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Module Functional.ClientWatch

Functional - Manage and track client slots easily to add your own client-based menus and modules to.

The #CLIENTWATCH class adds a simplified way to create scripts and menus for individual clients. Instead of creating large algorithms and juggling multiple event handlers, you can simply provide one or more prefixes to the class and use the callback functions on spawn, despawn, and any aircraft related events to script to your hearts content.


Features:

  • Find clients by prefixes or by providing a Wrapper.CLIENT object
  • Trigger functions when the client spawns and despawns
  • Create multiple client instances without overwriting event handlers between instances
  • More reliable aircraft lost events for when DCS thinks the aircraft id dead but a dead event fails to trigger
  • Easily manage clients spawned in dynamic slots

Author: Statua

Contributions: FlightControl: Wrapper.CLIENT


Global(s)

Global CLIENTWATCH

Manage and track client slots easily to add your own client-based menus and modules to.

#CLIENTWATCH CLIENTWATCH

Manage and track client slots easily to add your own client-based menus and modules to.

Creating a new instance

To start, you must first create a new instance of the client manager and provide it with either a Wrapper.Client#CLIENT object, a string prefix of the unit name, or a table of string prefixes for unit names. These are used to capture the client unit when it spawns and apply your scripted functions to it. Only fixed wing and rotary wing aircraft controlled by players can be used by this class. This will not work if the client aircraft is alive!

Examples

     -- Create an instance with a Wrapper.Client#CLIENT object
     local heliClient = CLIENT:FindByName('Rotary1-1')
     local clientInstance = CLIENTWATCH:New(heliClient)

     -- Create an instance with part of the unit name in the Mission Editor
     local clientInstance = CLIENTWATCH:New("Rotary")

     -- Create an instance using prefixes for a few units as well as a FARP name for any dynamic spawns coming out of it
     local clientInstance = CLIENTWATCH:New({"Rescue","UH-1H","FARP ALPHA"})

Applying functions and methods to client aircraft when they spawn

Once the instance is created, it will watch for birth events. If the unit name of the client aircraft matches the one provided in the instance, the callback method #CLIENTWATCH() can be used to apply functions and methods to the client object.

In the OnAfterSpawn() callback method are four values. From, Event, To, and ClientObject. From,Event,To are standard FSM strings for the state changes. ClientObject is where the magic happens. This is a special object which you can use to access all the data of the client aircraft. The following entries in ClientObject are available for you to use:

  • ClientObject.Unit: The Moose Wrapper.Unit#UNIT of the client aircraft
  • ClientObject.Group: The Moose Wrapper.Group#GRUP of the client aircraft
  • ClientObject.Client: The Moose Wrapper.Client#CLIENT of the client aircraft
  • ClientObject.PlayerName: A #string of the player controlling the aircraft
  • ClientObject.UnitName: A #string of the client aircraft unit.
  • ClientObject.GroupName: A #string of the client aircraft group.

Examples

     -- Create an instance with a client unit prefix and send them a message when they spawn
     local clientInstance = CLIENTWATCH:New("Rotary")
     function clientInstance:OnAfterSpawn(From,Event,To,ClientObject,EventData)
         MESSAGE:New("Welcome to your aircraft!",10):ToUnit(ClientObject.Unit)
     end

Using event callbacks

In a normal setting, you can only use a callback function for a specific option in one location. If you have multiple scripts that rely on the same callback from the same object, this can get quite messy. With the ClientWatch module, these callbacks are isolated t the instances and therefore open the possibility to use many instances with the same callback doing different things. ClientWatch instances subscribe to all events that are applicable to player controlled aircraft and provides callbacks for each, forwarding the EventData in the callback function.

The following event callbacks can be used inside the OnAfterSpawn() callback:

