Module Core.Set
Core - Define collections of objects to perform bulk actions and logically group objects.
Features:
- Dynamically maintain collections of objects.
- Manually modify the collection, by adding or removing objects.
- Collections of different types.
- Validate the presence of objects in the collection.
- Perform bulk actions on collection.
Group objects or data of the same type into a collection, which is either:
- Manually managed using the :Add...() or :Remove...() methods. The initial SET can be filtered with the **SET_BASE.FilterOnce()** method.
- Dynamically updated when new objects are created or objects are destroyed using the **SET_BASE.FilterStart()** method.
Various types of SET_ classes are available:
- #SET_GROUP: Defines a collection of Wrapper.Groups filtered by filter criteria.
- #SET_UNIT: Defines a collection of Wrapper.Units filtered by filter criteria.
- #SET_STATIC: Defines a collection of Wrapper.Statics filtered by filter criteria.
- #SET_CLIENT: Defines a collection of Wrapper.Clients filtered by filter criteria.
- #SET_AIRBASE: Defines a collection of Wrapper.Airbases filtered by filter criteria.
- #SET_CARGO: Defines a collection of Cargo.Cargos filtered by filter criteria.
- #SET_ZONE: Defines a collection of Core.Zones filtered by filter criteria.
- #SET_SCENERY: Defines a collection of Wrapper.Scenerys added via a filtered #SET_ZONE.
- #SET_DYNAMICCARGO: Defines a collection of Wrapper.DynamicCargos filtered by filter criteria.
These classes are derived from #SET_BASE, which contains the main methods to manage the collections.
A multitude of other methods are available in the individual set classes that allow to:
- Validate the presence of objects in the SET.
- Trigger events when objects in the SET change a zone presence.
Notes on FilterPrefixes()
:
This filter always looks for a partial match somewhere in the given field. LUA regular expression apply here, so special characters in names like minus, dot, hash (#) etc might lead to unexpected results.
Have a read through the following to understand the application of regular expressions: LUA regular expressions.
For example, setting a filter like so FilterPrefixes("Huey")
is perfectly all right, whilst FilterPrefixes("UH-1H Al-Assad")
might not be due to the minus signs. A quick fix here is to use a dot (.)
in place of the special character, or escape it with a percentage sign (%), i.e. either FilterPrefixes("UH.1H Al.Assad")
or FilterPrefixes("UH%-1H Al%-Assad")
will give you the expected results.
Author: FlightControl
Contributions: funkyfranky, applevangelist
Global(s)
Global SET_AIRBASE |
Mission designers can use the Core.Set#SET_AIRBASE class to build sets of airbases optionally belonging to certain:
SET_AIRBASE constructorCreate a new SET_AIRBASE object with the SET_AIRBASE.New method:
|
Mission designers can use the Core.Set#SET_AIRBASE class to build sets of airbases optionally belonging to certain:
- Coalitions
SET_AIRBASE constructor
Create a new SET_AIRBASE object with the SET_AIRBASE.New method:
- SET_AIRBASE.New: Creates a new SET_AIRBASE object.
Add or Remove AIRBASEs from SET_AIRBASE
AIRBASEs can be added and removed using the Core.Set#SET_AIRBASE.AddAirbasesByName and Core.Set#SET_AIRBASE.RemoveAirbasesByName respectively. These methods take a single AIRBASE name or an array of AIRBASE names to be added or removed from SET_AIRBASE.
SET_AIRBASE filter criteria
You can set filter criteria to define the set of clients within the SET_AIRBASE. Filter criteria are defined by:
- SET_AIRBASE.FilterCoalitions: Builds the SET_AIRBASE with the airbases belonging to the coalition(s).
Once the filter criteria have been set for the SET_AIRBASE, you can start filtering using:
- SET_AIRBASE.FilterStart: Starts the filtering of the airbases within the SET_AIRBASE.
SET_AIRBASE iterators
Once the filters have been defined and the SET_AIRBASE has been built, you can iterate the SET_AIRBASE with the available iterator methods. The iterator methods will walk the SET_AIRBASE set, and call for each airbase within the set a function that you provide. The following iterator methods are currently available within the SET_AIRBASE:
- SET_AIRBASE.ForEachAirbase: Calls a function for each airbase it finds within the SET_AIRBASE.
Global SET_BASE |
The Core.Set#SET_BASE class defines the core functions that define a collection of objects. |
The Core.Set#SET_BASE class defines the core functions that define a collection of objects.
A SET provides iterators to iterate the SET, but will temporarily yield the ForEach iterator loop at defined "intervals" to the mail simulator loop. In this way, large loops can be done while not blocking the simulator main processing loop. The default "yield interval" is after 10 objects processed. The default "time interval" is after 0.001 seconds.
Add or remove objects from the SET
Some key core functions are Core.Set#SET_BASE.Add and Core.Set#SET_BASE.Remove to add or remove objects from the SET in your logic.
Define the SET iterator "yield interval" and the "time interval"
Modify the iterator intervals with the Core.Set#SET_BASE.SetIteratorIntervals method. You can set the "yield interval", and the "time interval". (See above).
Global SET_CARGO |
Mission designers can use the Core.Set#SET_CARGO class to build sets of cargos optionally belonging to certain:
SET_CARGO constructorCreate a new SET_CARGO object with the SET_CARGO.New method:
|
Mission designers can use the Core.Set#SET_CARGO class to build sets of cargos optionally belonging to certain:
- Coalitions
- Types
- Name or Prefix
SET_CARGO constructor
Create a new SET_CARGO object with the SET_CARGO.New method:
- SET_CARGO.New: Creates a new SET_CARGO object.
Add or Remove CARGOs from SET_CARGO
CARGOs can be added and removed using the Core.Set#SET_CARGO.AddCargosByName and Core.Set#SET_CARGO.RemoveCargosByName respectively. These methods take a single CARGO name or an array of CARGO names to be added or removed from SET_CARGO.
SET_CARGO filter criteria
You can set filter criteria to automatically maintain the SET_CARGO contents. Filter criteria are defined by:
- SET_CARGO.FilterCoalitions: Builds the SET_CARGO with the cargos belonging to the coalition(s).
- SET_CARGO.FilterPrefixes: Builds the SET_CARGO with the cargos containing the same string(s). Attention! LUA regular expression apply here, so special characters in names like minus, dot, hash (#) etc might lead to unexpected results. Have a read through here to understand the application of regular expressions: LUA regular expressions
- SET_CARGO.FilterTypes: Builds the SET_CARGO with the cargos belonging to the cargo type(s).
- SET_CARGO.FilterCountries: Builds the SET_CARGO with the cargos belonging to the country(ies).
Once the filter criteria have been set for the SET_CARGO, you can start filtering using:
- SET_CARGO.FilterStart: Starts the filtering of the cargos within the SET_CARGO.
SET_CARGO iterators
Once the filters have been defined and the SET_CARGO has been built, you can iterate the SET_CARGO with the available iterator methods. The iterator methods will walk the SET_CARGO set, and call for each cargo within the set a function that you provide. The following iterator methods are currently available within the SET_CARGO:
- SET_CARGO.ForEachCargo: Calls a function for each cargo it finds within the SET_CARGO.
Global SET_CLIENT |
Mission designers can use the Core.Set#SET_CLIENT class to build sets of units belonging to certain:
|
Mission designers can use the Core.Set#SET_CLIENT class to build sets of units belonging to certain:
- Coalitions
- Categories
- Countries
- Client types
- Starting with certain prefix strings.
1) SET_CLIENT constructor
Create a new SET_CLIENT object with the SET_CLIENT.New method:
- SET_CLIENT.New: Creates a new SET_CLIENT object.
2) Add or Remove CLIENT(s) from SET_CLIENT
CLIENTs can be added and removed using the Core.Set#SET_CLIENT.AddClientsByName and Core.Set#SET_CLIENT.RemoveClientsByName respectively. These methods take a single CLIENT name or an array of CLIENT names to be added or removed from SET_CLIENT.
3) SET_CLIENT filter criteria
You can set filter criteria to define the set of clients within the SET_CLIENT. Filter criteria are defined by:
- SET_CLIENT.FilterCoalitions: Builds the SET_CLIENT with the clients belonging to the coalition(s).
- SET_CLIENT.FilterCategories: Builds the SET_CLIENT with the clients belonging to the category(ies).
- SET_CLIENT.FilterTypes: Builds the SET_CLIENT with the clients belonging to the client type(s).
- SET_CLIENT.FilterCountries: Builds the SET_CLIENT with the clients belonging to the country(ies).
- SET_CLIENT.FilterPrefixes: Builds the SET_CLIENT with the clients containing the same string(s) in their unit/pilot name. Attention! LUA regular expression apply here, so special characters in names like minus, dot, hash (#) etc might lead to unexpected results. Have a read through here to understand the application of regular expressions: LUA regular expressions
- SET_CLIENT.FilterActive: Builds the SET_CLIENT with the units that are only active. Units that are inactive (late activation) won't be included in the set!
- SET_CLIENT.FilterZones: Builds the SET_CLIENT with the clients within a Core.Zone#ZONE.
- SET_CLIENT.FilterFunction: Builds the SET_CLIENT with a custom condition.
Once the filter criteria have been set for the SET_CLIENT, you can start filtering using:
- SET_CLIENT.FilterStart: Starts the filtering of the clients dynamically.
- SET_CLIENT.FilterOnce: Filters the clients once.
4) SET_CLIENT iterators
Once the filters have been defined and the SET_CLIENT has been built, you can iterate the SET_CLIENT with the available iterator methods. The iterator methods will walk the SET_CLIENT set, and call for each element within the set a function that you provide. The following iterator methods are currently available within the SET_CLIENT:
- SET_CLIENT.ForEachClient: Calls a function for each alive client it finds within the SET_CLIENT.
Global SET_DYNAMICCARGO |
The Core.Set#SET_DYNAMICCARGO class defines the functions that define a collection of objects form Wrapper.DynamicCargo#DYNAMICCARGO. |
The Core.Set#SET_DYNAMICCARGO class defines the functions that define a collection of objects form Wrapper.DynamicCargo#DYNAMICCARGO.
A SET provides iterators to iterate the SET. - Mission designers can use the SET_DYNAMICCARGO class to build sets of cargos belonging to certain:
- Coalitions
- Categories
- Countries
- Static types
- Starting with certain prefix strings.
- Etc.
SET_DYNAMICCARGO constructor
Create a new SET_DYNAMICCARGO object with the SET_DYNAMICCARGO.New method:
- SET_DYNAMICCARGO.New: Creates a new SET_DYNAMICCARGO object.
SET_DYNAMICCARGO filter criteria
You can set filter criteria to define the set of objects within the SET_DYNAMICCARGO. Filter criteria are defined by:
- SET_DYNAMICCARGO.FilterCoalitions: Builds the SET_DYNAMICCARGO with the objects belonging to the coalition(s).
- SET_DYNAMICCARGO.FilterTypes: Builds the SET_DYNAMICCARGO with the cargos belonging to the statiy type name(s).
- SET_DYNAMICCARGO.FilterCountries: Builds the SET_DYNAMICCARGO with the objects belonging to the country(ies).
- SET_DYNAMICCARGO.FilterNamePatterns, SET_DYNAMICCARGO.FilterPrefixes: Builds the SET_DYNAMICCARGO with the cargo containing the same string(s) in their name. Attention! LUA regular expression apply here, so special characters in names like minus, dot, hash (#) etc might lead to unexpected results. Have a read through here to understand the application of regular expressions: LUA regular expressions
- SET_DYNAMICCARGO.FilterZones: Builds the SET_DYNAMICCARGO with the cargo within a Core.Zone#ZONE.
