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Module Core.ScheduleDispatcher

Core - SCHEDULEDISPATCHER dispatches the different schedules.


Takes care of the creation and dispatching of scheduled functions for SCHEDULER objects.

This class is tricky and needs some thorough explanation. SCHEDULE classes are used to schedule functions for objects, or as persistent objects. The SCHEDULEDISPATCHER class ensures that:

  • Scheduled functions are planned according the SCHEDULER object parameters.
  • Scheduled functions are repeated when requested, according the SCHEDULER object parameters.
  • Scheduled functions are automatically removed when the schedule is finished, according the SCHEDULER object parameters.

The SCHEDULEDISPATCHER class will manage SCHEDULER object in memory during garbage collection:

  • When a SCHEDULER object is not attached to another object (that is, it's first :Schedule() parameter is nil), then the SCHEDULER object is persistent within memory.
  • When a SCHEDULER object is attached to another object, then the SCHEDULER object is not persistent within memory after a garbage collection!

The non-persistency of SCHEDULERS attached to objects is required to allow SCHEDULER objects to be garbage collected when the parent object is destroyed, or set to nil and garbage collected. Even when there are pending timer scheduled functions to be executed for the SCHEDULER object, these will not be executed anymore when the SCHEDULER object has been destroyed.

The SCHEDULEDISPATCHER allows multiple scheduled functions to be planned and executed for one SCHEDULER object. The SCHEDULER object therefore keeps a table of "CallID's", which are returned after each planning of a new scheduled function by the SCHEDULEDISPATCHER. The SCHEDULER object plans new scheduled functions through the Core.Scheduler#SCHEDULER.Schedule() method. The Schedule() method returns the CallID that is the reference ID for each planned schedule.


Contributions: -

Authors: FlightControl : Design & Programming

Global(s)

Global SCHEDULEDISPATCHER

Type(s)

Fields and Methods inherited from SCHEDULEDISPATCHER Description

SCHEDULEDISPATCHER:AddSchedule(Scheduler, ScheduleFunction, ScheduleArguments, Start, Repeat, Randomize, Stop, TraceLevel, Fsm)

Add a Schedule to the ScheduleDispatcher.

SCHEDULEDISPATCHER.CallID

Call ID counter.

SCHEDULEDISPATCHER.ClassName

Name of the class.

SCHEDULEDISPATCHER:Clear(Scheduler)

Clear all schedules by stopping all dispatchers.

SCHEDULEDISPATCHER:New()

Create a new schedule dispatcher object.

SCHEDULEDISPATCHER:NoTrace(Scheduler)

No tracing info.

SCHEDULEDISPATCHER.ObjectSchedulers

Schedulers that only exist as long as the master object exists.

SCHEDULEDISPATCHER.PersistentSchedulers

Persistent schedulers.

SCHEDULEDISPATCHER:RemoveSchedule(Scheduler, CallID)

Remove schedule.

SCHEDULEDISPATCHER.Schedule

Meta table setmetatable( {}, { __mode = "k" } ).

SCHEDULEDISPATCHER:ShowTrace(Scheduler)

Show tracing info.

SCHEDULEDISPATCHER:Start(Scheduler, CallID, Info)

Start dispatcher.

SCHEDULEDISPATCHER:Stop(Scheduler, CallID)

Stop dispatcher.

Fields and Methods inherited from BASE Description

SCHEDULEDISPATCHER.ClassID

The ID number of the class.

SCHEDULEDISPATCHER.ClassName

The name of the class.

SCHEDULEDISPATCHER.ClassNameAndID

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

SCHEDULEDISPATCHER:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

SCHEDULEDISPATCHER:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

SCHEDULEDISPATCHER:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

SCHEDULEDISPATCHER:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

SCHEDULEDISPATCHER:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

SCHEDULEDISPATCHER:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

SCHEDULEDISPATCHER:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

SCHEDULEDISPATCHER:E(Arguments)

Log an exception which will be traced always.

SCHEDULEDISPATCHER:EventDispatcher()

Returns the event dispatcher

SCHEDULEDISPATCHER:EventRemoveAll()

Remove all subscribed events

SCHEDULEDISPATCHER:F(Arguments)

Trace a function call.

SCHEDULEDISPATCHER:F2(Arguments)

Trace a function call level 2.

SCHEDULEDISPATCHER:F3(Arguments)

Trace a function call level 3.

SCHEDULEDISPATCHER:GetClassID()

Get the ClassID of the class instance.

SCHEDULEDISPATCHER:GetClassName()

Get the ClassName of the class instance.

SCHEDULEDISPATCHER:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

SCHEDULEDISPATCHER:GetEventPriority()

Get the Class Core.Event processing Priority.

