Module Core.Scheduler
Core - Prepares and handles the execution of functions over scheduled time (intervals).
Features:
- Schedule functions over time,
- optionally in an optional specified time interval,
- optionally repeating with a specified time repeat interval,
- optionally randomizing with a specified time interval randomization factor,
- optionally stop the repeating after a specified time interval.
Demo Missions
SCHEDULER Demo Missions
YouTube Channel
None
Contributions:
- FlightControl : Concept & Testing
Authors:
- FlightControl : Design & Programming
Global(s)
Global SCHEDULER |
Creates and handles schedules over time, which allow to execute code at specific time intervals with randomization. |
Creates and handles schedules over time, which allow to execute code at specific time intervals with randomization.
A SCHEDULER can manage multiple (repeating) schedules. Each planned or executing schedule has a unique ScheduleID. The ScheduleID is returned when the method SCHEDULER.Schedule() is called. It is recommended to store the ScheduleID in a variable, as it is used in the methods SCHEDULER.Start() and SCHEDULER.Stop(), which can start and stop specific repeating schedules respectively within a SCHEDULER object.
SCHEDULER constructor
The SCHEDULER class is quite easy to use, but note that the New constructor has variable parameters:
The SCHEDULER.New() method returns 2 variables:
- The SCHEDULER object reference.
- The first schedule planned in the SCHEDULER object.
To clarify the different appliances, lets have a look at the following examples:
Construct a SCHEDULER object without a persistent schedule.
SCHEDULER.New( nil ): Setup a new SCHEDULER object, which is persistently executed after garbage collection.
MasterObject = SCHEDULER:New() SchedulerID = MasterObject:Schedule( nil, ScheduleFunction, {} )
The above example creates a new MasterObject, but does not schedule anything. A separate schedule is created by using the MasterObject using the method :Schedule..., which returns a ScheduleID
Construct a SCHEDULER object without a volatile schedule, but volatile to the Object existence...
SCHEDULER.New( Object ): Setup a new SCHEDULER object, which is linked to the Object. When the Object is set to nil or destroyed, the SCHEDULER object will also be destroyed and stopped after garbage collection.
ZoneObject = ZONE:New( "ZoneName" ) MasterObject = SCHEDULER:New( ZoneObject ) SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} ) ... ZoneObject = nil garbagecollect()
The above example creates a new MasterObject, but does not schedule anything, and is bound to the existence of ZoneObject, which is a ZONE. A separate schedule is created by using the MasterObject using the method :Schedule()..., which returns a ScheduleID Later in the logic, the ZoneObject is put to nil, and garbage is collected. As a result, the MasterObject will cancel any planned schedule.
Construct a SCHEDULER object with a persistent schedule.
SCHEDULER.New( nil, Function, FunctionArguments, Start, ... ): Setup a new persistent SCHEDULER object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
MasterObject, SchedulerID = SCHEDULER:New( nil, ScheduleFunction, {} )
The above example creates a new MasterObject, and does schedule the first schedule as part of the call. Note that 2 variables are returned here: MasterObject, ScheduleID...
Construct a SCHEDULER object without a schedule, but volatile to the Object existence...
SCHEDULER.New( Object, Function, FunctionArguments, Start, ... ): Setup a new SCHEDULER object, linked to Object, and start a new schedule for the Function with the defined FunctionArguments according the Start and sequent parameters.
ZoneObject = ZONE:New( "ZoneName" ) MasterObject, SchedulerID = SCHEDULER:New( ZoneObject, ScheduleFunction, {} ) SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} ) ... ZoneObject = nil garbagecollect()
The above example creates a new MasterObject, and schedules a method call (ScheduleFunction), and is bound to the existence of ZoneObject, which is a ZONE object (ZoneObject). Both a MasterObject and a SchedulerID variable are returned. Later in the logic, the ZoneObject is put to nil, and garbage is collected. As a result, the MasterObject will cancel the planned schedule.
SCHEDULER timer stopping and (re-)starting.
The SCHEDULER can be stopped and restarted with the following methods:
SCHEDULER.Start(): (Re-)Start the schedules within the SCHEDULER object. If a CallID is provided to :Start(), only the schedule referenced by CallID will be (re-)started.
SCHEDULER.Stop(): Stop the schedules within the SCHEDULER object. If a CallID is provided to :Stop(), then only the schedule referenced by CallID will be stopped.
ZoneObject = ZONE:New( "ZoneName" ) MasterObject, SchedulerID = SCHEDULER:New( ZoneObject, ScheduleFunction, {} ) SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 10 ) ... MasterObject:Stop( SchedulerID ) ... MasterObject:Start( SchedulerID )
The above example creates a new MasterObject, and does schedule the first schedule as part of the call. Note that 2 variables are returned here: MasterObject, ScheduleID... Later in the logic, the repeating schedule with SchedulerID is stopped. A bit later, the repeating schedule with SchedulerId is (re)-started.
Create a new schedule
With the method SCHEDULER.Schedule() a new time event can be scheduled. This method is used by the :New() constructor when a new schedule is planned.
Consider the following code fragment of the SCHEDULER object creation.
ZoneObject = ZONE:New( "ZoneName" )
MasterObject = SCHEDULER:New( ZoneObject )
Several parameters can be specified that influence the behavior of a Schedule.
A single schedule, immediately executed
SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {} )
The above example schedules a new ScheduleFunction call to be executed asynchronously, within milliseconds ...
