Module Core.Settings
Core - Manages various settings for missions, providing a menu for players to tweak settings in running missions.
Features:
- Provide a settings menu system to the players.
- Provide a player settings menu and an overall mission settings menu.
- Mission settings provide default settings, while player settings override mission settings.
- Provide a menu to select between different coordinate formats for A2G coordinates.
- Provide a menu to select between different coordinate formats for A2A coordinates.
- Provide a menu to select between different message time duration options.
- Provide a menu to select between different metric systems.
The documentation of the SETTINGS class can be found further in this document.
AUTHORS and CONTRIBUTIONS
Contributions:
Authors:
- FlightControl: Design & Programming
Global(s)
Global SETTINGS |
Takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework. |
Takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework.
The SETTINGS class takes care of various settings that influence the behavior of certain functionalities and classes within the MOOSE framework. SETTINGS can work on 2 levels:
- Default settings: A running mission has Default settings.
- Player settings: For each player its own Player settings can be defined, overriding the Default settings.
So, when there isn't any Player setting defined for a player for a specific setting, or, the player cannot be identified, the Default setting will be used instead.
1) _SETTINGS object
MOOSE defines by default a singleton object called _SETTINGS. Use this object to modify all the Default settings for a running mission. For each player, MOOSE will automatically allocate also a player settings object, and will expose a radio menu to allow the player to adapt the settings to his own preferences.
2) SETTINGS Menu
Settings can be adapted by the Players and by the Mission Administrator through radio menus, which are automatically available in the mission. These menus can be found on level F10 under "Settings". There are two kinds of menus generated by the system.
2.1) Default settings menu
A menu is created automatically per Command Center that allows to modify the Default settings. So, when joining a CC unit, a menu will be available that allows to change the settings parameters FOR ALL THE PLAYERS! Note that the Default settings will only be used when a player has not chosen its own settings.
2.2) Player settings menu
A menu is created automatically per Player Slot (group) that allows to modify the Player settings. So, when joining a slot, a menu wil be available that allows to change the settings parameters FOR THE PLAYER ONLY! Note that when a player has not chosen a specific setting, the Default settings will be used.
2.3) Show or Hide the Player Setting menus
Of course, it may be required not to show any setting menus. In this case, a method is available on the _SETTINGS object. Use SETTINGS.SetPlayerMenuOff() to hide the player menus, and use SETTINGS.SetPlayerMenuOn() show the player menus. Note that when this method is used, any player already in a slot will not have its menus visibility changed. The option will only have effect when a player enters a new slot or changes a slot.
Example:
_SETTINGS:SetPlayerMenuOff() -- will disable the player menus.
_SETTINGS:SetPlayerMenuOn() -- will enable the player menus.
-- But only when a player exits and reenters the slot these settings will have effect!
3) Settings
There are different settings that are managed and applied within the MOOSE framework. See below a comprehensive description of each.
3.1) A2G coordinates display formatting
3.1.1) A2G coordinates setting types
Will customize which display format is used to indicate A2G coordinates in text as part of the Command Center communications.
- A2G BR: Bearing Range.
- A2G MGRS: The Military Grid Reference System. The accuracy can also be adapted.
- A2G LL DMS: Latitude Longitude Degrees Minutes Seconds. The accuracy can also be adapted.
- A2G LL DDM: Latitude Longitude Decimal Degrees Minutes. The accuracy can also be adapted.
3.1.2) A2G coordinates setting menu
The settings can be changed by using the Default settings menu on the Command Center or the Player settings menu on the Player Slot.
3.1.3) A2G coordinates setting methods
There are different methods that can be used to change the System settings using the _SETTINGS object.
- SETTINGS.SetA2G_BR(): Enable the BR display formatting by default.
- SETTINGS.SetA2G_MGRS(): Enable the MGRS display formatting by default. Use SETTINGS.SetMGRS_Accuracy() to adapt the accuracy of the MGRS formatting.
- SETTINGS.SetA2G_LL_DMS(): Enable the LL DMS display formatting by default. Use SETTINGS.SetLL_Accuracy() to adapt the accuracy of the Seconds formatting.
- SETTINGS.SetA2G_LL_DDM(): Enable the LL DDM display formatting by default. Use SETTINGS.SetLL_Accuracy() to adapt the accuracy of the Seconds formatting.
