Module Wrapper.Net
Wrapper - DCS net functions.
Encapsules multiplayer server environment scripting functions from net
Author: Applevangelist
Last Update Oct 2023
Global(s)
Global NET |
Encapsules multiplayer environment scripting functions from net with some added FSM functions and options to block/unblock players in MP environments. |
Type(s)
Fields and Methods inherited from NET | Description |
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Block a player. |
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Block a SET_CLIENT of players |
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Block a specific coalition side, does NOT automatically kick all players of that side or kick out joined players |
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Block a specific player slot, does NOT automatically kick a player in that slot or kick out joined players |
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Block a specific UCID of a player, does NOT automatically kick the player with the UCID if already joined. |
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Executes a lua string in a given lua environment in the game. |
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Force the slot for a specific client. |
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Get some data of pilots who have currently joined |
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Returns the playerID of the local player. |
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Return the name of a given client. |
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Find the PlayerID by name |
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Find the PlayerID from a CLIENT object. |
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Return a table of attributes for a given client. |
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Return a table of players currently connected to the server. |
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Return a statistic for a given client. |
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Get player UCID from player CLIENT object or player name. |
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Returns the playerID of the server. |
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Returns the SideId and SlotId of a given client. |
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NET:IsAnyBlocked(UCID, Name, PlayerID, PlayerSide, PlayerSlot) |
[Internal] Check any blockers |
Converts a JSON string to a lua value. |
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Kicks a player from the server. |
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Write an "INFO" entry to the DCS log file, with the message Message. |
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Converts a lua value to a JSON string. |
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Instantiate a new NET object. |
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NET:OnAfterPlayerBlocked(From, Event, To, Client, Name, Seconds) |
FSM Function OnAfterPlayerBlocked. |
FSM Function OnAfterPlayerDied. |
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FSM Function OnAfterPlayerEjected. |
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FSM Function OnAfterPlayerJoined. |
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FSM Function OnAfterPlayerLeft. |
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FSM Function OnAfterPlayerUnblocked. |
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Force a client back to spectators. |
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Send chat message. |
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Send chat message to a specific player using the CLIENT object. |
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Send chat message to a specific player using the player name |
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Set block chat message. |
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Set block time in seconds. |
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Set unblock chat message. |
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Unblock a player. |
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Unblock a SET_CLIENT of players |
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Unblock a specific coalition side. |
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Unblock a specific slot. |
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Unblock a specific UCID of a player |
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[Internal] Event Handler |
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Stop the event functions |
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Status - housekeeping |
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Stop the event functions |
Fields and Methods inherited from FSM | Description |
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Adds an End state. |
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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. |
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Adds a score for the FSM to be achieved. |
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Adds a score for the FSM_PROCESS to be achieved. |
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Add a new transition rule to the FSM. |
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Call scheduler. |
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Name of the class. |
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Get current state. |
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Returns the End states. |
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Returns a table of the SubFSM rules defined within the FSM. |
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Returns a table with the scores defined. |
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Returns the start state of the FSM. |
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Get current state. |
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Returns a table with the Subs defined. |
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Returns a table of the transition rules defined within the FSM. |
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Check if FSM is in state. |
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Load call backs. |
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Creates a new FSM object. |
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Scores. |
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Sets the start state of the FSM. |
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Add to map. |
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Call handler. |
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Create transition. |
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Delayed transition. |
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Event map. |
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Go sub. |
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Handler. |
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Is end state. |
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Sub maps. |
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Check if can do an event. |
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Check if cannot do an event. |
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Current state name. |
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Check if FSM is in state. |
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Options. |
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Subs. |
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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NET:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
NET:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
NET: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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NET: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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NET:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
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NET:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from NET.PlayerData | Description |
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The NET class
Field(s)
Function(s)
Block a player.
Defined in:
NET
Parameters:
Wrapper.Client#CLIENT Client
CLIENT object.
#string PlayerName
(optional) Name of the player.
#number Seconds
(optional) Number of seconds the player has to wait before rejoining.
#string Message
(optional) Message to be sent via chat.
Return value:
#NET:
self
Block a SET_CLIENT of players
Defined in:
NET
Parameters:
Core.Set#SET_CLIENT PlayerSet
The SET to block.
#number Seconds
Seconds (optional) Number of seconds the player has to wait before rejoining.
#string Message
(optional) Message to be sent via chat.
Return value:
#NET:
self
Block a specific coalition side, does NOT automatically kick all players of that side or kick out joined players
Defined in:
NET
Parameters:
#number Side
The side to block - 1 : Red, 2 : Blue
#number Seconds
Seconds (optional) Number of seconds the player has to wait before rejoining.