- SET_DYNAMICCARGO.FilterFunction: Builds the SET_DYNAMICCARGO with a custom condition.
- SET_DYNAMICCARGO.FilterCurrentOwner: Builds the SET_DYNAMICCARGO with a specific owner name.
- SET_DYNAMICCARGO.FilterIsLoaded: Builds the SET_DYNAMICCARGO which is in state LOADED.
- SET_DYNAMICCARGO.FilterIsNew: Builds the SET_DYNAMICCARGO with is in state NEW.
- SET_DYNAMICCARGO.FilterIsUnloaded: Builds the SET_DYNAMICCARGO with is in state UNLOADED.
Once the filter criteria have been set for the SET_DYNAMICCARGO, you can start and stop filtering using:
- SET_DYNAMICCARGO.FilterStart: Starts the continous filtering of the objects within the SET_DYNAMICCARGO.
- SET_DYNAMICCARGO.FilterStop: Stops the continous filtering of the objects within the SET_DYNAMICCARGO.
- SET_DYNAMICCARGO.FilterOnce: Filters once for the objects within the SET_DYNAMICCARGO.
SET_DYNAMICCARGO iterators
Once the filters have been defined and the SET_DYNAMICCARGO has been built, you can iterate the SET_DYNAMICCARGO with the available iterator methods. The iterator methods will walk the SET_DYNAMICCARGO set, and call for each element within the set a function that you provide. The following iterator methods are currently available within the SET_DYNAMICCARGO:
- SET_DYNAMICCARGO.ForEach: Calls a function for each alive dynamic cargo it finds within the SET_DYNAMICCARGO.
SET_DYNAMICCARGO atomic methods
Various methods exist for a SET_DYNAMICCARGO to perform actions or calculations and retrieve results from the SET_DYNAMICCARGO:
- SET_DYNAMICCARGO.GetOwnerClientObjects(): Retrieve the type names of the Wrapper.Statics in the SET, delimited by a comma.
- SET_DYNAMICCARGO.GetOwnerNames(): Retrieve the type names of the Wrapper.Statics in the SET, delimited by a comma.
- SET_DYNAMICCARGO.GetStorageObjects(): Retrieve the type names of the Wrapper.Statics in the SET, delimited by a comma.
Global SET_GROUP |
Mission designers can use the Core.Set#SET_GROUP class to build sets of groups belonging to certain:
|
Mission designers can use the Core.Set#SET_GROUP class to build sets of groups belonging to certain:
- Coalitions
- Categories
- Countries
- Starting with certain prefix strings.
SET_GROUP constructor
Create a new SET_GROUP object with the SET_GROUP.New method:
- SET_GROUP.New: Creates a new SET_GROUP object.
Add or Remove GROUP(s) from SET_GROUP
GROUPS can be added and removed using the Core.Set#SET_GROUP.AddGroupsByName and Core.Set#SET_GROUP.RemoveGroupsByName respectively. These methods take a single GROUP name or an array of GROUP names to be added or removed from SET_GROUP.
SET_GROUP filter criteria
You can set filter criteria to define the set of groups within the SET_GROUP. Filter criteria are defined by:
- SET_GROUP.FilterCoalitions: Builds the SET_GROUP with the groups belonging to the coalition(s).
- SET_GROUP.FilterCategories: Builds the SET_GROUP with the groups belonging to the category(ies).
- SET_GROUP.FilterCountries: Builds the SET_GROUP with the groups belonging to the country(ies).
- SET_GROUP.FilterPrefixes: Builds the SET_GROUP with the groups containing the given string in the group name. Attention! LUA regular expression apply here, so special characters in names like minus, dot, hash (#) etc might lead to unexpected results. Have a read through here to understand the application of regular expressions: LUA regular expressions
- SET_GROUP.FilterActive: Builds the SET_GROUP with the groups that are only active. Groups that are inactive (late activation) won't be included in the set!
For the Category Filter, extra methods have been added:
- SET_GROUP.FilterCategoryAirplane: Builds the SET_GROUP from airplanes.
- SET_GROUP.FilterCategoryHelicopter: Builds the SET_GROUP from helicopters.
- SET_GROUP.FilterCategoryGround: Builds the SET_GROUP from ground vehicles or infantry.
- SET_GROUP.FilterCategoryShip: Builds the SET_GROUP from ships.
- SET_GROUP.FilterCategoryStructure: Builds the SET_GROUP from structures.
- SET_GROUP.FilterZones: Builds the SET_GROUP with the groups within a Core.Zone#ZONE.
- SET_GROUP.FilterFunction: Builds the SET_GROUP with a custom condition.
Once the filter criteria have been set for the SET_GROUP, you can start filtering using:
- SET_GROUP.FilterStart: Starts the filtering of the groups within the SET_GROUP and add or remove GROUP objects dynamically.
- SET_GROUP.FilterOnce: Filters of the groups once.
SET_GROUP iterators
Once the filters have been defined and the SET_GROUP has been built, you can iterate the SET_GROUP with the available iterator methods. The iterator methods will walk the SET_GROUP set, and call for each element within the set a function that you provide. The following iterator methods are currently available within the SET_GROUP:
- SET_GROUP.ForEachGroup: Calls a function for each alive group it finds within the SET_GROUP.
- SET_GROUP.ForEachGroupCompletelyInZone: Iterate the SET_GROUP and call an iterator function for each alive GROUP presence completely in a Core.Zone, providing the GROUP and optional parameters to the called function.
- SET_GROUP.ForEachGroupPartlyInZone: Iterate the SET_GROUP and call an iterator function for each alive GROUP presence partly in a Core.Zone, providing the GROUP and optional parameters to the called function.
- SET_GROUP.ForEachGroupNotInZone: Iterate the SET_GROUP and call an iterator function for each alive GROUP presence not in a Core.Zone, providing the GROUP and optional parameters to the called function.
SET_GROUP trigger events on the GROUP objects.
The SET is derived from the FSM class, which provides extra capabilities to track the contents of the GROUP objects in the SET_GROUP.
When a GROUP object crashes or is dead, the SET_GROUP will trigger a Dead event.
You can handle the event using the OnBefore and OnAfter event handlers. The event handlers need to have the parameters From, Event, To, GroupObject. The GroupObject is the GROUP object that is dead and within the SET_GROUP, and is passed as a parameter to the event handler. See the following example:
-- Create the SetCarrier SET_GROUP collection.
local SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()
-- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset.
function SetHelicopter:OnAfterDead( From, Event, To, GroupObject )
--self:F( { GroupObject = GroupObject:GetName() } )
end
While this is a good example, there is a catch.
Imagine you want to execute the code above, the the self would need to be from the object declared outside (above) the OnAfterDead method.
So, the self would need to contain another object. Fortunately, this can be done, but you must use then the .
notation for the method.
See the modified example:
-- Now we have a constructor of the class AI_CARGO_DISPATCHER, that receives the SetHelicopter as a parameter.
-- Within that constructor, we want to set an enclosed event handler OnAfterDead for SetHelicopter.
-- But within the OnAfterDead method, we want to refer to the self variable of the AI_CARGO_DISPATCHER.
function AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZones )
local self = BASE:Inherit( self, FSM:New() ) -- #AI_CARGO_DISPATCHER
-- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset.
-- Note the "." notation, and the explicit declaration of SetHelicopter, which would be using the ":" notation the implicit self variable declaration.
function SetHelicopter.OnAfterDead( SetHelicopter, From, Event, To, GroupObject )
SetHelicopter:F( { GroupObject = GroupObject:GetName() } )
self.PickupCargo[GroupObject] = nil -- So here I clear the PickupCargo table entry of the self object AI_CARGO_DISPATCHER.
self.CarrierHome[GroupObject] = nil
end
end
Global SET_OPSGROUP |
Mission designers can use the Core.Set#SET_OPSGROUP class to build sets of OPS groups belonging to certain:
SET_OPSGROUP constructorCreate a new SET_OPSGROUP object with the SET_OPSGROUP.New method:
|
Mission designers can use the Core.Set#SET_OPSGROUP class to build sets of OPS groups belonging to certain:
- Coalitions
- Categories
- Countries
- Contain a certain string pattern
SET_OPSGROUP constructor
Create a new SET_OPSGROUP object with the SET_OPSGROUP.New method:
- SET_OPSGROUP.New: Creates a new SET_OPSGROUP object.
Add or Remove GROUP(s) from SET_OPSGROUP
GROUPS can be added and removed using the Core.Set#SET_OPSGROUP.AddGroupsByName and Core.Set#SET_OPSGROUP.RemoveGroupsByName respectively. These methods take a single GROUP name or an array of GROUP names to be added or removed from SET_OPSGROUP.
SET_OPSGROUP filter criteria
You can set filter criteria to define the set of groups within the SET_OPSGROUP. Filter criteria are defined by:
- SET_OPSGROUP.FilterCoalitions: Builds the SET_OPSGROUP with the groups belonging to the coalition(s).
- SET_OPSGROUP.FilterCategories: Builds the SET_OPSGROUP with the groups belonging to the category(ies).
- SET_OPSGROUP.FilterCountries: Builds the SET_OPSGROUP with the groups belonging to the country(ies).
- SET_OPSGROUP.FilterPrefixes: Builds the SET_OPSGROUP with the groups containing the given string in the group name. Attention! LUA regular expression apply here, so special characters in names like minus, dot, hash (#) etc might lead to unexpected results. Have a read through here to understand the application of regular expressions: LUA regular expressions
- SET_OPSGROUP.FilterActive: Builds the SET_OPSGROUP with the groups that are only active. Groups that are inactive (late activation) won't be included in the set!
For the Category Filter, extra methods have been added:
- SET_OPSGROUP.FilterCategoryAirplane: Builds the SET_OPSGROUP from airplanes.
- SET_OPSGROUP.FilterCategoryHelicopter: Builds the SET_OPSGROUP from helicopters.
- SET_OPSGROUP.FilterCategoryGround: Builds the SET_OPSGROUP from ground vehicles or infantry.
- SET_OPSGROUP.FilterCategoryShip: Builds the SET_OPSGROUP from ships.
Once the filter criteria have been set for the SET_OPSGROUP, you can start filtering using:
- SET_OPSGROUP.FilterStart: Starts the filtering of the groups within the SET_OPSGROUP and add or remove GROUP objects dynamically.
- SET_OPSGROUP.FilterOnce: Filters of the groups once.
SET_OPSGROUP iterators
Once the filters have been defined and the SET_OPSGROUP has been built, you can iterate the SET_OPSGROUP with the available iterator methods. The iterator methods will walk the SET_OPSGROUP set, and call for each element within the set a function that you provide. The following iterator methods are currently available within the SET_OPSGROUP:
- SET_OPSGROUP.ForEachGroup: Calls a function for each alive group it finds within the SET_OPSGROUP.
SET_OPSGROUP trigger events on the GROUP objects.
The SET is derived from the FSM class, which provides extra capabilities to track the contents of the GROUP objects in the SET_OPSGROUP.
When a GROUP object crashes or is dead, the SET_OPSGROUP will trigger a Dead event.