  • :OnAfterDespawn(From,Event,To): Triggers whenever DCS no longer sees the aircraft as 'alive'. No event data is given in this callback as it is derived from other events
  • :OnAfterHit(From,Event,To,EventData): Triggers every time the aircraft takes damage or is struck by a weapon/explosion
  • :OnAfterKill(From,Event,To,EventData): Triggers after the aircraft kills something with its weapons
  • :OnAfterScore(From,Event,To,EventData): Triggers after accumulating score
  • :OnAfterShot(From,Event,To,EventData): Triggers after a single-shot weapon is released
  • :OnAfterShootingStart(From,Event,To,EventData): Triggers when an automatic weapon begins firing
  • :OnAfterShootingEnd(From,Event,To,EventData): Triggers when an automatic weapon stops firing
  • :OnAfterLand(From,Event,To,EventData): Triggers when an aircraft transitions from being airborne to on the ground
  • :OnAfterTakeoff(From,Event,To,EventData): Triggers when an aircraft transitions from being on the ground to airborne
  • :OnAfterRunwayTakeoff(From,Event,To,EventData): Triggers after lifting off from a runway
  • :OnAfterRunwayTouch(From,Event,To,EventData): Triggers when an aircraft's gear makes contact with a runway
  • :OnAfterRefueling(From,Event,To,EventData): Triggers when an aircraft begins taking on fuel
  • :OnAfterRefuelingStop(From,Event,To,EventData): Triggers when an aircraft stops taking on fuel
  • :OnAfterPlayerLeaveUnit(From,Event,To,EventData): Triggers when a player leaves an operational aircraft
  • :OnAfterCrash(From,Event,To,EventData): Triggers when an aircraft is destroyed (may fail to trigger if the aircraft is only partially destroyed)
  • :OnAfterDead(From,Event,To,EventData): Triggers when an aircraft is considered dead (may fail to trigger if the aircraft was partially destroyed first)
  • :OnAfterPilotDead(From,Event,To,EventData): Triggers when the pilot is killed (may fail to trigger if the aircraft was partially destroyed first)
  • :OnAfterUnitLost(From,Event,To,EventData): Triggers when an aircraft is lost for any reason (may fail to trigger if the aircraft was partially destroyed first)
  • :OnAfterEjection(From,Event,To,EventData): Triggers when a pilot ejects from an aircraft
  • :OnAfterHumanFailure(From,Event,To,EventData): Triggers when an aircraft or system is damaged from any source or action by the player
  • :OnAfterHumanAircraftRepairStart(From,Event,To,EventData): Triggers when an aircraft repair is started
  • :OnAfterHumanAircraftRepairFinish(From,Event,To,EventData): Triggers when an aircraft repair is completed
  • :OnAfterEngineStartup(From,Event,To,EventData): Triggers when the engine enters what DCS considers to be a started state. Parameters vary by aircraft
  • :OnAfterEngineShutdown(From,Event,To,EventData): Triggers when the engine enters what DCS considers to be a stopped state. Parameters vary by aircraft
  • :OnAfterWeaponAdd(From,Event,To,EventData): Triggers when an item is added to an aircraft's payload
  • :OnAfterWeaponDrop(From,Event,To,EventData): Triggers when an item is jettisoned or dropped from an aircraft (unconfirmed)
  • :OnAfterWeaponRearm(From,Event,To,EventData): Triggers when an item with internal supply is restored (unconfirmed)

Examples

     -- Show a message to player when they take damage from a weapon
     local clientInstance = CLIENTWATCH:New("Rotary")
         function clientInstance:OnAfterSpawn(From,Event,To,ClientObject,EventData)
         function ClientObject:OnAfterHit(From,Event,To,EventData)
            local typeShooter = EventData.IniTypeName
            local nameWeapon = EventData.weapon_name
            MESSAGE:New("A "..typeShooter.." hit you with a "..nameWeapon,20):ToUnit(ClientObject.Unit)
         end
     end

Global CLIENTWATCHTools

#table CLIENTWATCHTools

@type CLIENTWATCHTools @field #table Unit Wrapper.UNIT of the cient object @field #table Group Wrapper.GROUP of the cient object @field #table Client Wrapper.CLIENT of the cient object @field #string PlayerName Name of the player controlling the client object @field #string UnitName Name of the unit that is the client object @field #string GroupName Name of the group the client object belongs to

Type(s)

Fields and Methods inherited from CLIENTWATCH Description

CLIENTWATCH.ClassName

Name of the class.

CLIENTWATCH.Debug

Write Debug messages to DCS log file and send Debug messages to all players.

CLIENTWATCH.DebugEventData

CLIENTWATCH:FilterByCategory(Category, Category, value)

Filter out all clients that are not of the given category

CLIENTWATCH:FilterByCoalition(Coalition, Coalition, value)

Filter out all clients not belonging to the provided coalition

CLIENTWATCH.FilterCategory

If not nil, will only activate for aircraft of the given category value.

CLIENTWATCH.FilterCoalition

If not nil, will only activate for aircraft of the given coalition value.

CLIENTWATCH:New(Will, Put, Provide, Leave, client)

Creates a new instance of CLIENTWATCH to add scripts to.