3.1.4) A2G coordinates setting - additional notes
One additional note on BR. In a situation when a BR coordinate should be given, but there isn't any player context (no player unit to reference from), the MGRS formatting will be applied!
3.2) A2A coordinates formatting
3.2.1) A2A coordinates setting types
Will customize which display format is used to indicate A2A coordinates in text as part of the Command Center communications.
- A2A BRAA: Bearing Range Altitude Aspect.
- A2A MGRS: The Military Grid Reference System. The accuracy can also be adapted.
- A2A LL DMS: Lattitude Longitude Degrees Minutes Seconds. The accuracy can also be adapted.
- A2A LL DDM: Lattitude Longitude Decimal Degrees and Minutes. The accuracy can also be adapted.
- A2A BULLS: Bullseye.
3.2.2) A2A coordinates setting menu
The settings can be changed by using the Default settings menu on the Command Center or the Player settings menu on the Player Slot.
3.2.3) A2A coordinates setting methods
There are different methods that can be used to change the System settings using the _SETTINGS object.
- SETTINGS.SetA2A_BRAA(): Enable the BR display formatting by default.
- SETTINGS.SetA2A_MGRS(): Enable the MGRS display formatting by default. Use SETTINGS.SetMGRS_Accuracy() to adapt the accuracy of the MGRS formatting.
- SETTINGS.SetA2A_LL_DMS(): Enable the LL DMS display formatting by default. Use SETTINGS.SetLL_Accuracy() to adapt the accuracy of the Seconds formatting.
- SETTINGS.SetA2A_LL_DDM(): Enable the LL DDM display formatting by default. Use SETTINGS.SetLL_Accuracy() to adapt the accuracy of the Seconds formatting.
- SETTINGS.SetA2A_BULLS(): Enable the BULLSeye display formatting by default.
3.2.4) A2A coordinates settings - additional notes
One additional note on BRAA. In a situation when a BRAA coordinate should be given, but there isn't any player context (no player unit to reference from), the MGRS formatting will be applied!
3.3) Measurements formatting
3.3.1) Measurements setting types
Will customize the measurements system being used as part as part of the Command Center communications.
- Metrics system: Applies the Metrics system ...
- Imperial system: Applies the Imperial system ...
3.3.2) Measurements setting menu
The settings can be changed by using the Default settings menu on the Command Center or the Player settings menu on the Player Slot.
3.3.3) Measurements setting methods
There are different methods that can be used to change the Default settings using the _SETTINGS object.
- SETTINGS.SetMetric(): Enable the Metric system.
- SETTINGS.SetImperial(): Enable the Imperial system.
3.4) Message display times
3.4.1) Message setting types
There are various Message Types that will influence the duration how long a message will appear as part of the Command Center communications.
- Update message: A short update message.
- Information message: Provides new information while executing a mission.
- Briefing message: Provides a complete briefing before executing a mission.
- Overview report: Provides a short report overview, the summary of the report.
- Detailed report: Provides a complete report.
3.4.2) Message setting menu
The settings can be changed by using the Default settings menu on the Command Center or the Player settings menu on the Player Slot.
Each Message Type has specific timings that will be applied when the message is displayed. The Settings Menu will provide for each Message Type a selection of proposed durations from which can be chosen. So the player can choose its own amount of seconds how long a message should be displayed of a certain type. Note that Update messages can be chosen not to be displayed at all!
3.4.3) Message setting methods
There are different methods that can be used to change the System settings using the _SETTINGS object.
- SETTINGS.SetMessageTime(): Define for a specific Core.Message#MESSAGE.MessageType the duration to be displayed in seconds.
- SETTINGS.GetMessageTime(): Retrieves for a specific Core.Message#MESSAGE.MessageType the duration to be displayed in seconds.
3.5) Era of the battle
The threat level metric is scaled according the era of the battle. A target that is AAA, will pose a much greater threat in WWII than on modern warfare. Therefore, there are 4 era that are defined within the settings:
- WWII era: Use for warfare with equipment during the world war II time.
- Korea era: Use for warfare with equipment during the Korea war time.
- Cold War era: Use for warfare with equipment during the cold war time.
- Modern era: Use for warfare with modern equipment in the 2000s.