You can handle the event using the OnBefore and OnAfter event handlers. The event handlers need to have the parameters From, Event, To, GroupObject. The GroupObject is the GROUP object that is dead and within the SET_OPSGROUP, and is passed as a parameter to the event handler. See the following example:
-- Create the SetCarrier SET_OPSGROUP collection.
local SetHelicopter = SET_OPSGROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()
-- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset.
function SetHelicopter:OnAfterDead( From, Event, To, GroupObject )
--self:F( { GroupObject = GroupObject:GetName() } )
end
Global SET_OPSZONE |
Mission designers can use the Core.Set#SET_OPSZONE class to build sets of zones of various types. |
Mission designers can use the Core.Set#SET_OPSZONE class to build sets of zones of various types.
SET_OPSZONE constructor
Create a new SET_OPSZONE object with the SET_OPSZONE.New method:
- SET_OPSZONE.New: Creates a new SET_OPSZONE object.
Add or Remove ZONEs from SET_OPSZONE
ZONEs can be added and removed using the Core.Set#SET_OPSZONE.AddZonesByName and Core.Set#SET_OPSZONE.RemoveZonesByName respectively. These methods take a single ZONE name or an array of ZONE names to be added or removed from SET_OPSZONE.
SET_OPSZONE filter criteria
You can set filter criteria to build the collection of zones in SET_OPSZONE. Filter criteria are defined by:
- SET_OPSZONE.FilterPrefixes: Builds the SET_OPSZONE with the zones having a certain text pattern in their name. Attention! LUA regular expression apply here, so special characters in names like minus, dot, hash (#) etc might lead to unexpected results. Have a read through here to understand the application of regular expressions: LUA regular expressions
Once the filter criteria have been set for the SET_OPSZONE, you can start filtering using:
- SET_OPSZONE.FilterStart: Starts the filtering of the zones within the SET_OPSZONE.
SET_OPSZONE iterators
Once the filters have been defined and the SET_OPSZONE has been built, you can iterate the SET_OPSZONE with the available iterator methods. The iterator methods will walk the SET_OPSZONE set, and call for each airbase within the set a function that you provide. The following iterator methods are currently available within the SET_OPSZONE:
- SET_OPSZONE.ForEachZone: Calls a function for each zone it finds within the SET_OPSZONE.
Global SET_PLAYER |
Mission designers can use the Core.Set#SET_PLAYER class to build sets of units belonging to alive players: SET_PLAYER constructorCreate a new SET_PLAYER object with the SET_PLAYER.New method:
|
Mission designers can use the Core.Set#SET_PLAYER class to build sets of units belonging to alive players:
SET_PLAYER constructor
Create a new SET_PLAYER object with the SET_PLAYER.New method:
- SET_PLAYER.New: Creates a new SET_PLAYER object.
SET_PLAYER filter criteria
You can set filter criteria to define the set of clients within the SET_PLAYER. Filter criteria are defined by:
- SET_PLAYER.FilterCoalitions: Builds the SET_PLAYER with the clients belonging to the coalition(s).
- SET_PLAYER.FilterCategories: Builds the SET_PLAYER with the clients belonging to the category(ies).
- SET_PLAYER.FilterTypes: Builds the SET_PLAYER with the clients belonging to the client type(s).
- SET_PLAYER.FilterCountries: Builds the SET_PLAYER with the clients belonging to the country(ies).
- SET_PLAYER.FilterPrefixes: Builds the SET_PLAYER with the clients sharing the same string(s) in their unit/pilot name. Attention! LUA regular expression apply here, so special characters in names like minus, dot, hash (#) etc might lead to unexpected results. Have a read through here to understand the application of regular expressions: LUA regular expressions
Once the filter criteria have been set for the SET_PLAYER, you can start filtering using:
- SET_PLAYER.FilterStart: Starts the filtering of the clients within the SET_PLAYER.
Planned filter criteria within development are (so these are not yet available):
- SET_PLAYER.FilterZones: Builds the SET_PLAYER with the clients within a Core.Zone#ZONE.
SET_PLAYER iterators
Once the filters have been defined and the SET_PLAYER has been built, you can iterate the SET_PLAYER with the available iterator methods. The iterator methods will walk the SET_PLAYER set, and call for each element within the set a function that you provide. The following iterator methods are currently available within the SET_PLAYER:
- SET_PLAYER.ForEachClient: Calls a function for each alive client it finds within the SET_PLAYER.
Global SET_SCENERY |
Mission designers can use the SET_SCENERY class to build sets of scenery belonging to certain:
SET_SCENERY constructorCreate a new SET_SCENERY object with the SET_SCENERY.New method:
|
Mission designers can use the SET_SCENERY class to build sets of scenery belonging to certain:
- Zone Sets
SET_SCENERY constructor
Create a new SET_SCENERY object with the SET_SCENERY.New method:
- SET_SCENERY.New: Creates a new SET_SCENERY object.
Add or Remove SCENERY(s) from SET_SCENERY
SCENERYs can be added and removed using the Core.Set#SET_SCENERY.AddSceneryByName and Core.Set#SET_SCENERY.RemoveSceneryByName respectively. These methods take a single SCENERY name or an array of SCENERY names to be added or removed from SET_SCENERY.
SET_SCENERY filter criteria
N/A at the moment
SET_SCENERY iterators
Once the filters have been defined and the SET_SCENERY has been built, you can iterate the SET_SCENERY with the available iterator methods. The iterator methods will walk the SET_SCENERY set, and call for each element within the set a function that you provide. The following iterator methods are currently available within the SET_SCENERY:
- SET_SCENERY.ForEachScenery: Calls a function for each alive object it finds within the SET_SCENERY.
SET_SCENERY atomic methods
N/A at the moment
Global SET_STATIC |
Mission designers can use the SET_STATIC class to build sets of Statics belonging to certain:
|
Mission designers can use the SET_STATIC class to build sets of Statics belonging to certain:
- Coalitions
- Categories
- Countries
- Static types
- Starting with certain prefix strings.
SET_STATIC constructor
Create a new SET_STATIC object with the SET_STATIC.New method:
- SET_STATIC.New: Creates a new SET_STATIC object.
Add or Remove STATIC(s) from SET_STATIC
STATICs can be added and removed using the Core.Set#SET_STATIC.AddStaticsByName and Core.Set#SET_STATIC.RemoveStaticsByName respectively. These methods take a single STATIC name or an array of STATIC names to be added or removed from SET_STATIC.
SET_STATIC filter criteria
You can set filter criteria to define the set of units within the SET_STATIC. Filter criteria are defined by:
- SET_STATIC.FilterCoalitions: Builds the SET_STATIC with the units belonging to the coalition(s).
- SET_STATIC.FilterCategories: Builds the SET_STATIC with the units belonging to the category(ies).
- SET_STATIC.FilterTypes: Builds the SET_STATIC with the units belonging to the unit type(s).
- SET_STATIC.FilterCountries: Builds the SET_STATIC with the units belonging to the country(ies).
- SET_STATIC.FilterPrefixes: Builds the SET_STATIC with the units containing the same string(s) in their name. Attention! LUA regular expression apply here, so special characters in names like minus, dot, hash (#) etc might lead to unexpected results. Have a read through here to understand the application of regular expressions: LUA regular expressions
- SET_STATIC.FilterZones: Builds the SET_STATIC with the units within a Core.Zone#ZONE.
- SET_STATIC.FilterFunction: Builds the SET_STATIC with a custom condition.
Once the filter criteria have been set for the SET_STATIC, you can start filtering using:
- SET_STATIC.FilterStart: Starts the filtering of the units within the SET_STATIC.
SET_STATIC iterators
Once the filters have been defined and the SET_STATIC has been built, you can iterate the SET_STATIC with the available iterator methods. The iterator methods will walk the SET_STATIC set, and call for each element within the set a function that you provide. The following iterator methods are currently available within the SET_STATIC:
- SET_STATIC.ForEachStatic: Calls a function for each alive unit it finds within the SET_STATIC.
- SET_STATIC.ForEachStaticCompletelyInZone: Iterate the SET_STATIC and call an iterator function for each alive STATIC presence completely in a Core.Zone, providing the STATIC and optional parameters to the called function.
- SET_STATIC.ForEachStaticInZone: Iterate the SET_STATIC and call an iterator function for each alive STATIC presence completely in a Core.Zone, providing the STATIC and optional parameters to the called function.
- SET_STATIC.ForEachStaticNotInZone: Iterate the SET_STATIC and call an iterator function for each alive STATIC presence not in a Core.Zone, providing the STATIC and optional parameters to the called function.
SET_STATIC atomic methods
Various methods exist for a SET_STATIC to perform actions or calculations and retrieve results from the SET_STATIC:
- SET_STATIC.GetTypeNames(): Retrieve the type names of the Wrapper.Statics in the SET, delimited by a comma.
Global SET_UNIT |
Mission designers can use the SET_UNIT class to build sets of units belonging to certain:
|
Mission designers can use the SET_UNIT class to build sets of units belonging to certain:
- Coalitions
- Categories
- Countries
- Unit types
- Starting with certain prefix strings.
1) SET_UNIT constructor
Create a new SET_UNIT object with the SET_UNIT.New method:
- SET_UNIT.New: Creates a new SET_UNIT object.
2) Add or Remove UNIT(s) from SET_UNIT
UNITs can be added and removed using the Core.Set#SET_UNIT.AddUnitsByName and Core.Set#SET_UNIT.RemoveUnitsByName respectively. These methods take a single UNIT name or an array of UNIT names to be added or removed from SET_UNIT.
3) SET_UNIT filter criteria
You can set filter criteria to define the set of units within the SET_UNIT. Filter criteria are defined by:
- SET_UNIT.FilterCoalitions: Builds the SET_UNIT with the units belonging to the coalition(s).
- SET_UNIT.FilterCategories: Builds the SET_UNIT with the units belonging to the category(ies).
- SET_UNIT.FilterTypes: Builds the SET_UNIT with the units belonging to the unit type(s).
- SET_UNIT.FilterCountries: Builds the SET_UNIT with the units belonging to the country(ies).
- SET_UNIT.FilterPrefixes: Builds the SET_UNIT with the units sharing the same string(s) in their name. Attention! LUA regular expression apply here, so special characters in names like minus, dot, hash (#) etc might lead to unexpected results. Have a read through here to understand the application of regular expressions: LUA regular expressions
- SET_UNIT.FilterActive: Builds the SET_UNIT with the units that are only active. Units that are inactive (late activation) won't be included in the set!
- SET_UNIT.FilterZones: Builds the SET_UNIT with the units within a Core.Zone#ZONE.
- SET_UNIT.FilterFunction: Builds the SET_UNIT with a custom condition.
Once the filter criteria have been set for the SET_UNIT, you can start filtering using:
- SET_UNIT.FilterStart: Starts the filtering of the units dynamically.
- SET_UNIT.FilterOnce: Filters of the units once.
4) SET_UNIT iterators
Once the filters have been defined and the SET_UNIT has been built, you can iterate the SET_UNIT with the available iterator methods. The iterator methods will walk the SET_UNIT set, and call for each element within the set a function that you provide. The following iterator methods are currently available within the SET_UNIT:
- SET_UNIT.ForEachUnit: Calls a function for each alive unit it finds within the SET_UNIT.
- SET_UNIT.ForEachUnitInZone: Iterate the SET_UNIT and call an iterator function for each alive UNIT object presence completely in a Core.Zone, providing the UNIT object and optional parameters to the called function.
