • for mission Mission, as was defined in section 1.2.
  • for the group set PilotGroupSet, as was defined in section 2.2.

Now that we have TaskDispatcher object, we can now create the TaskCaptureZone, using the TASK_CAPTURE_DISPATCHER.AddCaptureZoneTask() method!

local TaskCaptureZone = TaskCaptureZoneDispatcher:AddCaptureZoneTask( 
  "Capture zone Alpha", 
  CaptureZoneCoalitionAlpha, 
  "Fly to zone Alpha and eliminate all enemy forces to capture it." )

As a result of this code, the TaskCaptureZone (returned) variable will contain an object of #TASK_CAPTURE_ZONE! We pass to the method the title of the task, and the CaptureZoneCoalitionAlpha, which is the zone to be captured, as defined in section 2.1! This returned TaskCaptureZone object can now be used to setup additional task configurations, or to control this specific task with special events.

And you're done! As you can see, it is a small bit of work, but the reward is great. And, because all this is done using program interfaces, you can easily build a mission to capture zones yourself! Based on various events happening within your mission, you can use the above methods to create new capture zones, and setup a new capture zone task and assign it to a group of players, while your mission is running!

Type(s)

Fields and Methods inherited from TASK_CAPTURE_DISPATCHER Description

TASK_CAPTURE_DISPATCHER.AI_A2G_Dispatcher

TASK_CAPTURE_DISPATCHER:AddCaptureZoneTask(TaskPrefix, CaptureZone, Briefing)

Add a capture zone task.

TASK_CAPTURE_DISPATCHER.DefenseAIA2GDispatcher

TASK_CAPTURE_DISPATCHER.DefenseTaskCaptureDispatcher

TASK_CAPTURE_DISPATCHER.FlashNewTask

TASK_CAPTURE_DISPATCHER:GetDefenseAIA2GDispatcher()

Get the linked AI A2G dispatcher from the other coalition to understand its plan for defenses.

TASK_CAPTURE_DISPATCHER:GetDefenseTaskCaptureDispatcher()

Get the linked task capture dispatcher from the other coalition to understand its plan for defenses.

TASK_CAPTURE_DISPATCHER:Link_AI_A2G_Dispatcher(AI_A2G_Dispatcher)

Link an AI_A2G_DISPATCHER to the TASK_CAPTURE_DISPATCHER.

TASK_CAPTURE_DISPATCHER:ManageTasks()

Assigns tasks to the Core.Set#SET_GROUP.

TASK_CAPTURE_DISPATCHER.Mission

TASK_CAPTURE_DISPATCHER:New(Mission, SetGroup)

TASK_CAPTURE_DISPATCHER constructor.

TASK_CAPTURE_DISPATCHER:SetDefenseAIA2GDispatcher(DefenseAIA2GDispatcher)

Link an AI A2G dispatcher from the other coalition to understand its plan for defenses.

TASK_CAPTURE_DISPATCHER:SetDefenseTaskCaptureDispatcher(DefenseTaskCaptureDispatcher)

Link a task capture dispatcher from the other coalition to understand its plan for defenses.

TASK_CAPTURE_DISPATCHER.TASK_CAPTURE_DISPATCHER

ZONE ZONE

TASK_CAPTURE_DISPATCHER.ZoneCount

Fields and Methods inherited from TASK_MANAGER Description

TASK_CAPTURE_DISPATCHER.ClassName

TASK_CAPTURE_DISPATCHER:ManageTasks()

Manages the tasks for the Core.Set#SET_GROUP.

TASK_CAPTURE_DISPATCHER:New(SetGroup)

TASK_MANAGER constructor.