CLIENTWATCH:OnAfterSpawn(Controllable, From, Event, To, clientObject, eventdata)

User function for OnAfter "Spawn" event.

CLIENTWATCH.lid

String for DCS log file.

CLIENTWATCH.version

CLIENTWATCH version

Fields and Methods inherited from FSM_CONTROLLABLE Description

CLIENTWATCH.Controllable

CLIENTWATCH:GetControllable()

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

CLIENTWATCH:New(FSMT, Controllable)

Creates a new FSM_CONTROLLABLE object.

CLIENTWATCH:OnAfterStop(Controllable, From, Event, To)

OnAfter Transition Handler for Event Stop.

CLIENTWATCH:OnBeforeStop(Controllable, From, Event, To)

OnBefore Transition Handler for Event Stop.

CLIENTWATCH:OnEnterStopped(Controllable, From, Event, To)

OnEnter Transition Handler for State Stopped.

CLIENTWATCH:OnLeaveStopped(Controllable, From, Event, To)

OnLeave Transition Handler for State Stopped.

CLIENTWATCH:SetControllable(FSMControllable)

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

CLIENTWATCH:Stop()

Synchronous Event Trigger for Event Stop.

CLIENTWATCH:__Stop(Delay)

Asynchronous Event Trigger for Event Stop.

CLIENTWATCH:_call_handler(step, trigger, params, EventName)

Fields and Methods inherited from FSM Description

CLIENTWATCH:AddEndState(State)

Adds an End state.

CLIENTWATCH:AddProcess(From, Event, Process, ReturnEvents)

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

CLIENTWATCH:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

CLIENTWATCH:AddScoreProcess(From, Event, State, ScoreText, Score)

Adds a score for the FSM_PROCESS to be achieved.

CLIENTWATCH:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

CLIENTWATCH.CallScheduler

Call scheduler.

CLIENTWATCH.ClassName

Name of the class.

CLIENTWATCH.Events

CLIENTWATCH:GetCurrentState()

Get current state.

CLIENTWATCH:GetEndStates()

Returns the End states.

CLIENTWATCH:GetProcess(From, Event)

CLIENTWATCH:GetProcesses()

Returns a table of the SubFSM rules defined within the FSM.

CLIENTWATCH:GetScores()

Returns a table with the scores defined.

CLIENTWATCH:GetStartState()

Returns the start state of the FSM.

CLIENTWATCH:GetState()

Get current state.

CLIENTWATCH:GetSubs()

Returns a table with the Subs defined.

CLIENTWATCH:GetTransitions()

Returns a table of the transition rules defined within the FSM.

CLIENTWATCH:Is(State)

Check if FSM is in state.

CLIENTWATCH:LoadCallBacks(CallBackTable)

Load call backs.

CLIENTWATCH:New()

Creates a new FSM object.

CLIENTWATCH.Scores

Scores.

CLIENTWATCH:SetProcess(From, Event, Fsm)

CLIENTWATCH:SetStartState(State)

Sets the start state of the FSM.

CLIENTWATCH._EndStates

CLIENTWATCH._EventSchedules

CLIENTWATCH._Processes

CLIENTWATCH._Scores

CLIENTWATCH._StartState

CLIENTWATCH._Transitions

CLIENTWATCH:_add_to_map(Map, Event)

Add to map.

CLIENTWATCH:_call_handler(step, trigger, params, EventName)

Call handler.

CLIENTWATCH:_create_transition(EventName)

Create transition.

CLIENTWATCH:_delayed_transition(EventName)

Delayed transition.

CLIENTWATCH:_eventmap(Events, EventStructure)

Event map.

CLIENTWATCH:_gosub(ParentFrom, ParentEvent)

Go sub.

CLIENTWATCH:_handler(EventName, ...)

Handler.

CLIENTWATCH:_isendstate(Current)

Is end state.

CLIENTWATCH:_submap(subs, sub, name)

Sub maps.

CLIENTWATCH:can(e)

Check if can do an event.

CLIENTWATCH:cannot(e)

Check if cannot do an event.

CLIENTWATCH.current

Current state name.

CLIENTWATCH.endstates

CLIENTWATCH:is(State, state)

Check if FSM is in state.

CLIENTWATCH.options

Options.

CLIENTWATCH.subs

Subs.

Fields and Methods inherited from BASE Description

CLIENTWATCH.ClassID

The ID number of the class.