There are different API defined that you can use with the _SETTINGS object to configure your mission script to work in one of the 4 era: SETTINGS.SetEraWWII(), SETTINGS.SetEraKorea(), SETTINGS.SetEraCold(), SETTINGS.SetEraModern()
Type(s)
Fields and Methods inherited from SETTINGS | Description |
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Gets the SETTINGS LL accuracy. |
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Gets the SETTINGS text locale. |
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Gets the SETTINGS MGRS accuracy. |
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Gets the SETTINGS Message Display Timing of a MessageType |
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Is BRA |
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Is BULLS |
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Is LL DDM |
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Is LL DMS |
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Is MGRS |
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Is BRA |
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Is LL DDM |
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Is LL DMS |
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Is MGRS |
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Gets if the SETTINGS is imperial. |
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Gets if the SETTINGS is metric. |
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SETTINGS:MenuGroupA2ASystem(PlayerUnit, PlayerGroup, PlayerName, A2ASystem) |
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SETTINGS:MenuGroupA2GSystem(PlayerUnit, PlayerGroup, PlayerName, A2GSystem) |
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SETTINGS:MenuGroupLL_DDM_AccuracySystem(PlayerUnit, PlayerGroup, PlayerName, LL_Accuracy) |
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SETTINGS:MenuGroupMGRS_AccuracySystem(PlayerUnit, PlayerGroup, PlayerName, MGRS_Accuracy) |
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SETTINGS:MenuGroupMWSystem(PlayerUnit, PlayerGroup, PlayerName, MW) |
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SETTINGS:MenuLL_DDM_Accuracy(MenuGroup, RootMenu, LL_Accuracy) |
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SETTINGS:MenuMGRS_Accuracy(MenuGroup, RootMenu, MGRS_Accuracy) |
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SETTINGS:MenuMessageTimingsSystem(MenuGroup, RootMenu, MessageType, MessageTime) |
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Removes the player menu from the PlayerUnit. |
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SETTINGS constructor. |
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Sets A2A BRA |
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Sets A2A BULLS |
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Sets A2A LL DDM |
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Sets A2A LL DMS |
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Sets A2A MGRS |
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Sets A2G BRA |
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Sets A2G LL DDM |
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Sets A2G LL DMS |
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Sets A2G MGRS |
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Configures the era of the mission to be Cold war. |
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Configures the era of the mission to be Korea. |
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Configures the era of the mission to be Modern war. |
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Configures the era of the mission to be WWII. |
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Sets the SETTINGS imperial. |
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Sets the SETTINGS LL accuracy. |
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Sets the SETTINGS default text locale. |
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Sets the SETTINGS MGRS accuracy. |
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Set menu to be static. |
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Set short text for menus on (true) or off (false). |
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Sets the SETTINGS Message Display Timing of a MessageType |
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Sets the SETTINGS metric. |
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Updates the menu of the player seated in the PlayerUnit. |
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Sets the player menus off, so that the Player setting menus won't show up for the players. |
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Sets the player menus on, so that the Player setting menus show up for the players. |
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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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SETTINGS:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
SETTINGS:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
SETTINGS: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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SETTINGS: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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SETTINGS:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
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SETTINGS:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from SETTINGS.__Enum.Era | Description |
---|---|
Field(s)
Function(s)
@param #SETTINGS self
Defined in:
SETTINGS
Parameters:
MenuGroup
RootMenu
A2ASystem
@param #SETTINGS self
Defined in:
SETTINGS
Parameters:
MenuGroup
RootMenu
A2GSystem
Gets the SETTINGS LL accuracy.
Defined in:
SETTINGS
Return value:
#number:
Gets the SETTINGS MGRS accuracy.
Defined in:
SETTINGS
Return value:
#number:
Gets the SETTINGS Message Display Timing of a MessageType
Defined in:
SETTINGS
Parameter:
Core.Message#MESSAGE MessageType
The type of the message.
Return value:
#number:
Gets if the SETTINGS is imperial.
Defined in:
SETTINGS
Return value:
#boolean:
true if imperial.
Gets if the SETTINGS is metric.
Defined in:
SETTINGS
Return value:
#boolean:
true if metric.