SCHEDULEDISPATCHER:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

SCHEDULEDISPATCHER:GetState(Object, Key)

Get a Value given a Key from the Object.

SCHEDULEDISPATCHER:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

SCHEDULEDISPATCHER:I(Arguments)

Log an information which will be traced always.

SCHEDULEDISPATCHER:Inherit(Child, Parent)

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

SCHEDULEDISPATCHER:IsInstanceOf(ClassName)

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

SCHEDULEDISPATCHER:IsTrace()

Enquires if tracing is on (for the class).

SCHEDULEDISPATCHER:New()

BASE constructor.

SCHEDULEDISPATCHER:OnEvent(EventData)

Occurs when an Event for an object is triggered.

SCHEDULEDISPATCHER:OnEventBDA(EventData)

BDA.

SCHEDULEDISPATCHER:OnEventBaseCaptured(EventData)

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

SCHEDULEDISPATCHER:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

SCHEDULEDISPATCHER:OnEventCrash(EventData)

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

SCHEDULEDISPATCHER:OnEventDead(EventData)

Occurs when an object is dead.

SCHEDULEDISPATCHER:OnEventDetailedFailure(EventData)

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

SCHEDULEDISPATCHER:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

SCHEDULEDISPATCHER: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.

SCHEDULEDISPATCHER:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

SCHEDULEDISPATCHER:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

SCHEDULEDISPATCHER:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

SCHEDULEDISPATCHER:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

SCHEDULEDISPATCHER:OnEventKill(EventData)

Occurs on the death of a unit.

SCHEDULEDISPATCHER: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.

SCHEDULEDISPATCHER:OnEventLandingAfterEjection(EventData)

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

SCHEDULEDISPATCHER:OnEventLandingQualityMark(EventData)

Landing quality mark.

SCHEDULEDISPATCHER:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

SCHEDULEDISPATCHER:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

SCHEDULEDISPATCHER:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

SCHEDULEDISPATCHER:OnEventMissionEnd(EventData)

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

SCHEDULEDISPATCHER:OnEventMissionStart(EventData)

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

SCHEDULEDISPATCHER:OnEventParatrooperLanding(EventData)

Weapon add.

SCHEDULEDISPATCHER:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

SCHEDULEDISPATCHER:OnEventPlayerEnterAircraft(EventData)

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

SCHEDULEDISPATCHER:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

SCHEDULEDISPATCHER:OnEventPlayerLeaveUnit(EventData)

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

SCHEDULEDISPATCHER:OnEventRefueling(EventData)

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

SCHEDULEDISPATCHER:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

SCHEDULEDISPATCHER:OnEventScore(EventData)

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

SCHEDULEDISPATCHER:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

SCHEDULEDISPATCHER:OnEventShootingStart(EventData)

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

SCHEDULEDISPATCHER:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

SCHEDULEDISPATCHER:OnEventTakeoff(EventData)

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

SCHEDULEDISPATCHER:OnEventTriggerZone(EventData)

Trigger zone.

SCHEDULEDISPATCHER:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

SCHEDULEDISPATCHER:ScheduleStop(SchedulerID)

Stops the Schedule.

SCHEDULEDISPATCHER.Scheduler

SCHEDULEDISPATCHER:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

SCHEDULEDISPATCHER:SetState(Object, Key, Value)

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

SCHEDULEDISPATCHER:T(Arguments)

Trace a function logic level 1.

SCHEDULEDISPATCHER:T2(Arguments)

Trace a function logic level 2.

SCHEDULEDISPATCHER:T3(Arguments)

Trace a function logic level 3.

SCHEDULEDISPATCHER:TraceAll(TraceAll)

Trace all methods in MOOSE

SCHEDULEDISPATCHER:TraceClass(Class)

Set tracing for a class

SCHEDULEDISPATCHER:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

SCHEDULEDISPATCHER:TraceLevel(Level)

Set trace level

SCHEDULEDISPATCHER:TraceOff()

Set trace off.

SCHEDULEDISPATCHER:TraceOn()

Set trace on.

SCHEDULEDISPATCHER: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.

SCHEDULEDISPATCHER:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

SCHEDULEDISPATCHER._

SCHEDULEDISPATCHER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

SCHEDULEDISPATCHER:_Serialize(Arguments)

(Internal) Serialize arguments

SCHEDULEDISPATCHER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

SCHEDULEDISPATCHER.__

SCHEDULEDISPATCHER:onEvent(event)

The main event handling function...

Fields and Methods inherited from SCHEDULEDISPATCHER.ScheduleData Description

SCHEDULEDISPATCHER.ScheduleData.Arguments

Schedule function arguments.