TASK_CAPTURE_DISPATCHER:OnAfterAborted(From, Event, To, Task)

Aborted Handler OnAfter for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:OnAfterCancelled(From, Event, To, Task)

Cancelled Handler OnAfter for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:OnAfterFailed(From, Event, To, Task)

Failed Handler OnAfter for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:OnAfterStartTasks(From, Event, To)

StartTasks Handler OnAfter for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:OnAfterStopTasks(From, Event, To)

StopTasks Handler OnAfter for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:OnAfterSuccess(From, Event, To, Task)

Success Handler OnAfter for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:OnBeforeStartTasks(From, Event, To)

StartTasks Handler OnBefore for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:OnBeforeStopTasks(From, Event, To)

StopTasks Handler OnBefore for TASK_MANAGER

TASK_CAPTURE_DISPATCHER.SetGroup

The set of group objects containing players for which tasks are managed.

TASK_CAPTURE_DISPATCHER:SetRefreshTimeInterval(RefreshTimeInterval)

Set the refresh time interval in seconds when a new task management action needs to be done.

TASK_CAPTURE_DISPATCHER:StartTasks()

StartTasks Trigger for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:StopTasks()

StopTasks Trigger for TASK_MANAGER

TASK_CAPTURE_DISPATCHER._RefreshTimeInterval

TASK_CAPTURE_DISPATCHER:__StartTasks(Delay)

StartTasks Asynchronous Trigger for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:__StopTasks(Delay)

StopTasks Asynchronous Trigger for TASK_MANAGER

TASK_CAPTURE_DISPATCHER:onafterManage(From, Event, To)

TASK_CAPTURE_DISPATCHER:onafterStartTasks(From, Event, To)

Fields and Methods inherited from FSM Description

TASK_CAPTURE_DISPATCHER:AddEndState(State)

Adds an End state.

TASK_CAPTURE_DISPATCHER:AddProcess(From, Event, Process, ReturnEvents)

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

TASK_CAPTURE_DISPATCHER:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

TASK_CAPTURE_DISPATCHER:AddScoreProcess(From, Event, State, ScoreText, Score)

Adds a score for the FSM_PROCESS to be achieved.

TASK_CAPTURE_DISPATCHER:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

TASK_CAPTURE_DISPATCHER.CallScheduler

Call scheduler.

TASK_CAPTURE_DISPATCHER.ClassName

Name of the class.

TASK_CAPTURE_DISPATCHER.Events

TASK_CAPTURE_DISPATCHER:GetCurrentState()

Get current state.

TASK_CAPTURE_DISPATCHER:GetEndStates()

Returns the End states.

TASK_CAPTURE_DISPATCHER:GetProcess(From, Event)

TASK_CAPTURE_DISPATCHER:GetProcesses()

Returns a table of the SubFSM rules defined within the FSM.

TASK_CAPTURE_DISPATCHER:GetScores()

Returns a table with the scores defined.

TASK_CAPTURE_DISPATCHER:GetStartState()

Returns the start state of the FSM.

TASK_CAPTURE_DISPATCHER:GetState()

Get current state.

TASK_CAPTURE_DISPATCHER:GetSubs()

Returns a table with the Subs defined.

TASK_CAPTURE_DISPATCHER:GetTransitions()

Returns a table of the transition rules defined within the FSM.

TASK_CAPTURE_DISPATCHER:Is(State)

Check if FSM is in state.

TASK_CAPTURE_DISPATCHER:LoadCallBacks(CallBackTable)

Load call backs.

TASK_CAPTURE_DISPATCHER:New()

Creates a new FSM object.

TASK_CAPTURE_DISPATCHER.Scores

Scores.

TASK_CAPTURE_DISPATCHER:SetProcess(From, Event, Fsm)

TASK_CAPTURE_DISPATCHER:SetStartState(State)

Sets the start state of the FSM.

TASK_CAPTURE_DISPATCHER._EndStates

TASK_CAPTURE_DISPATCHER._EventSchedules

TASK_CAPTURE_DISPATCHER._Processes

TASK_CAPTURE_DISPATCHER._Scores

TASK_CAPTURE_DISPATCHER._StartState

TASK_CAPTURE_DISPATCHER._Transitions

TASK_CAPTURE_DISPATCHER:_add_to_map(Map, Event)

Add to map.