- SET_UNIT.ForEachUnitNotInZone: Iterate the SET_UNIT and call an iterator function for each alive UNIT object presence not in a Core.Zone, providing the UNIT object and optional parameters to the called function.
- #SET_UNIT: Iterate the SET_UNIT sorted *per Threat Level and call an iterator function for each alive UNIT, providing the UNIT and optional parameters
5) SET_UNIT atomic methods
Various methods exist for a SET_UNIT to perform actions or calculations and retrieve results from the SET_UNIT:
- SET_UNIT.GetTypeNames(): Retrieve the type names of the Wrapper.Units in the SET, delimited by a comma.
6) SET_UNIT trigger events on the UNIT objects.
The SET is derived from the FSM class, which provides extra capabilities to track the contents of the UNIT objects in the SET_UNIT.
6.1) When a UNIT object crashes or is dead, the SET_UNIT will trigger a Dead event.
You can handle the event using the OnBefore and OnAfter event handlers. The event handlers need to have the parameters From, Event, To, GroupObject. The GroupObject is the UNIT object that is dead and within the SET_UNIT, and is passed as a parameter to the event handler. See the following example:
-- Create the SetCarrier SET_UNIT collection.
local SetHelicopter = SET_UNIT:New():FilterPrefixes( "Helicopter" ):FilterStart()
-- Put a Dead event handler on SetCarrier, to ensure that when a carrier unit is destroyed, that all internal parameters are reset.
function SetHelicopter:OnAfterDead( From, Event, To, UnitObject )
--self:F( { UnitObject = UnitObject:GetName() } )
end
While this is a good example, there is a catch.
Imagine you want to execute the code above, the the self would need to be from the object declared outside (above) the OnAfterDead method.
So, the self would need to contain another object. Fortunately, this can be done, but you must use then the .
notation for the method.
See the modified example:
-- Now we have a constructor of the class AI_CARGO_DISPATCHER, that receives the SetHelicopter as a parameter.
-- Within that constructor, we want to set an enclosed event handler OnAfterDead for SetHelicopter.
-- But within the OnAfterDead method, we want to refer to the self variable of the AI_CARGO_DISPATCHER.
function ACLASS:New( SetCarrier, SetCargo, SetDeployZones )
local self = BASE:Inherit( self, FSM:New() ) -- #AI_CARGO_DISPATCHER
-- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset.
-- Note the "." notation, and the explicit declaration of SetHelicopter, which would be using the ":" notation the implicit self variable declaration.
function SetHelicopter.OnAfterDead( SetHelicopter, From, Event, To, UnitObject )
SetHelicopter:F( { UnitObject = UnitObject:GetName() } )
self.array[UnitObject] = nil -- So here I clear the array table entry of the self object ACLASS.
end
end
Global SET_ZONE |
Mission designers can use the Core.Set#SET_ZONE class to build sets of zones of various types. |
Mission designers can use the Core.Set#SET_ZONE class to build sets of zones of various types.
SET_ZONE constructor
Create a new SET_ZONE object with the SET_ZONE.New method:
- SET_ZONE.New: Creates a new SET_ZONE object.
Add or Remove ZONEs from SET_ZONE
ZONEs can be added and removed using the Core.Set#SET_ZONE.AddZonesByName and Core.Set#SET_ZONE.RemoveZonesByName respectively. These methods take a single ZONE name or an array of ZONE names to be added or removed from SET_ZONE.
SET_ZONE filter criteria
You can set filter criteria to build the collection of zones in SET_ZONE. Filter criteria are defined by:
- SET_ZONE.FilterPrefixes: Builds the SET_ZONE with the zones having a certain text pattern in their name. Attention! LUA regular expression apply here, so special characters in names like minus, dot, hash (#) etc might lead to unexpected results. Have a read through here to understand the application of regular expressions: LUA regular expressions
Once the filter criteria have been set for the SET_ZONE, you can start filtering using:
- SET_ZONE.FilterStart: Starts the filtering of the zones within the SET_ZONE.
SET_ZONE iterators
Once the filters have been defined and the SET_ZONE has been built, you can iterate the SET_ZONE with the available iterator methods. The iterator methods will walk the SET_ZONE set, and call for each airbase within the set a function that you provide. The following iterator methods are currently available within the SET_ZONE:
- SET_ZONE.ForEachZone: Calls a function for each zone it finds within the SET_ZONE.
Global SET_ZONE_GOAL |
Mission designers can use the Core.Set#SET_ZONE_GOAL class to build sets of zones of various types. |
Mission designers can use the Core.Set#SET_ZONE_GOAL class to build sets of zones of various types.
SET_ZONE_GOAL constructor
Create a new SET_ZONE_GOAL object with the SET_ZONE_GOAL.New method:
- SET_ZONE_GOAL.New: Creates a new SET_ZONE_GOAL object.
Add or Remove ZONEs from SET_ZONE_GOAL
ZONEs can be added and removed using the Core.Set#SET_ZONE_GOAL.AddZonesByName and Core.Set#SET_ZONE_GOAL.RemoveZonesByName respectively. These methods take a single ZONE name or an array of ZONE names to be added or removed from SET_ZONE_GOAL.
SET_ZONE_GOAL filter criteria
You can set filter criteria to build the collection of zones in SET_ZONE_GOAL. Filter criteria are defined by:
- SET_ZONE_GOAL.FilterPrefixes: Builds the SET_ZONE_GOAL with the zones having a certain text pattern in their name. Attention! LUA regular expression apply here, so special characters in names like minus, dot, hash (#) etc might lead to unexpected results. Have a read through here to understand the application of regular expressions: LUA regular expressions
Once the filter criteria have been set for the SET_ZONE_GOAL, you can start filtering using:
- SET_ZONE_GOAL.FilterStart: Starts the filtering of the zones within the SET_ZONE_GOAL.
SET_ZONE_GOAL iterators
Once the filters have been defined and the SET_ZONE_GOAL has been built, you can iterate the SET_ZONE_GOAL with the available iterator methods. The iterator methods will walk the SET_ZONE_GOAL set, and call for each airbase within the set a function that you provide. The following iterator methods are currently available within the SET_ZONE_GOAL:
- SET_ZONE_GOAL.ForEachZone: Calls a function for each zone it finds within the SET_ZONE_GOAL.
Type(s)
Fields and Methods inherited from SET_AIRBASE | Description |
---|---|
Add an AIRBASE object to SET_AIRBASE. |
|
Add AIRBASEs to SET_AIRBASE. |
|
Handles the Database to check on an event (birth) that the Object was added in the Database. |
|
Builds a set of airbases out of categories. |
|
Builds a set of airbases of coalitions. |
|
Starts the filtering. |
|
Finds a Airbase based on the Airbase Name. |
|
Finds an Airbase in range of a coordinate. |
|
Handles the Database to check on any event that Object exists in the Database. |
|
Iterate the SET_AIRBASE while identifying the nearest Wrapper.Airbase#AIRBASE from a Core.Point#POINT_VEC2. |
|
Iterate the SET_AIRBASE and call an iterator function for each AIRBASE, providing the AIRBASE and optional parameters. |
|
Finds a random Airbase in the set. |
|
Creates a new SET_AIRBASE object, building a set of airbases belonging to a coalitions and categories. |
|
Base capturing event. |
|
Dead event. |
|
Remove AIRBASEs from SET_AIRBASE. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
|
Add a SET to this set. |
|
Clear the Objects in the Set. |
|
Compare two sets. |
|
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Filters |
|
Clear all filters. |
|
Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
|
[Internal] Add a functional filter |
|
Filters for the defined collection. |
|
Stops the filtering for the defined collection. |
|
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2. |
|
Flushes the current SET_BASE contents in the log ... |
|
SET_AIRBASE:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_AIRBASE:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Gets the first object from the Core.Set#SET_BASE and derived classes. |
|
Gets the last object from the Core.Set#SET_BASE and derived classes. |
|
Gets a string with all the object names. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets the Set. |
|
Get the complement of two sets. |
|
Get the intersection of this set, called A , and another set. |
|
Gets a list of the Names of the Objects in the Set. |
|
Returns a table of the Objects in the Set. |
|
Get the union of two sets. |
|
Get the SET iterator "limit". |
|
Table of indices. |
|
Decides whether an object is in the SET |
|
Decides whether to include the Object. |
|
Decides whether an object is not in the SET |
|
Unused table. |
|
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
SET_AIRBASE:OnAfterAdded(From, Event, To, ObjectName, Object) |
Added Handler OnAfter for SET_BASE |
SET_AIRBASE:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Table of objects. |
|
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
|
Define the SET iterator "limit". |
|
Sort the set by name. |
|
[Internal] Check if the condition functions returns true. |
|
Handles the OnBirth event for the Set. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Starts the filtering for the defined collection. |
|
Finds an Core.Base#BASE object based on the object Name. |
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. |
|
SET_AIRBASE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
SET_AIRBASE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
SET_AIRBASE: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. |
|
SET_AIRBASE: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. |
|
SET_AIRBASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
|
SET_AIRBASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
|
Add a SET to this set. |
|
Clear the Objects in the Set. |
|
Compare two sets. |
|
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Filters |
|
Clear all filters. |
|
Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
|
[Internal] Add a functional filter |
|
Filters for the defined collection. |
|
Stops the filtering for the defined collection. |
|
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2. |
|
Flushes the current SET_BASE contents in the log ... |
|
SET_BASE:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_BASE:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Gets the first object from the Core.Set#SET_BASE and derived classes. |
|
Gets the last object from the Core.Set#SET_BASE and derived classes. |
|
Gets a string with all the object names. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets the Set. |
|
Get the complement of two sets. |
|
Get the intersection of this set, called A , and another set. |
|
Gets a list of the Names of the Objects in the Set. |
|
Returns a table of the Objects in the Set. |
|
Get the union of two sets. |
|
Get the SET iterator "limit". |
|
Table of indices. |
|
Decides whether an object is in the SET |
|
Decides whether to include the Object. |
|
Decides whether an object is not in the SET |
|
Unused table. |
|
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
Added Handler OnAfter for SET_BASE |
|
SET_BASE:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Table of objects. |
|
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
|
Define the SET iterator "limit". |
|
Sort the set by name. |
|
[Internal] Check if the condition functions returns true. |
|
Handles the OnBirth event for the Set. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Starts the filtering for the defined collection. |
|
Finds an Core.Base#BASE object based on the object Name. |
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. |
|
SET_BASE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
SET_BASE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
SET_BASE: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. |
|
SET_BASE: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. |
|
SET_BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
|
SET_BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from SET_BASE.Filters | Description |
---|---|
Coalitions |
|
Prefixes. |
Fields and Methods inherited from SET_CARGO | Description |
---|---|
(R2.1) Add CARGO to SET_CARGO. |
|
(R2.1) Add CARGOs to SET_CARGO. |
|
(R2.1) Handles the Database to check on an event (birth) that the Object was added in the Database. |
|
(R2.1) Builds a set of cargos of coalitions. |
|
(R2.1) Builds a set of cargos of defined countries. |
|
Builds a set of CARGOs that contain a given string in their name. |
|
(R2.1) Starts the filtering. |
|
Stops the filtering for the defined collection. |
|
(R2.1) Builds a set of cargos of defined cargo types. |
|
(R2.1) Finds a Cargo based on the Cargo Name. |
|
(R2.1) Handles the Database to check on any event that Object exists in the Database. |
|
(R2.1) Iterate the SET_CARGO while identifying the nearest Cargo.Cargo#CARGO from a Core.Point#POINT_VEC2. |
|
Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is Deployed. |
|
Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is Loaded. |
|
Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is UnLoaded. |
|
Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is UnLoaded and not Deployed. |
|
(R2.1) Iterate the SET_CARGO and call an iterator function for each CARGO, providing the CARGO and optional parameters. |
|
(R2.1) |
|
Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories. |
|
(R2.1) Handles the OnDead or OnCrash event for alive units set. |
|
(R2.1) Handles the OnEventNewCargo event for the Set. |
|
(R2.1) Remove CARGOs from SET_CARGO. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
|
Add a SET to this set. |
|
Clear the Objects in the Set. |
|
Compare two sets. |
|
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Filters |
|
Clear all filters. |
|
Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
|
[Internal] Add a functional filter |
|
Filters for the defined collection. |
|
Stops the filtering for the defined collection. |
|
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2. |
|
Flushes the current SET_BASE contents in the log ... |
|
SET_CARGO:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_CARGO:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Gets the first object from the Core.Set#SET_BASE and derived classes. |
|
Gets the last object from the Core.Set#SET_BASE and derived classes. |
|
Gets a string with all the object names. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets the Set. |
|
Get the complement of two sets. |
|
Get the intersection of this set, called A , and another set. |
|
Gets a list of the Names of the Objects in the Set. |
|
Returns a table of the Objects in the Set. |
|
Get the union of two sets. |
|
Get the SET iterator "limit". |
|
Table of indices. |
|
Decides whether an object is in the SET |
|
Decides whether to include the Object. |
|
Decides whether an object is not in the SET |
|
Unused table. |
|
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
Added Handler OnAfter for SET_BASE |
|
SET_CARGO:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Table of objects. |
|
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
|
Define the SET iterator "limit". |
|
Sort the set by name. |
|
[Internal] Check if the condition functions returns true. |
|
Handles the OnBirth event for the Set. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Starts the filtering for the defined collection. |
|
Finds an Core.Base#BASE object based on the object Name. |
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. |
|
SET_CARGO:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
SET_CARGO:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
SET_CARGO: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. |
|
SET_CARGO: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. |
|
SET_CARGO:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
|
SET_CARGO:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from SET_CLIENT | Description |
---|---|
Add CLIENT(s) to SET_CLIENT. |
|
Handles the Database to check on an event (birth) that the Object was added in the Database. |
|
Iterate the SET_CLIENT and count alive units. |
|
Builds a set of clients that are only active. |
|
Builds a set of units which exist and are alive. |
|
Builds a set of clients of certain callsigns. |
|
Builds a set of clients out of categories. |
|
Builds a set of clients of coalitions. |
|
Builds a set of clients of defined countries. |
|
[User] Add a custom condition function. |
|
Builds a set of clients of certain playernames. |
|