A single schedule, planned over time
SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10 )
The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds ...
A schedule with a repeating time interval, planned over time
SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60 )
The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds, and repeating 60 every seconds ...
A schedule with a repeating time interval, planned over time, with time interval randomization
SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5 )
The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds, and repeating 60 seconds, with a 50% time interval randomization ... So the repeating time interval will be randomized using the 0.5, and will calculate between 60 - ( 60 * 0.5 ) and 60 + ( 60 * 0.5 ) for each repeat, which is in this example between 30 and 90 seconds.
A schedule with a repeating time interval, planned over time, with time interval randomization, and stop after a time interval
SchedulerID = MasterObject:Schedule( ZoneObject, ScheduleFunction, {}, 10, 60, 0.5, 300 )
The above example schedules a new ScheduleFunction call to be executed asynchronously, within 10 seconds, The schedule will repeat every 60 seconds. So the repeating time interval will be randomized using the 0.5, and will calculate between 60 - ( 60 * 0.5 ) and 60 + ( 60 * 0.5 ) for each repeat, which is in this example between 30 and 90 seconds. The schedule will stop after 300 seconds.
Type(s)
Fields and Methods inherited from SCHEDULER | Description |
---|---|
Clears all pending schedules. |
|
Master object. |
|
SCHEDULER constructor. |
|
No tracing for this scheduler. |
|
Removes a specific schedule if a valid ScheduleID is provided. |
|
Schedule a new time event. |
|
Table of schedules. |
|
Trace info if true. |
|
(Re-)Starts the schedules or a specific schedule if a valid ScheduleID is provided. |
|
Stops the schedules or a specific schedule if a valid ScheduleID is provided. |
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. |
|
SCHEDULER:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
SCHEDULER:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
SCHEDULER: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 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. |
|
SCHEDULER:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
|
Set the Class Core.Event processing Priority. |
|
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. |
|
SCHEDULER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
|
SCHEDULER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
The SCHEDULER class
Field(s)
Master object.
Table of schedules.
Trace info if true.
Function(s)
SCHEDULER constructor.
Defined in:
SCHEDULER
Parameters:
#table MasterObject
Specified for which Moose object the timer is setup. If a value of nil is provided, a scheduler will be setup without an object reference.
#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 SchedulerArguments
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
#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.
Return values:
Removes a specific schedule if a valid ScheduleID is provided.
Defined in:
SCHEDULER
Parameter:
#string ScheduleID
(optional) The ScheduleID of the planned (repeating) 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:
SCHEDULER
Parameters:
#table MasterObject
Specified for which Moose object the timer is setup. If a value of nil is provided, a scheduler will be setup without an object reference.
#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 SchedulerArguments
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
#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 time 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
Time interval in seconds after which the scheduler will be stopped.
#number TraceLevel
Trace level [0,3]. Default 3.
Core.Fsm#FSM Fsm
Finite state model.
Return value:
#string:
The Schedule ID of the planned schedule.
(Re-)Starts the schedules or a specific schedule if a valid ScheduleID is provided.
Defined in:
SCHEDULER
Parameter:
#string ScheduleID
(Optional) The Schedule ID of the planned (repeating) schedule.
Stops the schedules or a specific schedule if a valid ScheduleID is provided.
Defined in:
SCHEDULER
Parameter:
#string ScheduleID
(Optional) The ScheduleID of the planned (repeating) schedule.
Field(s)
Master object.
Table of schedules.
Trace info if true.
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.
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 S_EVENT_PLAYER_ENTER_AIRCRAFT
event.
Creation of a Remove Unit Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Takeoff Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
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.
Returns the event dispatcher
Remove all subscribed events
Trace a function call.
Must be at the beginning of the function logic.
Trace a function call level 2.
Must be at the beginning of the function logic.
Trace a function call level 3.
Must be at the beginning of the function logic.
Get the ClassID of the class instance.
Get the ClassName of the class instance.
Get the ClassName + ClassID of the class instance.
The ClassName + ClassID is formatted as '%s#%09d'.
Get the Class 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 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:
Core.Event#EVENTS EventID
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.
This is the worker method to inherit from a parent class.
Defined in:
Parameters:
Child
is the Child class that inherits.
#BASE Parent
is the Parent class that the Child inherits from.
Return value:
Child
This is the worker method to check if an object is an (sub)instance of a class.
Examples:
ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
Defined in:
Parameter:
ClassName
is the name of the class or the class itself to run the check against
Return value:
#boolean:
Enquires if tracing is on (for the class).
BASE constructor.
This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
function EVENT:New()
local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
return self
end
Occurs when an 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.
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.
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
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
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.
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.
Discard chair after ejection.
Have a look at the class Core.Event#EVENT as these are just the prototypes.
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.
Occurs when a dynamic cargo crate is removed.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
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.
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
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.
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.
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.
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
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
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
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.
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.
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.
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.
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.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
Trace a function logic level 2.
Can be anywhere within the function logic.
Trace a function logic level 3.
Can be anywhere within the function logic.
Trace all methods in MOOSE
Set tracing for a class
Set tracing for a specific method of class
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.
Defined in:
Parameter:
#boolean TraceOnOff
Switch the tracing on or off.
Usage:
-- Switch the tracing On
BASE:TraceOnOff( true )
-- Switch the tracing Off
BASE:TraceOnOff( false )
UnSubscribe to a DCS event.
Trace a function call.
This function is private.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
(Internal) Serialize arguments
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.