TASK_CAPTURE_DISPATCHER:_call_handler(step, trigger, params, EventName)

Call handler.

TASK_CAPTURE_DISPATCHER:_create_transition(EventName)

Create transition.

TASK_CAPTURE_DISPATCHER:_delayed_transition(EventName)

Delayed transition.

TASK_CAPTURE_DISPATCHER:_eventmap(Events, EventStructure)

Event map.

TASK_CAPTURE_DISPATCHER:_gosub(ParentFrom, ParentEvent)

Go sub.

TASK_CAPTURE_DISPATCHER:_handler(EventName, ...)

Handler.

TASK_CAPTURE_DISPATCHER:_isendstate(Current)

Is end state.

TASK_CAPTURE_DISPATCHER:_submap(subs, sub, name)

Sub maps.

TASK_CAPTURE_DISPATCHER:can(e)

Check if can do an event.

TASK_CAPTURE_DISPATCHER:cannot(e)

Check if cannot do an event.

TASK_CAPTURE_DISPATCHER.current

Current state name.

TASK_CAPTURE_DISPATCHER.endstates

TASK_CAPTURE_DISPATCHER:is(State, state)

Check if FSM is in state.

TASK_CAPTURE_DISPATCHER.options

Options.

TASK_CAPTURE_DISPATCHER.subs

Subs.

Fields and Methods inherited from BASE Description

TASK_CAPTURE_DISPATCHER.ClassID

The ID number of the class.

TASK_CAPTURE_DISPATCHER.ClassName

The name of the class.

TASK_CAPTURE_DISPATCHER.ClassNameAndID

The name of the class concatenated with the ID number of the class.

TASK_CAPTURE_DISPATCHER:ClearState(Object, StateName)

Clear the state of an object.

TASK_CAPTURE_DISPATCHER:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

Creation of a Birth Event.

TASK_CAPTURE_DISPATCHER:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

TASK_CAPTURE_DISPATCHER:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

TASK_CAPTURE_DISPATCHER:CreateEventDynamicCargoLoaded(DynamicCargo)

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

TASK_CAPTURE_DISPATCHER:CreateEventDynamicCargoRemoved(DynamicCargo)

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

TASK_CAPTURE_DISPATCHER:CreateEventDynamicCargoUnloaded(DynamicCargo)

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

TASK_CAPTURE_DISPATCHER:CreateEventNewDynamicCargo(DynamicCargo)

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

TASK_CAPTURE_DISPATCHER:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

TASK_CAPTURE_DISPATCHER:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

TASK_CAPTURE_DISPATCHER:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

TASK_CAPTURE_DISPATCHER:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

TASK_CAPTURE_DISPATCHER:E(Arguments)

Log an exception which will be traced always.

TASK_CAPTURE_DISPATCHER:EventDispatcher()

Returns the event dispatcher

TASK_CAPTURE_DISPATCHER:EventRemoveAll()

Remove all subscribed events

TASK_CAPTURE_DISPATCHER:F(Arguments)

Trace a function call.

TASK_CAPTURE_DISPATCHER:F2(Arguments)

Trace a function call level 2.

TASK_CAPTURE_DISPATCHER:F3(Arguments)

Trace a function call level 3.

TASK_CAPTURE_DISPATCHER:GetClassID()

Get the ClassID of the class instance.

TASK_CAPTURE_DISPATCHER:GetClassName()

Get the ClassName of the class instance.

TASK_CAPTURE_DISPATCHER:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

TASK_CAPTURE_DISPATCHER:GetEventPriority()

Get the Class Core.Event processing Priority.

TASK_CAPTURE_DISPATCHER:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

TASK_CAPTURE_DISPATCHER:GetState(Object, Key)

Get a Value given a Key from the Object.

TASK_CAPTURE_DISPATCHER:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

TASK_CAPTURE_DISPATCHER:I(Arguments)

Log an information which will be traced always.

