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Module Functional.CleanUp

Functional - Keep airbases clean of crashing or colliding airplanes, and kill missiles when being fired at airbases.


Features:

  • Try to keep the airbase clean and operational.
  • Prevent airplanes from crashing.
  • Clean up obstructing airplanes from the runway that are standing still for a period of time.
  • Prevent airplanes firing missiles within the airbase zone.

Missions:

CLA - CleanUp Airbase


Specific airbases need to be provided that need to be guarded. Each airbase registered, will be guarded within a zone of 8 km around the airbase. Any unit that fires a missile, or shoots within the zone of an airbase, will be monitored by CLEANUP_AIRBASE. Within the 8km zone, units cannot fire any missile, which prevents the airbase runway to receive missile or bomb hits. Any airborne or ground unit that is on the runway below 30 meters (default value) will be automatically removed if it is damaged.

This is not a full 100% secure implementation. It is still possible that CLEANUP_AIRBASE cannot prevent (in-time) to keep the airbase clean. The following situations may happen that will still stop the runway of an airbase:

  • A damaged unit is not removed on time when above the runway, and crashes on the runway.
  • A bomb or missile is still able to dropped on the runway.
  • Units collide on the airbase, and could not be removed on time.

When a unit is within the airbase zone and needs to be monitored, its status will be checked every 0.25 seconds! This is required to ensure that the airbase is kept clean. But as a result, there is more CPU overload.

So as an advise, I suggest you use the CLEANUP_AIRBASE class with care:

  • Only monitor airbases that really need to be monitored!
  • Try not to monitor airbases that are likely to be invaded by enemy troops. For these airbases, there is little use to keep them clean, as they will be invaded anyway...

By following the above guidelines, you can add airbase cleanup with acceptable CPU overhead.


Author: FlightControl

Contributions:


Global(s)

Global CLEANUP_AIRBASE

Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.

#CLEANUP_AIRBASE CLEANUP_AIRBASE

Keeps airbases clean, and tries to guarantee continuous airbase operations, even under combat.

1. CLEANUP_AIRBASE Constructor

Creates the main object which is preventing the airbase to get polluted with debris on the runway, which halts the airbase.

 -- Clean these Zones.
 CleanUpAirports = CLEANUP_AIRBASE:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi } )

 -- or
 CleanUpTbilisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Tbilisi )
 CleanUpKutaisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Kutaisi )

2. Add or Remove airbases

The method CLEANUP_AIRBASE.AddAirbase() to add an airbase to the cleanup validation process. The method CLEANUP_AIRBASE.RemoveAirbase() removes an airbase from the cleanup validation process.

3. Clean missiles and bombs within the airbase zone.

When missiles or bombs hit the runway, the airbase operations stop. Use the method CLEANUP_AIRBASE.SetCleanMissiles() to control the cleaning of missiles, which will prevent airbases to stop. Note that this method will not allow anymore airbases to be attacked, so there is a trade-off here to do.

Type(s)

Fields and Methods inherited from CLEANUP_AIRBASE Description

CLEANUP_AIRBASE:AddAirbase(AirbaseName)

Adds an airbase to the airbase validation list.

CLEANUP_AIRBASE:New(AirbaseNames)

Creates the main object which is handling the cleaning of the debris within the given Zone Names.

CLEANUP_AIRBASE:RemoveAirbase(AirbaseName)

Removes an airbase from the airbase validation list.

CLEANUP_AIRBASE:SetCleanMissiles(CleanMissiles)

Enables or disables the cleaning of missiles within the airbase zones.

CLEANUP_AIRBASE.__

Fields and Methods inherited from CLEANUP_AIRBASE.__ Description

CLEANUP_AIRBASE.__.Airbases

Map of Airbases.

Fields and Methods inherited from BASE Description

CLEANUP_AIRBASE.__.ClassID

The ID number of the class.

CLEANUP_AIRBASE.__.ClassName

The name of the class.

CLEANUP_AIRBASE.__.ClassNameAndID

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

CLEANUP_AIRBASE.__:ClearState(Object, StateName)

Clear the state of an object.

CLEANUP_AIRBASE.__:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

Creation of a Birth Event.