Return value:
#NET:
self
Block a specific player slot, does NOT automatically kick a player in that slot or kick out joined players
Defined in:
NET
Parameters:
#string slot
The slot to block
#number Seconds
Seconds (optional) Number of seconds the player has to wait before rejoining.
Slot
Return value:
#NET:
self
Block a specific UCID of a player, does NOT automatically kick the player with the UCID if already joined.
Defined in:
NET
Parameters:
#string ucid
#number Seconds
Seconds (optional) Number of seconds the player has to wait before rejoining.
Return value:
#NET:
self
Executes a lua string in a given lua environment in the game.
Defined in:
NET
Parameters:
#string State
The state in which to execute - see below.
#string DoString
The lua string to be executed.
Return value:
#string:
Output
Usage:
States are:
'config': the state in which $INSTALL_DIR/Config/main.cfg is executed, as well as $WRITE_DIR/Config/autoexec.cfg - used for configuration settings
'mission': holds current mission
'export': runs $WRITE_DIR/Scripts/Export.lua and the relevant export API
Force the slot for a specific client.
If this returns false, it didn't work via net
(which is ALWAYS the case as of Nov 2024)!
Defined in:
NET
Parameters:
Wrapper.Client#CLIENT Client
The client
#number SideID
i.e. 0 : spectators, 1 : Red, 2 : Blue
#number SlotID
Slot number
Return value:
#boolean:
Success
Get some data of pilots who have currently joined
Defined in:
NET
Parameters:
Wrapper.Client#CLIENT Client
Provide either the client object whose data to find or
#string Name
The player name whose data to find
Return value:
#table:
Table of #NET.PlayerData or nil if not found
Returns the playerID of the local player.
Always returns 1 for server.
Defined in:
NET
Return value:
#number:
ID
Return the name of a given client.
Effectively the same as CLIENT:GetPlayerName().
Defined in:
NET
Parameter:
Wrapper.Client#CLIENT Client
The client
Return value:
#string:
Name or nil if not obtainable
Find the PlayerID by name
Defined in:
NET
Parameter:
#string Name
The player name whose ID to find
Return value:
#number:
PlayerID or nil
Find the PlayerID from a CLIENT object.
Defined in:
NET
Parameter:
Wrapper.Client#CLIENT Client
The client
Return value:
#number:
PlayerID or nil
Return a table of attributes for a given client.
If optional attribute is present, only that value is returned.
Defined in:
NET
Parameters:
Wrapper.Client#CLIENT Client
The client.
#string Attribute
(Optional) The attribute to obtain. List see below.
Return value:
#table:
PlayerInfo or nil if it cannot be found
Usage:
Table holds these attributes:
'id' : playerID
'name' : player name
'side' : 0 - spectators, 1 - red, 2 - blue
'slot' : slotID of the player or
'ping' : ping of the player in ms
'ipaddr': IP address of the player, SERVER ONLY
'ucid' : Unique Client Identifier, SERVER ONLY
Return a table of players currently connected to the server.
Defined in:
NET
Return value:
#table:
PlayerList
Return a statistic for a given client.
Defined in:
NET
Parameters:
Wrapper.Client#CLIENT Client
The client
#number StatisticID
The statistic to obtain
Return value:
#number:
Statistic or nil
Usage:
StatisticIDs are:
net.PS_PING (0) - ping (in ms)
net.PS_CRASH (1) - number of crashes
net.PS_CAR (2) - number of destroyed vehicles
net.PS_PLANE (3) - ... planes/helicopters
net.PS_SHIP (4) - ... ships
net.PS_SCORE (5) - total score
net.PS_LAND (6) - number of landings
net.PS_EJECT (7) - of ejects
mynet:GetPlayerStatistic(Client,7) -- return number of ejects
Get player UCID from player CLIENT object or player name.
Provide either one.
Defined in:
NET
Parameters:
Wrapper.Client#CLIENT Client
The client object to be used.
#string Name
Player name to be used.
Return value:
#boolean:
success
Returns the playerID of the server.
Currently always returns 1.
Defined in:
NET
Return value:
#number:
ID
Returns the SideId and SlotId of a given client.
Defined in:
NET
Parameter:
Wrapper.Client#CLIENT Client
The client
Return values:
#number:
SideID i.e. 0 : spectators, 1 : Red, 2 : Blue
#number:
SlotID
[Internal] Check any blockers
Defined in:
NET
Parameters:
#string UCID
#string Name
#number PlayerID
#number PlayerSide
#string PlayerSlot
Return value:
#boolean:
IsBlocked
Converts a JSON string to a lua value.
Defined in:
NET
Parameter:
#string Json
Anything JSON
Return value:
#table:
Lua
Kicks a player from the server.
Can display a message to the user.
Defined in:
NET
Parameters:
Wrapper.Client#CLIENT Client
The client
#string Message
(Optional) The message to send.