TASK_CAPTURE_DISPATCHER:Inherit(Child, Parent)

This is the worker method to inherit from a parent class.

TASK_CAPTURE_DISPATCHER:IsInstanceOf(ClassName)

This is the worker method to check if an object is an (sub)instance of a class.

TASK_CAPTURE_DISPATCHER:IsTrace()

Enquires if tracing is on (for the class).

TASK_CAPTURE_DISPATCHER:New()

BASE constructor.

TASK_CAPTURE_DISPATCHER:OnEvent(EventData)

Occurs when an Event for an object is triggered.

TASK_CAPTURE_DISPATCHER:OnEventBDA(EventData)

BDA.

TASK_CAPTURE_DISPATCHER:OnEventBaseCaptured(EventData)

Occurs when a ground unit captures either an airbase or a farp.

TASK_CAPTURE_DISPATCHER:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

TASK_CAPTURE_DISPATCHER:OnEventCrash(EventData)

Occurs when any aircraft crashes into the ground and is completely destroyed.

TASK_CAPTURE_DISPATCHER:OnEventDead(EventData)

Occurs when an object is dead.

TASK_CAPTURE_DISPATCHER:OnEventDetailedFailure(EventData)

Unknown precisely what creates this event, likely tied into newer damage model.

TASK_CAPTURE_DISPATCHER:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

TASK_CAPTURE_DISPATCHER:OnEventDynamicCargoLoaded(EventData)

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

TASK_CAPTURE_DISPATCHER:OnEventDynamicCargoRemoved(EventData)

Occurs when a dynamic cargo crate is removed.

TASK_CAPTURE_DISPATCHER:OnEventDynamicCargoUnloaded(EventData)

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

TASK_CAPTURE_DISPATCHER:OnEventEjection(EventData)

Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes.

TASK_CAPTURE_DISPATCHER:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

TASK_CAPTURE_DISPATCHER:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

TASK_CAPTURE_DISPATCHER:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

TASK_CAPTURE_DISPATCHER:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

TASK_CAPTURE_DISPATCHER:OnEventKill(EventData)

Occurs on the death of a unit.

TASK_CAPTURE_DISPATCHER:OnEventLand(EventData)

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.

TASK_CAPTURE_DISPATCHER:OnEventLandingAfterEjection(EventData)

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

TASK_CAPTURE_DISPATCHER:OnEventLandingQualityMark(EventData)

Landing quality mark.

TASK_CAPTURE_DISPATCHER:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

TASK_CAPTURE_DISPATCHER:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

TASK_CAPTURE_DISPATCHER:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

TASK_CAPTURE_DISPATCHER:OnEventMissionEnd(EventData)

Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes.

TASK_CAPTURE_DISPATCHER:OnEventMissionStart(EventData)

Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes.

TASK_CAPTURE_DISPATCHER:OnEventNewDynamicCargo(EventData)

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

TASK_CAPTURE_DISPATCHER:OnEventParatrooperLanding(EventData)

Weapon add.

TASK_CAPTURE_DISPATCHER:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

TASK_CAPTURE_DISPATCHER:OnEventPlayerEnterAircraft(EventData)

Occurs when a player enters a slot and takes control of an aircraft.

TASK_CAPTURE_DISPATCHER:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

TASK_CAPTURE_DISPATCHER:OnEventPlayerLeaveUnit(EventData)

Occurs when any player relieves control of a unit to the AI.

TASK_CAPTURE_DISPATCHER:OnEventRefueling(EventData)

Occurs when an aircraft connects with a tanker and begins taking on fuel.

TASK_CAPTURE_DISPATCHER:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

TASK_CAPTURE_DISPATCHER:OnEventScore(EventData)

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

TASK_CAPTURE_DISPATCHER:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

TASK_CAPTURE_DISPATCHER:OnEventShootingStart(EventData)

Occurs when any unit begins firing a weapon that has a high rate of fire.