CLEANUP_AIRBASE.__:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

CLEANUP_AIRBASE.__:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

CLEANUP_AIRBASE.__:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

CLEANUP_AIRBASE.__:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

CLEANUP_AIRBASE.__:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

CLEANUP_AIRBASE.__:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

CLEANUP_AIRBASE.__:E(Arguments)

Log an exception which will be traced always.

CLEANUP_AIRBASE.__:EventDispatcher()

Returns the event dispatcher

CLEANUP_AIRBASE.__:EventRemoveAll()

Remove all subscribed events

CLEANUP_AIRBASE.__:F(Arguments)

Trace a function call.

CLEANUP_AIRBASE.__:F2(Arguments)

Trace a function call level 2.

CLEANUP_AIRBASE.__:F3(Arguments)

Trace a function call level 3.

CLEANUP_AIRBASE.__:GetClassID()

Get the ClassID of the class instance.

CLEANUP_AIRBASE.__:GetClassName()

Get the ClassName of the class instance.

CLEANUP_AIRBASE.__:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

CLEANUP_AIRBASE.__:GetEventPriority()

Get the Class Core.Event processing Priority.

CLEANUP_AIRBASE.__:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

CLEANUP_AIRBASE.__:GetState(Object, Key)

Get a Value given a Key from the Object.

CLEANUP_AIRBASE.__:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

CLEANUP_AIRBASE.__:I(Arguments)

Log an information which will be traced always.

CLEANUP_AIRBASE.__:Inherit(Child, Parent)

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

CLEANUP_AIRBASE.__:IsInstanceOf(ClassName)

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

CLEANUP_AIRBASE.__:IsTrace()

Enquires if tracing is on (for the class).

CLEANUP_AIRBASE.__:New()

BASE constructor.

CLEANUP_AIRBASE.__:OnEvent(EventData)

Occurs when an Event for an object is triggered.

CLEANUP_AIRBASE.__:OnEventBDA(EventData)

BDA.

CLEANUP_AIRBASE.__:OnEventBaseCaptured(EventData)

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

CLEANUP_AIRBASE.__:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

CLEANUP_AIRBASE.__:OnEventCrash(EventData)

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

CLEANUP_AIRBASE.__:OnEventDead(EventData)

Occurs when an object is dead.

CLEANUP_AIRBASE.__:OnEventDetailedFailure(EventData)

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

CLEANUP_AIRBASE.__:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

CLEANUP_AIRBASE.__:OnEventEjection(EventData)

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

CLEANUP_AIRBASE.__:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

CLEANUP_AIRBASE.__:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

CLEANUP_AIRBASE.__:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

CLEANUP_AIRBASE.__:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

CLEANUP_AIRBASE.__:OnEventKill(EventData)

Occurs on the death of a unit.

CLEANUP_AIRBASE.__:OnEventLand(EventData)

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

CLEANUP_AIRBASE.__:OnEventLandingAfterEjection(EventData)

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

CLEANUP_AIRBASE.__:OnEventLandingQualityMark(EventData)

Landing quality mark.

CLEANUP_AIRBASE.__:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

CLEANUP_AIRBASE.__:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

CLEANUP_AIRBASE.__:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

CLEANUP_AIRBASE.__:OnEventMissionEnd(EventData)

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

CLEANUP_AIRBASE.__:OnEventMissionStart(EventData)

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

CLEANUP_AIRBASE.__:OnEventParatrooperLanding(EventData)

Weapon add.

CLEANUP_AIRBASE.__:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

CLEANUP_AIRBASE.__:OnEventPlayerEnterAircraft(EventData)

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

CLEANUP_AIRBASE.__:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

CLEANUP_AIRBASE.__:OnEventPlayerLeaveUnit(EventData)

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

CLEANUP_AIRBASE.__:OnEventRefueling(EventData)

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

CLEANUP_AIRBASE.__:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

CLEANUP_AIRBASE.__:OnEventScore(EventData)

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

CLEANUP_AIRBASE.__:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

CLEANUP_AIRBASE.__:OnEventShootingStart(EventData)

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

CLEANUP_AIRBASE.__:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

CLEANUP_AIRBASE.__:OnEventTakeoff(EventData)

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

CLEANUP_AIRBASE.__:OnEventTriggerZone(EventData)

Trigger zone.

CLEANUP_AIRBASE.__:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

CLEANUP_AIRBASE.__:ScheduleOnce(Start, SchedulerFunction, ...)