CLIENTWATCH.ClassName

The name of the class.

CLIENTWATCH.ClassNameAndID

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

CLIENTWATCH:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

CLIENTWATCH:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

CLIENTWATCH:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

CLIENTWATCH:CreateEventDynamicCargoLoaded(DynamicCargo)

Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.

CLIENTWATCH:CreateEventDynamicCargoRemoved(DynamicCargo)

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

CLIENTWATCH:CreateEventDynamicCargoUnloaded(DynamicCargo)

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

CLIENTWATCH:CreateEventNewDynamicCargo(DynamicCargo)

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

CLIENTWATCH:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

CLIENTWATCH:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

CLIENTWATCH:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

CLIENTWATCH:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

CLIENTWATCH:E(Arguments)

Log an exception which will be traced always.

CLIENTWATCH:EventDispatcher()

Returns the event dispatcher

CLIENTWATCH:EventRemoveAll()

Remove all subscribed events

CLIENTWATCH:F(Arguments)

Trace a function call.

CLIENTWATCH:F2(Arguments)

Trace a function call level 2.

CLIENTWATCH:F3(Arguments)

Trace a function call level 3.

CLIENTWATCH:GetClassID()

Get the ClassID of the class instance.

CLIENTWATCH:GetClassName()

Get the ClassName of the class instance.

CLIENTWATCH:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

CLIENTWATCH:GetEventPriority()

Get the Class Core.Event processing Priority.

CLIENTWATCH:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

CLIENTWATCH:GetState(Object, Key)

Get a Value given a Key from the Object.

CLIENTWATCH:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

CLIENTWATCH:I(Arguments)

Log an information which will be traced always.

CLIENTWATCH:Inherit(Child, Parent)

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

CLIENTWATCH:IsInstanceOf(ClassName)

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

CLIENTWATCH:IsTrace()

Enquires if tracing is on (for the class).

CLIENTWATCH:New()

BASE constructor.

CLIENTWATCH:OnEvent(EventData)

Occurs when an Event for an object is triggered.

CLIENTWATCH:OnEventBDA(EventData)

BDA.

CLIENTWATCH:OnEventBaseCaptured(EventData)

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

CLIENTWATCH:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

CLIENTWATCH:OnEventCrash(EventData)

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

CLIENTWATCH:OnEventDead(EventData)

Occurs when an object is dead.

CLIENTWATCH:OnEventDetailedFailure(EventData)

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

CLIENTWATCH:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

CLIENTWATCH:OnEventDynamicCargoLoaded(EventData)

Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.

CLIENTWATCH:OnEventDynamicCargoRemoved(EventData)

Occurs when a dynamic cargo crate is removed.

CLIENTWATCH:OnEventDynamicCargoUnloaded(EventData)

Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.

CLIENTWATCH: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.

CLIENTWATCH:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

CLIENTWATCH:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

CLIENTWATCH:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

CLIENTWATCH:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

CLIENTWATCH:OnEventKill(EventData)

Occurs on the death of a unit.

CLIENTWATCH: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.

CLIENTWATCH:OnEventLandingAfterEjection(EventData)

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

CLIENTWATCH:OnEventLandingQualityMark(EventData)

Landing quality mark.

CLIENTWATCH:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

CLIENTWATCH:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

CLIENTWATCH:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

CLIENTWATCH:OnEventMissionEnd(EventData)

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

CLIENTWATCH:OnEventMissionStart(EventData)

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

CLIENTWATCH:OnEventNewDynamicCargo(EventData)

Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.

CLIENTWATCH:OnEventParatrooperLanding(EventData)

Weapon add.

CLIENTWATCH:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

CLIENTWATCH:OnEventPlayerEnterAircraft(EventData)

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

CLIENTWATCH:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

CLIENTWATCH:OnEventPlayerLeaveUnit(EventData)

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

CLIENTWATCH:OnEventRefueling(EventData)

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

CLIENTWATCH:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

CLIENTWATCH:OnEventScore(EventData)

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

CLIENTWATCH:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

CLIENTWATCH:OnEventShootingStart(EventData)

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

CLIENTWATCH:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

CLIENTWATCH:OnEventTakeoff(EventData)

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

CLIENTWATCH:OnEventTriggerZone(EventData)

Trigger zone.

CLIENTWATCH:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

CLIENTWATCH:ScheduleStop(SchedulerID)

Stops the Schedule.