Builds a set of CLIENTs that contain the given string in their unit/pilot name and NOT the group name! Attention! Bad naming convention as this does not filter only prefixes but all clients that contain the string. |
|
Starts the filtering. |
|
Stops the filtering. |
|
Builds a set of clients of defined client types. |
|
Set filter timer interval for FilterZones if using active filtering with FilterStart(). |
|
Builds a set of clients in zones. |
|
Finds a Client based on the Client Name. |
|
Handles the Database to check on any event that Object exists in the Database. |
|
Iterate the SET_CLIENT and call an iterator function for each alive CLIENT, providing the CLIENT and optional parameters. |
|
SET_CLIENT:ForEachClientInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_CLIENT and call an iterator function for each alive CLIENT presence completely in a Core.Zone, providing the CLIENT and optional parameters to the called function. |
SET_CLIENT:ForEachClientNotInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_CLIENT and call an iterator function for each alive CLIENT presence not in a Core.Zone, providing the CLIENT and optional parameters to the called function. |
Gets the alive set. |
|
Creates a new SET_CLIENT object, building a set of clients belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
Remove CLIENT(s) from SET_CLIENT. |
|
[Internal] Private function for use of continous zone filter |
|
Handle CA slots addition |
|
Handle CA slots removal |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
|
Add a SET to this set. |
|
Clear the Objects in the Set. |
|
Compare two sets. |
|
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Filters |
|
Clear all filters. |
|
Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
|
[Internal] Add a functional filter |
|
Filters for the defined collection. |
|
Stops the filtering for the defined collection. |
|
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2. |
|
Flushes the current SET_BASE contents in the log ... |
|
SET_CLIENT:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_CLIENT:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Gets the first object from the Core.Set#SET_BASE and derived classes. |
|
Gets the last object from the Core.Set#SET_BASE and derived classes. |
|
Gets a string with all the object names. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets the Set. |
|
Get the complement of two sets. |
|
Get the intersection of this set, called A , and another set. |
|
Gets a list of the Names of the Objects in the Set. |
|
Returns a table of the Objects in the Set. |
|
Get the union of two sets. |
|
Get the SET iterator "limit". |
|
Table of indices. |
|
Decides whether an object is in the SET |
|
Decides whether to include the Object. |
|
Decides whether an object is not in the SET |
|
Unused table. |
|
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
SET_CLIENT:OnAfterAdded(From, Event, To, ObjectName, Object) |
Added Handler OnAfter for SET_BASE |
SET_CLIENT:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Table of objects. |
|
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
|
Define the SET iterator "limit". |
|
Sort the set by name. |
|
[Internal] Check if the condition functions returns true. |
|
Handles the OnBirth event for the Set. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Starts the filtering for the defined collection. |
|
Finds an Core.Base#BASE object based on the object Name. |
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. |
|
SET_CLIENT:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
SET_CLIENT:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
SET_CLIENT: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. |
|
SET_CLIENT: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. |
|
SET_CLIENT:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
|
SET_CLIENT:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from SET_DYNAMICCARGO | Description |
---|---|
Filters. |
|
Builds a set of dynamic cargo of defined coalitions. |
|
Builds a set of dynamic cargo of defined countries. |
|
This filter is N/A for SET_DYNAMICCARGO |
|
Builds a set of DYNAMICCARGOs that are owned at the moment by this player name. |
|
This filter is N/A for SET_DYNAMICCARGO |
|
[User] Add a custom condition function. |
|
Builds a set of DYNAMICCARGOs that are in state DYNAMICCARGO.State.LOADED (i.e. |
|
Builds a set of DYNAMICCARGOs that are in state DYNAMICCARGO.State.NEW (i.e. |
|
Builds a set of DYNAMICCARGOs that are in state DYNAMICCARGO.State.LOADED (i.e. |
|
Builds a set of DYNAMICCARGOs that contain the given string in their name. |
|
Builds a set of DYNAMICCARGOs that contain the given string in their name. |
|
Starts the filtering. |
|
Stops the filtering. |
|
Builds a set of dynamic cargo of defined dynamic cargo type names. |
|
Set filter timer interval for FilterZones if using active filtering with FilterStart(). |
|
Builds a set of dynamic cargo in zones. |
|
Handles the Database to check on any event that Object exists in the Database. |
|
Returns a list of current owners (Wrapper.Client#CLIENT objects) indexed by playername from the SET. |
|
Returns a list of current owners (playernames) indexed by playername from the SET. |
|
Returns a list of Wrapper.Storage#STORAGE objects from the SET indexed by cargo name. |
|
Table of indices. |
|
Unused table. |
|
Creates a new SET_DYNAMICCARGO object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
Table of objects. |
|
Timer for active filtering of zones. |
|
[Internal] Private function for use of continous zone filter |
|
Handles the events for the Set. |
|
Handles the remove event for dynamic cargo set. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
|
Add a SET to this set. |
|
Clear the Objects in the Set. |
|
Compare two sets. |
|
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Filters |
|
Clear all filters. |
|
Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
|
[Internal] Add a functional filter |
|
Filters for the defined collection. |
|
Stops the filtering for the defined collection. |
|
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2. |
|
Flushes the current SET_BASE contents in the log ... |
|
SET_DYNAMICCARGO:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_DYNAMICCARGO:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Gets the first object from the Core.Set#SET_BASE and derived classes. |
|
Gets the last object from the Core.Set#SET_BASE and derived classes. |
|
Gets a string with all the object names. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets the Set. |
|
Get the complement of two sets. |
|
Get the intersection of this set, called A , and another set. |
|
Gets a list of the Names of the Objects in the Set. |
|
Returns a table of the Objects in the Set. |
|
Get the union of two sets. |
|
Get the SET iterator "limit". |
|
Table of indices. |
|
Decides whether an object is in the SET |
|
Decides whether to include the Object. |
|
Decides whether an object is not in the SET |
|
Unused table. |
|
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
SET_DYNAMICCARGO:OnAfterAdded(From, Event, To, ObjectName, Object) |
Added Handler OnAfter for SET_BASE |
SET_DYNAMICCARGO:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Table of objects. |
|
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
|
Define the SET iterator "limit". |
|
Sort the set by name. |
|
[Internal] Check if the condition functions returns true. |
|
Handles the OnBirth event for the Set. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Starts the filtering for the defined collection. |
|
Finds an Core.Base#BASE object based on the object Name. |
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. |
|
SET_DYNAMICCARGO:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
SET_DYNAMICCARGO:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
SET_DYNAMICCARGO:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
Creation of a Dead Event. |
SET_DYNAMICCARGO:CreateEventDynamicCargoLoaded(DynamicCargo) |
Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. |
SET_DYNAMICCARGO:CreateEventDynamicCargoRemoved(DynamicCargo) |
Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. |
SET_DYNAMICCARGO:CreateEventDynamicCargoUnloaded(DynamicCargo) |
Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. |
Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. |
|
Creation of a |
|
SET_DYNAMICCARGO:CreateEventRemoveUnit(EventTime, Initiator) |
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. |
|
SET_DYNAMICCARGO:OnEventDiscardChairAfterEjection(EventData) |
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. |
|
SET_DYNAMICCARGO:ScheduleOnce(Start, SchedulerFunction, ...) |
Schedule a new time event. |
SET_DYNAMICCARGO: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. |
|
SET_DYNAMICCARGO:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
|
SET_DYNAMICCARGO:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from SET_DYNAMICCARGO.Filters | Description |
---|---|
Fields and Methods inherited from SET_GROUP | Description |
---|---|
Activate late activated groups. |
|
Add a GROUP to SET_GROUP. |
|
Add GROUP(s) to SET_GROUP. |
|
Handles the Database to check on an event (birth) that the Object was added in the Database. |
|
Iterate the SET_GROUP and return true if all the Wrapper.Group#GROUP are completely in the Core.Zone#ZONE |
|
Iterate the SET_GROUP and return true if at least one of the Wrapper.Group#GROUP is completely inside the Core.Zone#ZONE |
|
Iterate the SET_GROUP and return true if at least one #UNIT of one Wrapper.Group#GROUP of the #SET_GROUP is in Core.Zone |
|
Iterate the SET_GROUP and return true if at least one Wrapper.Group#GROUP of the #SET_GROUP is partly in Core.Zone. |
|
Iterate the SET_GROUP and count how many GROUPs and UNITs are alive. |
|
Iterate the SET_GROUP and count how many GROUPs are completely in the Zone That could easily be done with SET_GROUP:ForEachGroupCompletelyInZone(), but this function provides an easy to use shortcut... |
|
Iterate the SET_GROUP and count how many UNITs are completely in the Zone |
|
Builds a set of groups that are active, ie in the mission but not yet activated (false) or actived (true). |
|
Build a set of groups that are alive. |
|
Builds a set of groups out of categories. |
|
Builds a set of groups out of airplane category. |
|
Builds a set of groups out of ground category. |
|
Builds a set of groups out of helicopter category. |
|
Builds a set of groups out of ship category. |
|
Builds a set of groups out of structure category. |
|
Builds a set of groups of coalitions. |
|
Builds a set of groups of defined countries. |
|
[User] Add a custom condition function. |
|
Filter the set once |
|
Builds a set of groups that contain the given string in their group name. |
|
Starts the filtering. |
|
Stops the filtering. |
|
Set filter timer interval for FilterZones if using active filtering with FilterStart(). |
|
Builds a set of groups in zones. |
|
Finds a Group based on the Group Name. |
|
Handles the Database to check on any event that Object exists in the Database. |
|
Iterate the SET_GROUP while identifying the nearest object from a Core.Point#POINT_VEC2. |
|
Iterate the SET_GROUP and call an iterator function for each GROUP object, providing the GROUP and optional parameters. |
|
Iterate the SET_GROUP and call an iterator function for each alive GROUP object, providing the GROUP and optional parameters. |
|
SET_GROUP:ForEachGroupAnyInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_GROUP and call an iterator function for each alive GROUP that has any unit in the Core.Zone, providing the GROUP and optional parameters to the called function. |
SET_GROUP:ForEachGroupCompletelyInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_GROUP and call an iterator function for each alive GROUP presence completely in a Core.Zone, providing the GROUP and optional parameters to the called function. |
SET_GROUP:ForEachGroupNotInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_GROUP and call an iterator function for each alive GROUP presence not in a Core.Zone, providing the GROUP and optional parameters to the called function. |
SET_GROUP:ForEachGroupPartlyInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_GROUP and call an iterator function for each alive GROUP presence partly in a Core.Zone, providing the GROUP and optional parameters to the called function. |
Iterate the SET_GROUP and call an iterator function for some GROUP objects, providing the GROUP and optional parameters. |
|
Iterate the SET_GROUP and call an iterator function for some alive GROUP objects, providing the GROUP and optional parameters. |
|
Get a new set that only contains alive groups. |
|
Get the closest group of the set with respect to a given reference coordinate. |
|
Returns a report of of unit types. |
|
Creates a new SET_GROUP object, building a set of groups belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
Iterate the SET_GROUP and return true if no Wrapper.Group#GROUP of the #SET_GROUP is in Core.Zone
This could also be achieved with |
|
Remove GROUP(s) from SET_GROUP. |
|
Iterate the SET_GROUP and set for each unit the default cargo bay weight limit. |
|
[Internal] Private function for use of continous zone filter |
|
Handles the OnDead or OnCrash event for alive groups set. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
|
Add a SET to this set. |
|
Clear the Objects in the Set. |
|
Compare two sets. |
|
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Filters |
|
Clear all filters. |
|
Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
|
[Internal] Add a functional filter |
|
Filters for the defined collection. |
|
Stops the filtering for the defined collection. |
|
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2. |
|
Flushes the current SET_BASE contents in the log ... |
|
SET_GROUP:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_GROUP:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Gets the first object from the Core.Set#SET_BASE and derived classes. |
|
Gets the last object from the Core.Set#SET_BASE and derived classes. |
|
Gets a string with all the object names. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets the Set. |
|
Get the complement of two sets. |
|
Get the intersection of this set, called A , and another set. |
|
Gets a list of the Names of the Objects in the Set. |
|
Returns a table of the Objects in the Set. |
|
Get the union of two sets. |
|
Get the SET iterator "limit". |
|
Table of indices. |
|
Decides whether an object is in the SET |
|
Decides whether to include the Object. |
|
Decides whether an object is not in the SET |
|
Unused table. |
|
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
Added Handler OnAfter for SET_BASE |
|
SET_GROUP:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Table of objects. |
|
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
|
Define the SET iterator "limit". |
|
Sort the set by name. |
|
[Internal] Check if the condition functions returns true. |
|
Handles the OnBirth event for the Set. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Starts the filtering for the defined collection. |
|
Finds an Core.Base#BASE object based on the object Name. |
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. |
|
SET_GROUP:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
SET_GROUP:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
SET_GROUP: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. |
|
SET_GROUP: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. |
|
SET_GROUP:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
|
SET_GROUP:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from SET_OPSGROUP | Description |
---|---|
Activate late activated groups in the set. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
|
Add a GROUP or OPSGROUP object to the set. |
|
Add GROUP(s) or OPSGROUP(s) to the set. |
|
Handles the Database to check on an event (birth) that the Object was added in the Database. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
|
Builds a set of groups that are only active. |
|
Builds a set of groups out of categories. |
|
Builds a set of groups out of aicraft category (planes and helicopters). |
|
Builds a set of groups out of airplane category. |
|
Builds a set of groups out of ground category. |
|
Builds a set of groups out of helicopter category. |
|
Builds a set of groups out of ship category. |
|
Builds a set of groups of coalitions. |
|
Builds a set of groups of defined countries. |
|