TASK_CAPTURE_DISPATCHER:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

TASK_CAPTURE_DISPATCHER:OnEventTakeoff(EventData)

Occurs when an aircraft takes off from an airbase, farp, or ship.

TASK_CAPTURE_DISPATCHER:OnEventTriggerZone(EventData)

Trigger zone.

TASK_CAPTURE_DISPATCHER:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

TASK_CAPTURE_DISPATCHER:ScheduleOnce(Start, SchedulerFunction, ...)

Schedule a new time event.

TASK_CAPTURE_DISPATCHER:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

Schedule a new time event.

TASK_CAPTURE_DISPATCHER:ScheduleStop(SchedulerID)

Stops the Schedule.

TASK_CAPTURE_DISPATCHER.Scheduler

TASK_CAPTURE_DISPATCHER:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

TASK_CAPTURE_DISPATCHER:SetState(Object, Key, Value)

Set a state or property of the Object given a Key and a Value.

TASK_CAPTURE_DISPATCHER:T(Arguments)

Trace a function logic level 1.

TASK_CAPTURE_DISPATCHER:T2(Arguments)

Trace a function logic level 2.

TASK_CAPTURE_DISPATCHER:T3(Arguments)

Trace a function logic level 3.

TASK_CAPTURE_DISPATCHER:TraceAll(TraceAll)

Trace all methods in MOOSE

TASK_CAPTURE_DISPATCHER:TraceClass(Class)

Set tracing for a class

TASK_CAPTURE_DISPATCHER:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

TASK_CAPTURE_DISPATCHER:TraceLevel(Level)

Set trace level

TASK_CAPTURE_DISPATCHER:TraceOff()

Set trace off.

TASK_CAPTURE_DISPATCHER:TraceOn()

Set trace on.

TASK_CAPTURE_DISPATCHER:TraceOnOff(TraceOnOff)

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.

TASK_CAPTURE_DISPATCHER:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

TASK_CAPTURE_DISPATCHER._

TASK_CAPTURE_DISPATCHER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

TASK_CAPTURE_DISPATCHER:_Serialize(Arguments)

(Internal) Serialize arguments

TASK_CAPTURE_DISPATCHER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

TASK_CAPTURE_DISPATCHER.__

TASK_CAPTURE_DISPATCHER:onEvent(event)

The main event handling function...

Fields and Methods inherited from TASK_CAPTURE_DISPATCHER.CSAR Description

TASK_CAPTURE_DISPATCHER.CSAR.PilotUnit

TASK_CAPTURE_DISPATCHER.CSAR.Task

TASK_CAPTURE_DISPATCHER class.

Field(s)

Function(s)

Add a capture zone task.

Defined in:

TASK_CAPTURE_DISPATCHER

Parameters:

#string TaskPrefix

(optional) The prefix of the capture zone task. If no TaskPrefix is given, then "Capture" will be used as the TaskPrefix. The TaskPrefix will be appended with a . + a number of 3 digits, if the TaskPrefix already exists in the task collection.

The zone of the coalition to be captured as the task goal.

#string Briefing

The briefing of the task to be shown to the player.

Return value:

Usage:


 

Get the linked AI A2G dispatcher from the other coalition to understand its plan for defenses.

This is used for the tactical overview, so the players also know the zones attacked by the AI A2G dispatcher!

Defined in:

TASK_CAPTURE_DISPATCHER

Return value:

Get the linked task capture dispatcher from the other coalition to understand its plan for defenses.

This is used for the tactical overview, so the players also know the zones attacked by the other coalition!

Defined in:

TASK_CAPTURE_DISPATCHER

Return value:

Link an AI_A2G_DISPATCHER to the TASK_CAPTURE_DISPATCHER.

Assigns tasks to the Core.Set#SET_GROUP.

Defined in:

TASK_CAPTURE_DISPATCHER

Return value:

#boolean:

Return true if you want the task assigning to continue... false will cancel the loop.