SCHEDULEDISPATCHER.ScheduleData.CallHandler

Function to be passed to the DCS timer.scheduleFunction().

SCHEDULEDISPATCHER.ScheduleData.Function

The schedule function to be called.

SCHEDULEDISPATCHER.ScheduleData.Randomize

Randomization factor [0,1].

SCHEDULEDISPATCHER.ScheduleData.Repeat

Repeat time interval in seconds.

SCHEDULEDISPATCHER.ScheduleData.ScheduleID

Schedule ID.

SCHEDULEDISPATCHER.ScheduleData.ShowTrace

If true, show tracing info.

SCHEDULEDISPATCHER.ScheduleData.Start

Start time in seconds.

SCHEDULEDISPATCHER.ScheduleData.StartTime

Time in seconds when the scheduler is created.

SCHEDULEDISPATCHER.ScheduleData.Stop

Stop time in seconds.

The SCHEDULEDISPATCHER structure

Field(s)

#number SCHEDULEDISPATCHER.CallID

Call ID counter.

#string SCHEDULEDISPATCHER.ClassName

Name of the class.

#table SCHEDULEDISPATCHER.ObjectSchedulers

Schedulers that only exist as long as the master object exists.

#table SCHEDULEDISPATCHER.PersistentSchedulers

Persistent schedulers.

#table SCHEDULEDISPATCHER.Schedule

Meta table setmetatable( {}, { __mode = "k" } ).

Function(s)

Add a Schedule to the ScheduleDispatcher.

The development of this method was really tidy. It is constructed as such that a garbage collection is executed on the weak tables, when the Scheduler is set to nil. Nothing of this code should be modified without testing it thoroughly.

Defined in:

SCHEDULEDISPATCHER

Parameters:

Scheduler object.

#function ScheduleFunction

Scheduler function.

#table ScheduleArguments

Table of arguments passed to the ScheduleFunction.

#number Start

Start time in seconds.

#number Repeat

Repeat interval in seconds.

#number Randomize

Randomization factor [0,1].

#number Stop

Stop time in seconds.

#number TraceLevel

Trace level [0,3].

Finite state model.

Return value:

#string:

Call ID or nil.

Clear all schedules by stopping all dispatchers.

Defined in:

SCHEDULEDISPATCHER

Parameter:

Scheduler object.

Create a new schedule dispatcher object.

Defined in:

SCHEDULEDISPATCHER

Return value:

No tracing info.

Defined in:

SCHEDULEDISPATCHER

Parameter:

Scheduler object.

Remove schedule.

Defined in:

SCHEDULEDISPATCHER

Parameters:

Scheduler object.

#table CallID

Call ID.

Show tracing info.

Defined in:

SCHEDULEDISPATCHER

Parameter:

Scheduler object.

Start dispatcher.

Defined in:

SCHEDULEDISPATCHER

Parameters:

Scheduler object.

#table CallID

(Optional) Call ID.

#string Info

(Optional) Debug info.

Stop dispatcher.

Defined in:

SCHEDULEDISPATCHER

Parameters:

Scheduler object.

#string CallID

(Optional) Scheduler Call ID. If nil, all pending schedules are stopped recursively.

Field(s)

#number SCHEDULEDISPATCHER.CallID

Call ID counter.

#string SCHEDULEDISPATCHER.ClassName

Name of the class.

#table SCHEDULEDISPATCHER.ObjectSchedulers

Schedulers that only exist as long as the master object exists.

#table SCHEDULEDISPATCHER.PersistentSchedulers

Persistent schedulers.

#table SCHEDULEDISPATCHER.Schedule

Meta table setmetatable( {}, { __mode = "k" } ).

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

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

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

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

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

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Weapon add.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

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

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

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

Defined in:

Parameters:

#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

Player data table holding all important parameters of each player.

Field(s)

#table SCHEDULEDISPATCHER.ScheduleData.Arguments

Schedule function arguments.

#function SCHEDULEDISPATCHER.ScheduleData.CallHandler

Function to be passed to the DCS timer.scheduleFunction().

#function SCHEDULEDISPATCHER.ScheduleData.Function

The schedule function to be called.

#number SCHEDULEDISPATCHER.ScheduleData.Randomize

Randomization factor [0,1].

#number SCHEDULEDISPATCHER.ScheduleData.Repeat

Repeat time interval in seconds.

#boolean SCHEDULEDISPATCHER.ScheduleData.ShowTrace

If true, show tracing info.

#number SCHEDULEDISPATCHER.ScheduleData.Start

Start time in seconds.

#number SCHEDULEDISPATCHER.ScheduleData.StartTime

Time in seconds when the scheduler is created.

#number SCHEDULEDISPATCHER.ScheduleData.Stop

Stop time in seconds.

Function(s)