Builds a set of groups that contain the given string in their group name. |
|
Starts the filtering. |
|
Finds a ARMYGROUP based on the group name. |
|
Finds a FLIGHTGROUP based on the group name. |
|
Finds an OPSGROUP based on the group name. |
|
Handles the Database to check on any event that Object exists in the Database. |
|
Finds a NAVYGROUP based on the group name. |
|
Iterate the set and call an iterator function for each OPSGROUP object. |
|
Gets a new set that only contains alive groups. |
|
Check include object. |
|
Creates a new SET_OPSGROUP object, building a set of groups belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
Remove GROUP(s) or OPSGROUP(s) from the set. |
|
Handles the OnBirth event for the Set. |
|
Handles the OnDead or OnCrash event for alive groups set. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
|
Add a SET to this set. |
|
Clear the Objects in the Set. |
|
Compare two sets. |
|
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Filters |
|
Clear all filters. |
|
Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
|
[Internal] Add a functional filter |
|
Filters for the defined collection. |
|
Stops the filtering for the defined collection. |
|
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2. |
|
Flushes the current SET_BASE contents in the log ... |
|
SET_OPSGROUP:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_OPSGROUP:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Gets the first object from the Core.Set#SET_BASE and derived classes. |
|
Gets the last object from the Core.Set#SET_BASE and derived classes. |
|
Gets a string with all the object names. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets the Set. |
|
Get the complement of two sets. |
|
Get the intersection of this set, called A , and another set. |
|
Gets a list of the Names of the Objects in the Set. |
|
Returns a table of the Objects in the Set. |
|
Get the union of two sets. |
|
Get the SET iterator "limit". |
|
Table of indices. |
|
Decides whether an object is in the SET |
|
Decides whether to include the Object. |
|
Decides whether an object is not in the SET |
|
Unused table. |
|
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
SET_OPSGROUP:OnAfterAdded(From, Event, To, ObjectName, Object) |
Added Handler OnAfter for SET_BASE |
SET_OPSGROUP:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Table of objects. |
|
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
|
Define the SET iterator "limit". |
|
Sort the set by name. |
|
[Internal] Check if the condition functions returns true. |
|
Handles the OnBirth event for the Set. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Starts the filtering for the defined collection. |
|
Finds an Core.Base#BASE object based on the object Name. |
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. |
|
SET_OPSGROUP:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
SET_OPSGROUP:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
SET_OPSGROUP: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. |
|
SET_OPSGROUP: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. |
|
SET_OPSGROUP:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
|
SET_OPSGROUP:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from SET_OPSZONE | Description |
---|---|
Handles the Database to check on an event (birth) that the Object was added in the Database. |
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Add an OPSZONE to set. |
|
Clear all filters. |
|
Builds a set of groups of coalitions. |
|
Filters for the defined collection. |
|
Builds a set of OPSZONEs that contain the given string in their name. |
|
Starts the filtering. |
|
Stops the filtering for the defined collection. |
|
Handles the Database to check on any event that Object exists in the Database. |
|
Finds a Zone based on its name. |
|
Iterate the SET_OPSZONE and call an iterator function for each ZONE, providing the ZONE and optional parameters. |
|
Get the closest OPSZONE from a given reference coordinate. |
|
Get a random zone from the set. |
|
Validate if a coordinate is in one of the zones in the set. |
|
Private function that checks if an object is contained in the set or filtered. |
|
Creates a new SET_OPSZONE object, building a set of zones. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Handles the OnEventNewZone event for the Set. |
|
Remove ZONEs from SET_OPSZONE. |
|
Set a zone probability. |
|
Start all opszones of the set. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
|
Add a SET to this set. |
|
Clear the Objects in the Set. |
|
Compare two sets. |
|
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Filters |
|
Clear all filters. |
|
Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
|
[Internal] Add a functional filter |
|
Filters for the defined collection. |
|
Stops the filtering for the defined collection. |
|
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2. |
|
Flushes the current SET_BASE contents in the log ... |
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SET_OPSZONE:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_OPSZONE:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Gets the first object from the Core.Set#SET_BASE and derived classes. |
|
Gets the last object from the Core.Set#SET_BASE and derived classes. |
|
Gets a string with all the object names. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets the Set. |
|
Get the complement of two sets. |
|
Get the intersection of this set, called A , and another set. |
|
Gets a list of the Names of the Objects in the Set. |
|
Returns a table of the Objects in the Set. |
|
Get the union of two sets. |
|
Get the SET iterator "limit". |
|
Table of indices. |
|
Decides whether an object is in the SET |
|
Decides whether to include the Object. |
|
Decides whether an object is not in the SET |
|
Unused table. |
|
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
SET_OPSZONE:OnAfterAdded(From, Event, To, ObjectName, Object) |
Added Handler OnAfter for SET_BASE |
SET_OPSZONE:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Table of objects. |
|
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
|
Define the SET iterator "limit". |
|
Sort the set by name. |
|
[Internal] Check if the condition functions returns true. |
|
Handles the OnBirth event for the Set. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Starts the filtering for the defined collection. |
|
Finds an Core.Base#BASE object based on the object Name. |
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. |
|
SET_OPSZONE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
SET_OPSZONE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
SET_OPSZONE: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. |
|
SET_OPSZONE: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. |
|
SET_OPSZONE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
|
SET_OPSZONE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from SET_PLAYER | Description |
---|---|
Add CLIENT(s) to SET_PLAYER. |
|
Handles the Database to check on an event (birth) that the Object was added in the Database. |
|
Builds a set of clients out of categories joined by players. |
|
Builds a set of clients of coalitions joined by specific players. |
|
Builds a set of clients of defined countries. |
|
Builds a set of PLAYERs that contain the given string in their unit/pilot name. |
|
Starts the filtering. |
|
Builds a set of clients of defined client types joined by players. |
|
Builds a set of players in zones. |
|
Finds a Client based on the Player Name. |
|
Handles the Database to check on any event that Object exists in the Database. |
|
Iterate the SET_PLAYER and call an iterator function for each alive CLIENT, providing the CLIENT and optional parameters. |
|
SET_PLAYER:ForEachPlayerInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_PLAYER and call an iterator function for each alive CLIENT presence completely in a Core.Zone, providing the CLIENT and optional parameters to the called function. |
SET_PLAYER:ForEachPlayerNotInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_PLAYER and call an iterator function for each alive CLIENT presence not in a Core.Zone, providing the CLIENT and optional parameters to the called function. |
Creates a new SET_PLAYER object, building a set of clients belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
Remove CLIENT(s) from SET_PLAYER. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
|
Add a SET to this set. |
|
Clear the Objects in the Set. |
|
Compare two sets. |
|
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Filters |
|
Clear all filters. |
|
Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
|
[Internal] Add a functional filter |
|
Filters for the defined collection. |
|
Stops the filtering for the defined collection. |
|
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2. |
|
Flushes the current SET_BASE contents in the log ... |
|
SET_PLAYER:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_PLAYER:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Gets the first object from the Core.Set#SET_BASE and derived classes. |
|
Gets the last object from the Core.Set#SET_BASE and derived classes. |
|
Gets a string with all the object names. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets the Set. |
|
Get the complement of two sets. |
|
Get the intersection of this set, called A , and another set. |
|
Gets a list of the Names of the Objects in the Set. |
|
Returns a table of the Objects in the Set. |
|
Get the union of two sets. |
|
Get the SET iterator "limit". |
|
Table of indices. |
|
Decides whether an object is in the SET |
|
Decides whether to include the Object. |
|
Decides whether an object is not in the SET |
|
Unused table. |
|
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
SET_PLAYER:OnAfterAdded(From, Event, To, ObjectName, Object) |
Added Handler OnAfter for SET_BASE |
SET_PLAYER:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Table of objects. |
|
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
|
Define the SET iterator "limit". |
|
Sort the set by name. |
|
[Internal] Check if the condition functions returns true. |
|
Handles the OnBirth event for the Set. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Starts the filtering for the defined collection. |
|
Finds an Core.Base#BASE object based on the object Name. |
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. |
|
SET_PLAYER:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
SET_PLAYER:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
SET_PLAYER: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. |
|
SET_PLAYER: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. |
|
SET_PLAYER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
|
SET_PLAYER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from SET_SCENERY | Description |
---|---|
Add SCENERY(s) to SET_SCENERY. |
|
Add SCENERY(s) to SET_SCENERY. |
|
Iterate the SET_SCENERY and count how many SCENERYSs are alive. |
|
Filters for the defined collection. |
|
Builds a set of SCENERYs that contain the given string in their name. |
|
Builds a set of SCENERYs that contain an exact match of the "ROLE" property. |
|
Builds a set of scenery objects in zones. |
|
Finds a Scenery in the SET, based on the Scenery Name. |
|
Iterate the SET_SCENERY and call an iterator function for each alive SCENERY, providing the SCENERY and optional parameters. |
|
Get a table of alive objects. |
|
Get the center coordinate of the SET_SCENERY. |
|
Count overall current lifepoints of the SET objects. |
|
Count overall initial (Life0) lifepoints of the SET objects. |
|
Calculate current relative lifepoints of the SET objects, i.e. |
|
[Internal] Determine if an object is to be included in the SET |
|
Creates a new SET_SCENERY object. |
|
Creates a new SET_SCENERY object. |
|
Remove SCENERY(s) from SET_SCENERY. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
|
Add a SET to this set. |
|
Clear the Objects in the Set. |
|
Compare two sets. |
|
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Filters |
|
Clear all filters. |
|
Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
|
[Internal] Add a functional filter |
|
Filters for the defined collection. |
|
Stops the filtering for the defined collection. |
|
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2. |
|
Flushes the current SET_BASE contents in the log ... |
|
SET_SCENERY:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_SCENERY:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Gets the first object from the Core.Set#SET_BASE and derived classes. |
|
Gets the last object from the Core.Set#SET_BASE and derived classes. |
|
Gets a string with all the object names. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets the Set. |
|
Get the complement of two sets. |
|
Get the intersection of this set, called A , and another set. |
|
Gets a list of the Names of the Objects in the Set. |
|
Returns a table of the Objects in the Set. |
|
Get the union of two sets. |
|
Get the SET iterator "limit". |
|
Table of indices. |
|
Decides whether an object is in the SET |
|
Decides whether to include the Object. |
|
Decides whether an object is not in the SET |
|
Unused table. |
|
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
SET_SCENERY:OnAfterAdded(From, Event, To, ObjectName, Object) |
Added Handler OnAfter for SET_BASE |
SET_SCENERY:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Table of objects. |
|
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
|
Define the SET iterator "limit". |
|
Sort the set by name. |
|
[Internal] Check if the condition functions returns true. |
|
Handles the OnBirth event for the Set. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Starts the filtering for the defined collection. |
|
Finds an Core.Base#BASE object based on the object Name. |
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. |
|
SET_SCENERY:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
SET_SCENERY:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
SET_SCENERY: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. |
|
SET_SCENERY: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. |
|
SET_SCENERY:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
|
SET_SCENERY:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from SET_STATIC | Description |
---|---|
Handles the Database to check on an event (birth) that the Object was added in the Database. |
|
Add STATIC(s) to SET_STATIC. |
|
Add STATIC(s) to SET_STATIC. |
|
Calculate the maximum A2G threat level of the SET_STATIC. |
|
Iterate the SET_STATIC and count how many STATICSs are alive. |
|
Builds a set of units out of categories. |
|
Builds a set of units of coalitions. |
|
Builds a set of units of defined countries. |
|
[User] Add a custom condition function. |
|
Builds a set of STATICs that contain the given string in their name. |
|
Starts the filtering. |
|
Builds a set of units of defined unit types. |
|
Builds a set of statics in zones. |
|
Handles the Database to check on any event that Object exists in the Database. |
|
Finds a Static based on the Static Name. |
|
Iterate the SET_STATIC and call an iterator function for each alive STATIC, providing the STATIC and optional parameters. |
|
SET_STATIC:ForEachStaticCompletelyInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_STATIC and call an iterator function for each alive STATIC presence completely in a Core.Zone, providing the STATIC and optional parameters to the called function. |
Check if minimal one element of the SET_STATIC is in the Zone. |
|
SET_STATIC:ForEachStaticNotInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_STATIC and call an iterator function for each alive STATIC presence not in a Core.Zone, providing the STATIC and optional parameters to the called function. |
Get the closest static of the set with respect to a given reference coordinate. |
|
Get the center coordinate of the SET_STATIC. |
|
Get the first unit from the set. |
|
Get the average heading of the SET_STATIC. |
|
Returns map of unit types. |
|
Returns a comma separated string of the unit types with a count in the Core.Set. |
|
Retrieve the type names of the Wrapper.Statics in the SET, delimited by an optional delimiter. |
|
Get the maximum velocity of the SET_STATIC. |
|
Check if no element of the SET_STATIC is in the Zone. |
|
Check if minimal one element of the SET_STATIC is in the Zone. |
|
Creates a new SET_STATIC object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