Return value:
#boolean:
success
Write an "INFO" entry to the DCS log file, with the message Message.
Converts a lua value to a JSON string.
Defined in:
NET
Parameter:
#string Lua
Anything lua
Return value:
#table:
Json
FSM Function OnAfterPlayerBlocked.
Defined in:
NET
Parameters:
#string From
State.
#string Event
Trigger.
#string To
State.
Wrapper.Client#CLIENT Client
Client Object, might be nil.
#string Name
Name of blocked Pilot.
#number Seconds
Blocked for this number of seconds
Return value:
#NET:
self
FSM Function OnAfterPlayerDied.
Defined in:
NET
Parameters:
#string From
State.
#string Event
Trigger.
#string To
State.
Wrapper.Unit#UNIT Client
Unit Object, might be nil.
#string Name
Name of dead Pilot.
Return value:
#NET:
self
FSM Function OnAfterPlayerEjected.
Defined in:
NET
Parameters:
#string From
State.
#string Event
Trigger.
#string To
State.
Wrapper.Unit#UNIT Client
Unit Object, might be nil.
#string Name
Name of leaving Pilot.
Return value:
#NET:
self
FSM Function OnAfterPlayerJoined.
Defined in:
NET
Parameters:
#string From
State.
#string Event
Trigger.
#string To
State.
Wrapper.Client#CLIENT Client
Object.
#string Name
Name of joining Pilot.
Return value:
#NET:
self
FSM Function OnAfterPlayerLeft.
Defined in:
NET
Parameters:
#string From
State.
#string Event
Trigger.
#string To
State.
Wrapper.Unit#UNIT Client
Unit Object, might be nil.
#string Name
Name of leaving Pilot.
Return value:
#NET:
self
FSM Function OnAfterPlayerUnblocked.
Defined in:
NET
Parameters:
#string From
State.
#string Event
Trigger.
#string To
State.
Wrapper.Client#CLIENT Client
Client Object, might be nil.
#string Name
Name of unblocked Pilot.
Return value:
#NET:
self
Force a client back to spectators.
If this returns false, it didn't work via net
(which is ALWAYS the case as of Nov 2024)!
Send chat message.
Defined in:
NET
Parameters:
#string Message
Message to send
#boolean ToAll
(Optional)
Return value:
#NET:
self
Send chat message to a specific player using the CLIENT object.
Defined in:
NET
Parameters:
#string Message
The text message
Wrapper.Client#CLIENT ToClient
Client receiving the message
Wrapper.Client#CLIENT FromClient
(Optional) Client sending the message
Return value:
#NET:
self
Send chat message to a specific player using the player name
Defined in:
NET
Parameters:
#string Message
The text message
#string ToPlayer
Player receiving the message
#string FromPlayer
Optional) Player sending the message
Return value:
#NET:
self
Set block chat message.
Set block time in seconds.
Defined in:
NET
Parameter:
#number Seconds
Numnber of seconds this block will last. Defaults to 600.
Return value:
#NET:
self
Set unblock chat message.
Unblock a player.
Defined in:
NET
Parameters:
Wrapper.Client#CLIENT Client
CLIENT object
#string PlayerName
(optional) Name of the player.
#string Message
(optional) Message to be sent via chat.
Return value:
#NET:
self
Unblock a SET_CLIENT of players
Defined in:
NET
Parameters:
Core.Set#SET_CLIENT PlayerSet
The SET to unblock.
#string Message
(optional) Message to be sent via chat.
Return value:
#NET:
self
Unblock a specific coalition side.
Does NOT unblock specifically blocked playernames or UCIDs.
Defined in:
NET
Parameters:
#number side
The side to block - 1 : Red, 2 : Blue
#number Seconds
Seconds (optional) Number of seconds the player has to wait before rejoining.
self
Side
Return value:
#NET:
self
Unblock a specific slot.
Unblock a specific UCID of a player
[Internal] Event Handler
Stop the event functions
Status - housekeeping
Stop the event functions
Field(s)
Function(s)
Adds an End 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.
Core.Fsm#FSM_PROCESS Process
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.
Returns the End states.
Returns a table of the SubFSM rules defined within the FSM.
Returns a table with the scores defined.
Returns the start state of the FSM.
Get current state.
Returns a table with the Subs defined.
Returns a table of the transition rules defined within the FSM.
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.
Sets the start state of the FSM.
Add to map.
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.
Go sub.
Defined in:
Parameters:
#string ParentFrom
Parent from state.
#string ParentEvent
Parent event name.
Return value:
#table:
Subs.
Handler.
Is end state.
Defined in:
Parameter:
#string Current
Current state name.
Return values:
#table:
FSM parent.
#string:
Event name.
Sub maps.
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)
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
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.