@param #SETTINGS self
Defined in:
SETTINGS
Parameters:
PlayerUnit
PlayerGroup
PlayerName
A2ASystem
@param #SETTINGS self
Defined in:
SETTINGS
Parameters:
PlayerUnit
PlayerGroup
PlayerName
A2GSystem
@param #SETTINGS self
Defined in:
SETTINGS
Parameters:
PlayerUnit
PlayerGroup
PlayerName
LL_Accuracy
@param #SETTINGS self
Defined in:
SETTINGS
Parameters:
PlayerUnit
PlayerGroup
PlayerName
MGRS_Accuracy
@param #SETTINGS self
Defined in:
SETTINGS
Parameters:
PlayerUnit
PlayerGroup
PlayerName
MW
@param #SETTINGS self
Defined in:
SETTINGS
Parameters:
PlayerUnit
PlayerGroup
PlayerName
MessageType
MessageTime
@param #SETTINGS self
Defined in:
SETTINGS
Parameters:
MenuGroup
RootMenu
LL_Accuracy
@param #SETTINGS self
Defined in:
SETTINGS
Parameters:
MenuGroup
RootMenu
MGRS_Accuracy
@param #SETTINGS self
Defined in:
SETTINGS
Parameters:
MenuGroup
RootMenu
MW
@param #SETTINGS self
Defined in:
SETTINGS
Parameters:
MenuGroup
RootMenu
MessageType
MessageTime
Removes the player menu from the PlayerUnit.
SETTINGS constructor.
Defined in:
SETTINGS
Parameter:
#string PlayerName
(Optional) Set settings for this player.
Return value:
Configures the era of the mission to be Cold war.
Configures the era of the mission to be Korea.
Configures the era of the mission to be Modern war.
Configures the era of the mission to be WWII.
Sets the SETTINGS LL accuracy.
Sets the SETTINGS default text locale.
Defined in:
SETTINGS
Parameter:
#string Locale
Sets the SETTINGS MGRS accuracy.
Set menu to be static.
Defined in:
SETTINGS
Parameter:
#boolean onoff
If true menu is static. If false menu will be updated after changes (default).
Set short text for menus on (true) or off (false).
Short text are better suited for, e.g., VR.
Defined in:
SETTINGS
Parameter:
#boolean onoff
If true use short menu texts. If false long ones (default).
Sets the SETTINGS Message Display Timing of a MessageType
Defined in:
SETTINGS
Parameters:
Core.Message#MESSAGE MessageType
The type of the message.
#number MessageTime
The display time duration in seconds of the MessageType.
Updates the menu of the player seated in the PlayerUnit.
Sets the player menus off, so that the Player setting menus won't show up for the players.
But only when a player exits and reenters the slot these settings will have effect! It is advised to use this method at the start of the mission.
Defined in:
SETTINGS
Return value:
self
Usage:
_SETTINGS:SetPlayerMenuOff() -- will disable the player menus.
Sets the player menus on, so that the Player setting menus show up for the players.
But only when a player exits and reenters the slot these settings will have effect! It is advised to use this method at the start of the mission.
Defined in:
SETTINGS
Return value:
Usage:
_SETTINGS:SetPlayerMenuOn() -- will enable the player menus.
@param #SETTINGS self @param Wrapper.Group#GROUP MenuGroup Group for which to add menus. @param #table RootMenu Root menu table @return #SETTINGS
Defined in:
SETTINGS
Parameters:
MenuGroup
RootMenu
Field(s)
Function(s)
Clear the state of an object.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
StateName
The key that is should be cleared.
Creation of a Birth Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
#string IniUnitName
The initiating unit name.
place
subplace
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
IniObjectCategory
Creation of a Dead Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
IniObjectCategory
Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.
Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT
event.
Creation of a Remove Unit Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Takeoff Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Log an exception which will be traced always.
Can be anywhere within the function logic.
Returns the event dispatcher
Remove all subscribed events
Trace a function call.
Must be at the beginning of the function logic.
Trace a function call level 2.
Must be at the beginning of the function logic.
Trace a function call level 3.
Must be at the beginning of the function logic.
Get the ClassID of the class instance.
Get the ClassName of the class instance.
Get the ClassName + ClassID of the class instance.
The ClassName + ClassID is formatted as '%s#%09d'.
Get the Class Core.Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
This is the worker method to retrieve the Parent class.
Note that the Parent class must be passed to call the parent class method.
self:GetParent(self):ParentMethod()
Get a Value given a Key from the Object.
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
Key
The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
Return value:
The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
Subscribe to a DCS Event.
Defined in:
Parameters:
Core.Event#EVENTS EventID
Event ID.