Remove STATIC(s) from SET_STATIC. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
|
Add a SET to this set. |
|
Clear the Objects in the Set. |
|
Compare two sets. |
|
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Filters |
|
Clear all filters. |
|
Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
|
[Internal] Add a functional filter |
|
Filters for the defined collection. |
|
Stops the filtering for the defined collection. |
|
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2. |
|
Flushes the current SET_BASE contents in the log ... |
|
SET_STATIC:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_STATIC:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Gets the first object from the Core.Set#SET_BASE and derived classes. |
|
Gets the last object from the Core.Set#SET_BASE and derived classes. |
|
Gets a string with all the object names. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets the Set. |
|
Get the complement of two sets. |
|
Get the intersection of this set, called A , and another set. |
|
Gets a list of the Names of the Objects in the Set. |
|
Returns a table of the Objects in the Set. |
|
Get the union of two sets. |
|
Get the SET iterator "limit". |
|
Table of indices. |
|
Decides whether an object is in the SET |
|
Decides whether to include the Object. |
|
Decides whether an object is not in the SET |
|
Unused table. |
|
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
SET_STATIC:OnAfterAdded(From, Event, To, ObjectName, Object) |
Added Handler OnAfter for SET_BASE |
SET_STATIC:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Table of objects. |
|
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
|
Define the SET iterator "limit". |
|
Sort the set by name. |
|
[Internal] Check if the condition functions returns true. |
|
Handles the OnBirth event for the Set. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Starts the filtering for the defined collection. |
|
Finds an Core.Base#BASE object based on the object Name. |
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. |
|
SET_STATIC:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
SET_STATIC:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
SET_STATIC: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. |
|
SET_STATIC: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. |
|
SET_STATIC:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
|
SET_STATIC:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from SET_UNIT | Description |
---|---|
Handles the Database to check on an event (birth) that the Object was added in the Database. |
|
Add UNIT(s) to SET_UNIT. |
|
Add UNIT(s) to SET_UNIT. |
|
Calculate the maximum A2G threat level of the SET_UNIT. |
|
Count Alive Units |
|
Builds a set of units that are only active. |
|
Builds a set of units which exist and are alive. |
|
Builds a set of units out of categories. |
|
Builds a set of units of coalitions. |
|
Builds a set of units of defined countries. |
|
[User] Add a custom condition function. |
|
Builds a set of units having a radar of give types. |
|
Builds a set of SEADable units. |
|
Builds a set of UNITs that contain a given string in their unit name. |
|
Starts the filtering. |
|
Stops the filtering. |
|
Builds a set of units of defined unit types. |
|
Set filter timer interval for FilterZones if using active filtering with FilterStart(). |
|
Builds a set of units in zones. |
|
Handles the Database to check on any event that Object exists in the Database. |
|
Finds a Unit based on the Unit Name. |
|
Iterate the SET_UNIT and call an iterator function for each alive UNIT, providing the UNIT and optional parameters. |
|
SET_UNIT:ForEachUnitCompletelyInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_UNIT and call an iterator function for each alive UNIT presence completely in a Core.Zone, providing the UNIT and optional parameters to the called function. |
SET_UNIT:ForEachUnitNotInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_UNIT and call an iterator function for each alive UNIT presence not in a Core.Zone, providing the UNIT and optional parameters to the called function. |
SET_UNIT:ForEachUnitPerThreatLevel(FromThreatLevel, ToThreatLevel, IteratorFunction, ...) |
Iterate the SET_UNIT sorted *per Threat Level and call an iterator function for each alive UNIT, providing the UNIT and optional parameters. |
Gets the alive set. |
|
Get the center coordinate of the SET_UNIT. |
|
Get the first unit from the set. |
|
Get the average heading of the SET_UNIT. |
|
SET_UNIT:GetSetPerThreatLevel(FromThreatLevel, ToThreatLevel) |
Get the SET of the SET_UNIT sorted per Threat Level. |
Retrieve the type names of the Wrapper.Units in the SET, delimited by an optional delimiter. |
|
Returns map of unit threat levels. |
|
Returns map of unit types. |
|
Returns a comma separated string of the unit types with a count in the Core.Set. |
|
Get the maximum velocity of the SET_UNIT. |
|
Returns if the Core.Set has air targets. |
|
Returns if the Core.Set has friendly ground units. |
|
Returns if the Core.Set has ground targets. |
|
Returns if the Core.Set has targets having a radar (of a given type). |
|
Returns if the Core.Set has targets that can be SEADed. |
|
Check if no element of the SET_UNIT is in the Zone. |
|
Check if minimal one element of the SET_UNIT is in the Zone. |
|
Creates a new SET_UNIT object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
Remove UNIT(s) from SET_UNIT. |
|
Iterate the SET_UNIT and set for each unit the default cargo bay weight limit. |
|
[Internal] Private function for use of continous zone filter |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
|
Add a SET to this set. |
|
Clear the Objects in the Set. |
|
Compare two sets. |
|
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Filters |
|
Clear all filters. |
|
Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
|
[Internal] Add a functional filter |
|
Filters for the defined collection. |
|
Stops the filtering for the defined collection. |
|
Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2. |
|
Flushes the current SET_BASE contents in the log ... |
|
SET_UNIT:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_UNIT:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
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Gets the first object from the Core.Set#SET_BASE and derived classes. |
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Gets the last object from the Core.Set#SET_BASE and derived classes. |
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Gets a string with all the object names. |
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Gets a random object from the Core.Set#SET_BASE and derived classes. |
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Gets a random object from the Core.Set#SET_BASE and derived classes. |
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Gets the Set. |
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Get the complement of two sets. |
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Get the intersection of this set, called A , and another set. |
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Gets a list of the Names of the Objects in the Set. |
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Returns a table of the Objects in the Set. |
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Get the union of two sets. |
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Get the SET iterator "limit". |
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Table of indices. |
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Decides whether an object is in the SET |
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Decides whether to include the Object. |
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Decides whether an object is not in the SET |
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Unused table. |
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Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
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Added Handler OnAfter for SET_BASE |
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SET_UNIT:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
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Table of objects. |
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Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
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Define the SET iterator "limit". |
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Sort the set by name. |
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[Internal] Check if the condition functions returns true. |
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Handles the OnBirth event for the Set. |
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Handles the OnDead or OnCrash event for alive units set. |
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Starts the filtering for the defined collection. |
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Finds an Core.Base#BASE object based on the object Name. |
Fields and Methods inherited from BASE | Description |
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The ID number of the class. |
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The name of the class. |
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The name of the class concatenated with the ID number of the class. |
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Clear the state of an object. |
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SET_UNIT:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
SET_UNIT:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
SET_UNIT:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
Creation of a Dead Event. |
Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. |
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Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. |
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Creation of a |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Creation of a Crash Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Core.Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
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Log an information which will be traced always. |
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This is the worker method to inherit from a parent class. |
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This is the worker method to check if an object is an (sub)instance of a class. |
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Enquires if tracing is on (for the class). |
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BASE constructor. |
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Occurs when an Event for an object is triggered. |
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BDA. |
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Occurs when a ground unit captures either an airbase or a farp. |
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Occurs when any object is spawned into the mission. |
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Occurs when any aircraft crashes into the ground and is completely destroyed. |
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Occurs when an object is dead. |
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Unknown precisely what creates this event, likely tied into newer damage model. |
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Discard chair after ejection. |
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Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. |
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Occurs when a dynamic cargo crate is removed. |
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Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. |
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Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when any aircraft shuts down its engines. |
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Occurs when any aircraft starts its engines. |
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Occurs whenever an object is hit by a weapon. |
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Occurs when any system fails on a human controlled aircraft. |
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Occurs on the death of a unit. |
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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. |
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Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
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Landing quality mark. |
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Occurs when a new mark was added. |
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Occurs when a mark text was changed. |
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Occurs when a mark was removed. |
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Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. |
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Weapon add. |
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Occurs when the pilot of an aircraft is killed. |
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Occurs when a player enters a slot and takes control of an aircraft. |
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Occurs when any player assumes direct control of a unit. |
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Occurs when any player relieves control of a unit to the AI. |
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Occurs when an aircraft connects with a tanker and begins taking on fuel. |
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Occurs when an aircraft is finished taking fuel. |
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Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
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Occurs when any unit stops firing its weapon. |
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Occurs when any unit begins firing a weapon that has a high rate of fire. |
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Occurs whenever any unit in a mission fires a weapon. |
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Occurs when an aircraft takes off from an airbase, farp, or ship. |
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Trigger zone. |
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Occurs when the game thinks an object is destroyed. |
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Schedule a new time event. |
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SET_UNIT:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
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Set the Class Core.Event processing Priority. |
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Set a state or property of the Object given a Key and a Value. |
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Trace a function logic level 1. |
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Trace a function logic level 2. |
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Trace a function logic level 3. |
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Trace all methods in MOOSE |
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Set tracing for a class |
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Set tracing for a specific method of class |
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Set trace level |
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Set trace off. |
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Set trace on. |
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Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
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UnSubscribe to a DCS event. |
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SET_UNIT:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
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SET_UNIT:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from SET_ZONE | Description |
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Handles the Database to check on an event (birth) that the Object was added in the Database. |
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Add ZONEs to SET_ZONE. |
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Add ZONEs by a search name to SET_ZONE. |