TASK_CAPTURE_DISPATCHER constructor.

Defined in:

TASK_CAPTURE_DISPATCHER

Parameters:

The mission for which the task dispatching is done.

The set of groups that can join the tasks within the mission.

Return value:

Link an AI A2G dispatcher from the other coalition to understand its plan for defenses.

This is used for the tactical overview, so the players also know the zones attacked by the other AI A2G dispatcher!

Defined in:

TASK_CAPTURE_DISPATCHER

Parameter:

Link a task capture dispatcher from the other coalition to understand its plan for defenses.

This is used for the tactical overview, so the players also know the zones attacked by the other coalition!

Defined in:

TASK_CAPTURE_DISPATCHER

Parameter:

#TASK_CAPTURE_DISPATCHER DefenseTaskCaptureDispatcher

Field(s)

Function(s)

TASK_MANAGER constructor.

Defined in:

Parameter:

The set of group objects containing players for which tasks are managed.

Return value:

Aborted Handler OnAfter for TASK_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Cancelled Handler OnAfter for TASK_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Failed Handler OnAfter for TASK_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

StartTasks Handler OnAfter for TASK_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

StopTasks Handler OnAfter for TASK_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Success Handler OnAfter for TASK_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

StartTasks Handler OnBefore for TASK_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

StopTasks Handler OnBefore for TASK_MANAGER

Defined in:

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

Set the refresh time interval in seconds when a new task management action needs to be done.

Defined in:

Parameter:

#number RefreshTimeInterval

The refresh time interval in seconds when a new task management action needs to be done.

Return value:

StartTasks Trigger for TASK_MANAGER

StopTasks Trigger for TASK_MANAGER

StartTasks Asynchronous Trigger for TASK_MANAGER

Defined in:

Parameter:

#number Delay

StopTasks Asynchronous Trigger for TASK_MANAGER

Defined in:

Parameter:

#number Delay

Field(s)

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM state.

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

Defined in:

Parameters:

#table From

Can contain a string indicating the From state or a table of strings containing multiple From states.

#string Event

The Event name.

An sub-process FSM.

#table ReturnEvents

A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

Return value:

The SubFSM.

Adds a score for the FSM to be achieved.

Defined in:

Parameters:

#string State

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

#string ScoreText

is a text describing the score that is given according the status.

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Adds a score for the FSM_PROCESS to be achieved.

Defined in:

Parameters:

#string From

is the From State of the main process.

#string Event

is the Event of the main process.

#string State

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

#string ScoreText

is a text describing the score that is given according the status.

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Add a new transition rule to the FSM.

A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

Defined in:

Parameters:

#table From

Can contain a string indicating the From state or a table of strings containing multiple From states.

#string Event

The Event name.

#string To

The To state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns the End states.

Defined in:

Return value:

#table:

End states.

Returns a table of the SubFSM rules defined within the FSM.

Defined in:

Return value:

#table:

Sub processes.

Returns a table with the scores defined.

Defined in:

Return value:

#table:

Scores.

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns a table with the Subs defined.

Defined in:

Return value:

#table:

Sub processes.

Returns a table of the transition rules defined within the FSM.

Defined in:

Return value:

#table:

Transitions.

Check if FSM is in state.

Defined in:

Parameter:

#string State

State name.

Return value:

#boolean:

If true, FSM is in this state.

Load call backs.

Defined in:

Parameter:

#table CallBackTable

Table of call backs.

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Add to map.

Defined in:

Parameters:

#table Map

Map.

#table Event

Event table.

Call handler.

Defined in:

Parameters:

#string step

Step "onafter", "onbefore", "onenter", "onleave".

#string trigger

Trigger.

#table params

Parameters.

#string EventName

Event name.

Return value:

Value.

Create transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Delayed transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Event map.

Defined in:

Parameters:

#table Events

Events.

#table EventStructure

Event structure.

Go sub.