#function EventFunction
(optional) The function to be called when the event occurs for the unit.
Return value:
Log an information which will be traced always.
Can be anywhere within the function logic.
This is the worker method to inherit from a parent class.
Defined in:
Parameters:
Child
is the Child class that inherits.
#BASE Parent
is the Parent class that the Child inherits from.
Return value:
Child
This is the worker method to check if an object is an (sub)instance of a class.
Examples:
ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
Defined in:
Parameter:
ClassName
is the name of the class or the class itself to run the check against
Return value:
#boolean:
Enquires if tracing is on (for the class).
BASE constructor.
This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
function EVENT:New()
local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
return self
end
Occurs when an Event for an object is triggered.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that triggered the event.
Occurs when a ground unit captures either an airbase or a farp.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
Occurs when any object is spawned into the mission.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was spawned
Occurs when any aircraft crashes into the ground and is completely destroyed.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that has crashed
Occurs when an object is dead.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is dead.
Unknown precisely what creates this event, likely tied into newer damage model.
Will update this page when new information become available.
- initiator: The unit that had the failure.
Discard chair after ejection.
Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
Occurs when a dynamic cargo crate is removed.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes.
initiator : The unit that has ejected
Occurs when any aircraft shuts down its engines.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is stopping its engines.
Occurs when any aircraft starts its engines.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is starting its engines.
Occurs whenever an object is hit by a weapon.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.
Occurs when any system fails on a human controlled aircraft.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that had the failure
Occurs on the death of a unit.
Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: The unit that killed the target
- target: Target Object
- weapon: Weapon Object
Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes.
initiator : The unit that has landed place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
- place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
- subplace: is always 0 for unknown reasons.
Occurs when a new mark was added.
Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mark text was changed.
Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mark was removed.
Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
Weapon add.
Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when the pilot of an aircraft is killed.
Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the pilot has died in.
Occurs when a player enters a slot and takes control of an aircraft.
Have a look at the class Core.Event#EVENT as these are just the prototypes. NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.
Occurs when any player assumes direct control of a unit.
Note - not Mulitplayer safe. Use PlayerEnterAircraft. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is being taken control of.
Occurs when any player relieves control of a unit to the AI.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the player left.
Occurs when an aircraft connects with a tanker and begins taking on fuel.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is receiving fuel.
Occurs when an aircraft is finished taking fuel.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was receiving fuel.
Occurs when any modification to the "Score" as seen on the debrief menu would occur.
There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when any unit stops firing its weapon.
Event will always correspond with a shooting start event. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was doing the shooting.
Occurs when any unit begins firing a weapon that has a high rate of fire.
Most common with aircraft cannons (GAU-8), autocannons, and machine guns. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is doing the shooting. target: The unit that is being targeted.
Occurs whenever any unit in a mission fires a weapon.
But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when an aircraft takes off from an airbase, farp, or ship.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
Occurs when the game thinks an object is destroyed.
Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: The unit that is was destroyed.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#string:
The Schedule ID of the planned schedule.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#number Repeat
Specifies the interval in seconds when the scheduler will call the event function.
#number RandomizeFactor
Specifies a randomization factor between 0 and 1 to randomize the Repeat.
#number Stop
Specifies the amount of seconds when the scheduler will be stopped.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#string:
The Schedule ID of the planned schedule.
Stops the Schedule.
Defined in:
Parameter:
#string SchedulerID
(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
Set the Class Core.Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
Set a state or property of the Object given a Key and a Value.
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that will hold the Value set by the Key.
Key
The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
Value
The value to is stored in the object.
Return value:
The Value set.
Trace a function logic level 1.
Can be anywhere within the function logic.
Trace a function logic level 2.
Can be anywhere within the function logic.
Trace a function logic level 3.
Can be anywhere within the function logic.
Trace all methods in MOOSE
Set tracing for a class
Set tracing for a specific method of class
Set trace off.
Set trace on.
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.
So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.
Defined in:
Parameter:
#boolean TraceOnOff
Switch the tracing on or off.
Usage:
-- Switch the tracing On
BASE:TraceOnOff( true )
-- Switch the tracing Off
BASE:TraceOnOff( false )
UnSubscribe to a DCS event.
Trace a function call.
This function is private.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
(Internal) Serialize arguments
Trace a function logic.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
The main event handling function...
This function captures all events generated for the class.