CLIENTWATCH.Scheduler

CLIENTWATCH:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

CLIENTWATCH:SetState(Object, Key, Value)

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

CLIENTWATCH:T(Arguments)

Trace a function logic level 1.

CLIENTWATCH:T2(Arguments)

Trace a function logic level 2.

CLIENTWATCH:T3(Arguments)

Trace a function logic level 3.

CLIENTWATCH:TraceAll(TraceAll)

Trace all methods in MOOSE

CLIENTWATCH:TraceClass(Class)

Set tracing for a class

CLIENTWATCH:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

CLIENTWATCH:TraceLevel(Level)

Set trace level

CLIENTWATCH:TraceOff()

Set trace off.

CLIENTWATCH:TraceOn()

Set trace on.

CLIENTWATCH: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.

CLIENTWATCH:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

CLIENTWATCH._

CLIENTWATCH:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

CLIENTWATCH:_Serialize(Arguments)

(Internal) Serialize arguments

CLIENTWATCH:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

CLIENTWATCH.__

CLIENTWATCH:onEvent(event)

The main event handling function...

  • CLIENTWATCH class

Field(s)

#string CLIENTWATCH.ClassName

Name of the class.

#boolean CLIENTWATCH.Debug

Write Debug messages to DCS log file and send Debug messages to all players.

#number CLIENTWATCH.FilterCategory

If not nil, will only activate for aircraft of the given category value.

#number CLIENTWATCH.FilterCoalition

If not nil, will only activate for aircraft of the given coalition value.

#string CLIENTWATCH.lid

String for DCS log file.

#string CLIENTWATCH.version

CLIENTWATCH version

Function(s)

Filter out all clients that are not of the given category

Defined in:

CLIENTWATCH

Parameters:

#number Category

number (0 = airplane, 1 = helicopter)

#string Category

string ('airplane' or 'helicopter')

value

Filter out all clients not belonging to the provided coalition

Defined in:

CLIENTWATCH

Parameters:

#number Coalition

number (1 = red, 2 = blue)

#string Coalition

string ('red' or 'blue')

value

Creates a new instance of CLIENTWATCH to add scripts to.

Can be used multiple times with the same client/prefixes if you need it for multiple scripts.

Defined in:

CLIENTWATCH

Parameters:

#string Will

watch for clients whos UNIT NAME or GROUP NAME matches part of the #string as a prefix.

#table Put

strings in a table to use multiple prefixes for the above method.

a Moose CLIENT object to apply to that specific aircraft slot (static slots only!)

#nil Leave

blank to activate for ALL CLIENTS

client

Return value:

self

User function for OnAfter "Spawn" event.

Defined in:

CLIENTWATCH

Parameters:

Controllable of the group.

#string From

From state.

#string Event

Event.

#string To

To state.

#table clientObject

Custom object that handles events and stores Moose object data. See top documentation for more details.

#table eventdata

Data from EVENTS.Birth.

Field(s)

#string CLIENTWATCH.ClassName

Name of the class.

#boolean CLIENTWATCH.Debug

Write Debug messages to DCS log file and send Debug messages to all players.

#number CLIENTWATCH.FilterCategory

If not nil, will only activate for aircraft of the given category value.

#number CLIENTWATCH.FilterCoalition

If not nil, will only activate for aircraft of the given coalition value.

#string CLIENTWATCH.lid

String for DCS log file.

#string CLIENTWATCH.version

CLIENTWATCH version

Function(s)

Gets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

Creates a new FSM_CONTROLLABLE object.

Defined in:

Parameters:

#table FSMT

Finite State Machine Table

(optional) The CONTROLLABLE object that the FSM_CONTROLLABLE governs.

Return value:

OnAfter Transition Handler for Event Stop.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnBefore Transition Handler for Event Stop.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

OnEnter Transition Handler for State Stopped.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

OnLeave Transition Handler for State Stopped.

Defined in:

Parameters:

The Controllable Object managed by the FSM.

#string From

The From State string.

#string Event

The Event string.

#string To

The To State string.

Return value:

#boolean:

Return false to cancel Transition.

Sets the CONTROLLABLE object that the FSM_CONTROLLABLE governs.

Defined in:

Parameter:

Return value:

Synchronous Event Trigger for Event Stop.

Asynchronous Event Trigger for Event Stop.

Defined in:

Parameter:

#number Delay

The delay in seconds.

Defined in:

Parameters:

step

trigger

params

EventName

Field(s)

#string CLIENTWATCH.ClassName

Name of the class.