Defined in:

Parameters:

#string ParentFrom

Parent from state.

#string ParentEvent

Parent event name.

Return value:

#table:

Subs.

Handler.

Defined in:

Parameters:

#string EventName

Event name.

...

Arguments.

Is end state.

Defined in:

Parameter:

#string Current

Current state name.

Return values:

#table:

FSM parent.

#string:

Event name.

Sub maps.

Defined in:

Parameters:

#table subs

Subs.

#table sub

Sub.

#string name

Name.

Check if can do an event.

Defined in:

Parameter:

#string e

Event name.

Return values:

#boolean:

If true, FSM can do the event.

#string:

To state.

Check if cannot do an event.

Defined in:

Parameter:

#string e

Event name.

Return value:

#boolean:

If true, FSM cannot do the event.

Check if FSM is in state.

Defined in:

Parameters:

#string State

State name.

state

Return value:

#boolean:

If true, FSM is in this state.

Field(s)

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

Defined in:

Parameter:

the dynamic cargo object

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

Defined in:

Parameter:

the dynamic cargo object

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

Defined in:

Parameter:

the dynamic cargo object

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

Defined in:

Parameter:

the dynamic cargo object

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

The ClassName + ClassID is formatted as '%s#%09d'.

Defined in:

Return value:

#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.

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

Note that the Parent class must be passed to call the parent class method.

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

This is the Child class from which the Parent class needs to be retrieved.

#BASE FromClass

(Optional) The class from which to get the parent.

Return value:

Get a Value given a Key from the Object.

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

Return value:

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

(optional) The function to be called when the event occurs for the unit.

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

This is the worker method to inherit from a parent class.

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

This is the worker method to check if an object is an (sub)instance of a class.

Examples:

  • ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false

Defined in:

Parameter:

ClassName

is the name of the class or the class itself to run the check against

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

function EVENT:New()
  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
  return self
end

Defined in:

Return value:

Occurs when an Event for an object is triggered.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that triggered the event.

Defined in:

Parameter:

The EventData structure.

BDA.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a ground unit captures either an airbase or a farp.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was spawned

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft crashes into the ground and is completely destroyed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that has crashed

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is dead.

Defined in:

Parameter:

The EventData structure.

Unknown precisely what creates this event, likely tied into newer damage model.

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a 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.

Defined in:

Parameter:

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.

Defined in:

Parameter:

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.

Defined in:

Parameter:

The EventData structure.

Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes.

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is stopping its engines.

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is starting its engines.

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that had the failure

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: The unit that killed the target
  • target: Target Object
  • weapon: Weapon Object

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes.

initiator : The unit that has landed place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
  • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
  • subplace: is always 0 for unknown reasons.

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

Weapon add.

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the pilot has died in.

Defined in:

Parameter:

The EventData structure.

Occurs when a player enters a slot and takes control of an aircraft.

Have a look at the class Core.Event#EVENT as these are just the prototypes. NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

Note - not Mulitplayer safe. Use PlayerEnterAircraft. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

Occurs when any player relieves control of a unit to the AI.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the player left.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft connects with a tanker and begins taking on fuel.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

Event will always correspond with a shooting start event. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was doing the shooting.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit begins firing a weapon that has a high rate of fire.

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is doing the shooting. target: The unit that is being targeted.

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft takes off from an airbase, farp, or ship.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

Trigger zone.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#function SchedulerFunction

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#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.

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#number Repeat

Specifies the interval in seconds when the scheduler will call the event function.

#number RandomizeFactor

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

#number Stop

Specifies the amount of seconds when the scheduler will be stopped.

#function SchedulerFunction

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

Set the Class Core.Event processing Priority.

The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

Set a state or property of the Object given a Key and a Value.

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that will hold the Value set by the Key.

Key

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.

So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


  -- Switch the tracing On
  BASE:TraceOnOff( true )

  -- Switch the tracing Off
  BASE:TraceOnOff( false )

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event