Schedule a new time event.

CLEANUP_AIRBASE.__:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

Schedule a new time event.

CLEANUP_AIRBASE.__:ScheduleStop(SchedulerID)

Stops the Schedule.

CLEANUP_AIRBASE.__.Scheduler

CLEANUP_AIRBASE.__:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

CLEANUP_AIRBASE.__:SetState(Object, Key, Value)

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

CLEANUP_AIRBASE.__:T(Arguments)

Trace a function logic level 1.

CLEANUP_AIRBASE.__:T2(Arguments)

Trace a function logic level 2.

CLEANUP_AIRBASE.__:T3(Arguments)

Trace a function logic level 3.

CLEANUP_AIRBASE.__:TraceAll(TraceAll)

Trace all methods in MOOSE

CLEANUP_AIRBASE.__:TraceClass(Class)

Set tracing for a class

CLEANUP_AIRBASE.__:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

CLEANUP_AIRBASE.__:TraceLevel(Level)

Set trace level

CLEANUP_AIRBASE.__:TraceOff()

Set trace off.

CLEANUP_AIRBASE.__:TraceOn()

Set trace on.

CLEANUP_AIRBASE.__:TraceOnOff(TraceOnOff)

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

CLEANUP_AIRBASE.__:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

CLEANUP_AIRBASE.__._

CLEANUP_AIRBASE.__:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

CLEANUP_AIRBASE.__:_Serialize(Arguments)

(Internal) Serialize arguments

CLEANUP_AIRBASE.__:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

CLEANUP_AIRBASE.__.__

CLEANUP_AIRBASE.__:onEvent(event)

The main event handling function...

Field(s)

#table CLEANUP_AIRBASE.__

@field #CLEANUP_AIRBASE.__

Function(s)

Adds an airbase to the airbase validation list.

Defined in:

CLEANUP_AIRBASE

Parameter:

#string AirbaseName

Return value:

Creates the main object which is handling the cleaning of the debris within the given Zone Names.

Defined in:

CLEANUP_AIRBASE

Parameter:

#list<#string> AirbaseNames

Is a table of airbase names where the debris should be cleaned. Also a single string can be passed with one airbase name.

Return value:

Usage:

 -- Clean these Zones.
CleanUpAirports = CLEANUP_AIRBASE:New( { AIRBASE.Caucasus.Tbilisi, AIRBASE.Caucasus.Kutaisi )
or
CleanUpTbilisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Tbilisi )
CleanUpKutaisi = CLEANUP_AIRBASE:New( AIRBASE.Caucasus.Kutaisi )

Removes an airbase from the airbase validation list.

Defined in:

CLEANUP_AIRBASE

Parameter:

#string AirbaseName

Return value:

Enables or disables the cleaning of missiles within the airbase zones.

Airbase operations stop when a missile or bomb is dropped at a runway. Note that when this method is used, the airbase operations won't stop if the missile or bomb was cleaned within the airbase zone, which is 8km from the center of the airbase. However, there is a trade-off to make. Attacks on airbases won't be possible anymore if this method is used. Note, one can also use the method CLEANUP_AIRBASE.RemoveAirbase() to remove the airbase from the control process as a whole, when an enemy unit is near. That is also an option...

Defined in:

CLEANUP_AIRBASE

Parameter:

#string CleanMissiles

(Default=true) If true, missiles fired are immediately destroyed. If false missiles are not controlled.

Return value:

Field(s)

#map<#string,Wrapper.Airbase#AIRBASE> CLEANUP_AIRBASE.__.Airbases

Map of Airbases.

Function(s)

Field(s)

#map<#string,Wrapper.Airbase#AIRBASE> CLEANUP_AIRBASE.__.Airbases

Map of Airbases.

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

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

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.Event processing Priority.

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

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

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

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

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

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

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

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

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

Defined in:

Parameter:

ClassName

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

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

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

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

Defined in:

Return value:

Occurs when an Event for an object is triggered.

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

Defined in:

Parameter:

The EventData structure.

BDA.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

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

Defined in:

Parameter:

The EventData structure.

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

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

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

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

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

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

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

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Weapon add.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

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

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#number Repeat

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

#number RandomizeFactor

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

#number Stop

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

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

Set the Class Core.Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

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

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

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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

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

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


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

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

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event