#boolean CLIENTWATCH.Debug

Write Debug messages to DCS log file and send Debug messages to all players.

#number CLIENTWATCH.FilterCategory

If not nil, will only activate for aircraft of the given category value.

#number CLIENTWATCH.FilterCoalition

If not nil, will only activate for aircraft of the given coalition value.

#string CLIENTWATCH.lid

String for DCS log file.

#string CLIENTWATCH.version

CLIENTWATCH version

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM state.

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

Defined in:

Parameters:

#table From

Can contain a string indicating the From state or a table of strings containing multiple From states.

#string Event

The Event name.

An sub-process FSM.

#table ReturnEvents

A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

Return value:

The SubFSM.

Adds a score for the FSM to be achieved.

Defined in:

Parameters:

#string State

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

#string ScoreText

is a text describing the score that is given according the status.

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Adds a score for the FSM_PROCESS to be achieved.

Defined in:

Parameters:

#string From

is the From State of the main process.

#string Event

is the Event of the main process.

#string State

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

#string ScoreText

is a text describing the score that is given according the status.

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Add a new transition rule to the FSM.

A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

Defined in:

Parameters:

#table From

Can contain a string indicating the From state or a table of strings containing multiple From states.

#string Event

The Event name.

#string To

The To state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns the End states.

Defined in:

Return value:

#table:

End states.

Defined in:

Parameters:

From

Event

Returns a table of the SubFSM rules defined within the FSM.

Defined in:

Return value:

#table:

Sub processes.

Returns a table with the scores defined.

Defined in:

Return value:

#table:

Scores.

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns a table with the Subs defined.

Defined in:

Return value:

#table:

Sub processes.

Returns a table of the transition rules defined within the FSM.

Defined in:

Return value:

#table:

Transitions.

Check if FSM is in state.

Defined in:

Parameter:

#string State

State name.

Return value:

#boolean:

If true, FSM is in this state.

Load call backs.

Defined in:

Parameter:

#table CallBackTable

Table of call backs.

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Defined in:

Parameters:

From

Event

Fsm

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Add to map.

Defined in:

Parameters:

#table Map

Map.

#table Event

Event table.

Call handler.

Defined in:

Parameters:

#string step

Step "onafter", "onbefore", "onenter", "onleave".

#string trigger

Trigger.

#table params

Parameters.

#string EventName

Event name.

Return value:

Value.

Create transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Delayed transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Event map.

Defined in:

Parameters:

#table Events

Events.

#table EventStructure

Event structure.

Go sub.

Defined in:

Parameters:

#string ParentFrom

Parent from state.

#string ParentEvent

Parent event name.

Return value:

#table:

Subs.

Handler.

Defined in:

Parameters:

#string EventName

Event name.

...

Arguments.

Is end state.

Defined in:

Parameter:

#string Current

Current state name.

Return values:

#table:

FSM parent.

#string:

Event name.

Sub maps.

Defined in:

Parameters:

#table subs

Subs.

#table sub

Sub.

#string name

Name.

Check if can do an event.

Defined in:

Parameter:

#string e

Event name.

Return values:

#boolean:

If true, FSM can do the event.

#string:

To state.

Check if cannot do an event.

Defined in:

Parameter:

#string e

Event name.

Return value:

#boolean:

If true, FSM cannot do the event.

Check if FSM is in state.

Defined in:

Parameters:

#string State

State name.

state

Return value:

#boolean:

If true, FSM is in this state.

Field(s)

#string CLIENTWATCH.ClassName

Name of the class.

#boolean CLIENTWATCH.Debug

Write Debug messages to DCS log file and send Debug messages to all players.

#number CLIENTWATCH.FilterCategory

If not nil, will only activate for aircraft of the given category value.

#number CLIENTWATCH.FilterCoalition

If not nil, will only activate for aircraft of the given coalition value.

#string CLIENTWATCH.lid

String for DCS log file.

#string CLIENTWATCH.version

CLIENTWATCH version

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.

Defined in:

Parameter:

the dynamic cargo object

Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.

Defined in:

Parameter:

the dynamic cargo object

Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.

Defined in:

Parameter:

the dynamic cargo object

Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.

Defined in:

Parameter:

the dynamic cargo object

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 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.

Defined in:

Parameter:

The EventData structure.

Occurs when a dynamic cargo crate is removed.

* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.

Defined in:

Parameter:

The EventData structure.

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.

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.

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.

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