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SET_ZONE:DrawZone(Coalition, Color, Alpha, FillColor, FillAlpha, LineType, ReadOnly) |
Draw all zones in the set on the F10 map. |
Builds a set of ZONEs that contain the given string in their name. |
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Starts the filtering. |
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Stops the filtering for the defined collection. |
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Handles the Database to check on any event that Object exists in the Database. |
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Finds a Zone based on the Zone Name. |
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Iterate the SET_ZONE and call an iterator function for each ZONE, providing the ZONE and optional parameters. |
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Get the average aggregated coordinate of this set of zones. |
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Get the closest zone to a given coordinate. |
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Get a random zone from the set. |
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Validate if a coordinate is in one of the zones in the set. |
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Private function. |
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Creates a new SET_ZONE object, building a set of zones. |
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SET_ZONE:OnAfterEnteredZone(From, Event, To, Controllable, Zone) |
On After "EnteredZone" event. |
SET_ZONE:OnAfterLeftZone(From, Event, To, Controllable, Zone) |
On After "LeftZone" event. |
Handles the OnDead or OnCrash event for alive units set. |
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Handles the OnEventNewZone event for the Set. |
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Remove ZONEs from SET_ZONE. |
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Set the check time for SET_ZONE:Trigger() |
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Set a zone probability. |
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Start watching if the Object or Objects move into or out of our set of zones. |
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Triggers the FSM event "TriggerStop". |
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(Internal) Check the assigned objects for being in/out of the zone |
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Triggers the FSM event "TriggerStop" after a delay. |
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(Internal) Check the assigned objects for being in/out of the zone |
Fields and Methods inherited from SET_BASE | Description |
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Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
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Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
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Add a SET to this set. |
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Clear the Objects in the Set. |
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Compare two sets. |
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Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
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Filters |
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Clear all filters. |
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Starts the filtering of the Crash events for the collection. |
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Starts the filtering of the Dead events for the collection. |
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[Internal] Add a functional filter |
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Filters for the defined collection. |
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Stops the filtering for the defined collection. |
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Iterate the SET_BASE while identifying the nearest object in the set from a Core.Point#POINT_VEC2. |
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Flushes the current SET_BASE contents in the log ... |
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SET_ZONE:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_ZONE:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
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Gets the first object from the Core.Set#SET_BASE and derived classes. |
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Gets the last object from the Core.Set#SET_BASE and derived classes. |
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Gets a string with all the object names. |
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Gets a random object from the Core.Set#SET_BASE and derived classes. |
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Gets a random object from the Core.Set#SET_BASE and derived classes. |
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Gets the Set. |
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Get the complement of two sets. |
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Get the intersection of this set, called A , and another set. |
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Gets a list of the Names of the Objects in the Set. |
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Returns a table of the Objects in the Set. |
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Get the union of two sets. |
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Get the SET iterator "limit". |
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Table of indices. |
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Decides whether an object is in the SET |
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Decides whether to include the Object. |
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Decides whether an object is not in the SET |
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Unused table. |
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Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
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Added Handler OnAfter for SET_BASE |
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SET_ZONE:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
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Table of objects. |
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Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
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Define the SET iterator "limit". |
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Sort the set by name. |
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[Internal] Check if the condition functions returns true. |
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Handles the OnBirth event for the Set. |
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Handles the OnDead or OnCrash event for alive units set. |
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Starts the filtering for the defined collection. |
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Finds an Core.Base#BASE object based on the object Name. |
Fields and Methods inherited from BASE | Description |
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The ID number of the class. |
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The name of the class. |
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The name of the class concatenated with the ID number of the class. |
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Clear the state of an object. |
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SET_ZONE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
SET_ZONE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
SET_ZONE:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
Creation of a Dead Event. |
Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. |
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Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. |
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Creation of a |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Creation of a Crash Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Core.Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
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Log an information which will be traced always. |
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This is the worker method to inherit from a parent class. |
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This is the worker method to check if an object is an (sub)instance of a class. |
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Enquires if tracing is on (for the class). |
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BASE constructor. |
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Occurs when an Event for an object is triggered. |
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BDA. |
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Occurs when a ground unit captures either an airbase or a farp. |
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Occurs when any object is spawned into the mission. |
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Occurs when any aircraft crashes into the ground and is completely destroyed. |
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Occurs when an object is dead. |
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Unknown precisely what creates this event, likely tied into newer damage model. |
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Discard chair after ejection. |
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Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. |
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Occurs when a dynamic cargo crate is removed. |
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Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. |
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Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when any aircraft shuts down its engines. |
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Occurs when any aircraft starts its engines. |
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Occurs whenever an object is hit by a weapon. |
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Occurs when any system fails on a human controlled aircraft. |
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Occurs on the death of a unit. |
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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. |
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Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
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Landing quality mark. |
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Occurs when a new mark was added. |
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Occurs when a mark text was changed. |
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Occurs when a mark was removed. |
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Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. |
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Weapon add. |
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Occurs when the pilot of an aircraft is killed. |
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Occurs when a player enters a slot and takes control of an aircraft. |
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Occurs when any player assumes direct control of a unit. |
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Occurs when any player relieves control of a unit to the AI. |
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Occurs when an aircraft connects with a tanker and begins taking on fuel. |
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Occurs when an aircraft is finished taking fuel. |
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Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
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Occurs when any unit stops firing its weapon. |
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Occurs when any unit begins firing a weapon that has a high rate of fire. |
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Occurs whenever any unit in a mission fires a weapon. |
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Occurs when an aircraft takes off from an airbase, farp, or ship. |
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Trigger zone. |
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Occurs when the game thinks an object is destroyed. |
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Schedule a new time event. |
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SET_ZONE:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
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Set the Class Core.Event processing Priority. |
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Set a state or property of the Object given a Key and a Value. |
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Trace a function logic level 1. |
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Trace a function logic level 2. |
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Trace a function logic level 3. |
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Trace all methods in MOOSE |
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Set tracing for a class |
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Set tracing for a specific method of class |
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Set trace level |
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Set trace off. |
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Set trace on. |
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Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
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UnSubscribe to a DCS event. |
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SET_ZONE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
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SET_ZONE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from SET_ZONE_GOAL | Description |
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Handles the Database to check on an event (birth) that the Object was added in the Database. |
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Add ZONEs to SET_ZONE_GOAL. |
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Builds a set of ZONE_GOALs that contain the given string in their name. |
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Starts the filtering. |
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Stops the filtering for the defined collection. |
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Handles the Database to check on any event that Object exists in the Database. |
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Finds a Zone based on the Zone Name. |
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Iterate the SET_ZONE_GOAL and call an iterator function for each ZONE, providing the ZONE and optional parameters. |
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Get a random zone from the set. |
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Validate if a coordinate is in one of the zones in the set. |
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Creates a new SET_ZONE_GOAL object, building a set of zones. |
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Handles the OnDead or OnCrash event for alive units set. |
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Handles the OnEventNewZone event for the Set. |
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Remove ZONEs from SET_ZONE_GOAL. |
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Set a zone probability. |
Fields and Methods inherited from SET_BASE | Description |
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Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
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Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
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Add a SET to this set. |
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Clear the Objects in the Set. |
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Compare two sets. |
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Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
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