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Module Core.Base

Core - The base class within the framework.


Features:

  • The construction and inheritance of MOOSE classes.
  • The class naming and numbering system.
  • The class hierarchy search system.
  • The tracing of information or objects during mission execution for debugging purposes.
  • The subscription to DCS events for event handling in MOOSE objects.
  • Object inspection.

All classes within the MOOSE framework are derived from the BASE class. Note: The BASE class is an abstract class and is not meant to be used directly.


Author: FlightControl

Contributions:


Global(s)

Global BASE

BASE class

1.

#BASE BASE

BASE class

1.

BASE constructor.

Any class derived from BASE, will use the Core.Base#BASE.New constructor embedded in the Core.Base#BASE.Inherit method. See an example at the Core.Base#BASE.New method how this is done.

2. Trace information for debugging.

The BASE class contains trace methods to trace progress within a mission execution of a certain object. These trace methods are inherited by each MOOSE class inheriting BASE, thus all objects created from a class derived from BASE can use the tracing methods to trace its execution.

Any type of information can be passed to these tracing methods. See the following examples:

self:E( "Hello" )

Result in the word "Hello" in the dcs.log.

local Array = { 1, nil, "h", { "a","b" }, "x" }
self:E( Array )

Results with the text [1]=1,[3]="h",[4]={[1]="a",[2]="b"},[5]="x"} in the dcs.log.

local Object1 = "Object1"
local Object2 = 3
local Object3 = { Object 1, Object 2 }
self:E( { Object1, Object2, Object3 } )

Results with the text [1]={[1]="Object",[2]=3,[3]={[1]="Object",[2]=3}} in the dcs.log.

local SpawnObject = SPAWN:New( "Plane" )
local GroupObject = GROUP:FindByName( "Group" )
self:E( { Spawn = SpawnObject, Group = GroupObject } )

Results with the text [1]={Spawn={....),Group={...}} in the dcs.log.

Below a more detailed explanation of the different method types for tracing.

2.1. Tracing methods categories.

There are basically 3 types of tracing methods available:

  • BASE.F: Used to trace the entrance of a function and its given parameters. An F is indicated at column 44 in the DCS.log file.
  • BASE.T: Used to trace further logic within a function giving optional variables or parameters. A T is indicated at column 44 in the DCS.log file.
  • BASE.E: Used to always trace information giving optional variables or parameters. An E is indicated at column 44 in the DCS.log file.

2.2 Tracing levels.

There are 3 tracing levels within MOOSE. These tracing levels were defined to avoid bulks of tracing to be generated by lots of objects.

As such, the F and T methods have additional variants to trace level 2 and 3 respectively:

  • BASE.F2: Trace the beginning of a function and its given parameters with tracing level 2.
  • BASE.F3: Trace the beginning of a function and its given parameters with tracing level 3.
  • BASE.T2: Trace further logic within a function giving optional variables or parameters with tracing level 2.
  • BASE.T3: Trace further logic within a function giving optional variables or parameters with tracing level 3.

2.3. Trace activation.

Tracing can be activated in several ways:

  • Switch tracing on or off through the BASE.TraceOnOff() method.
  • Activate all tracing through the BASE.TraceAll() method.
  • Activate only the tracing of a certain class (name) through the BASE.TraceClass() method.
  • Activate only the tracing of a certain method of a certain class through the BASE.TraceClassMethod() method.
  • Activate only the tracing of a certain level through the BASE.TraceLevel() method.

2.4. Check if tracing is on.

The method BASE.IsTrace() will validate if tracing is activated or not.

3. DCS simulator Event Handling.

The BASE class provides methods to catch DCS Events. These are events that are triggered from within the DCS simulator, and handled through lua scripting. MOOSE provides an encapsulation to handle these events more efficiently.

3.1. Subscribe / Unsubscribe to DCS Events.

At first, the mission designer will need to Subscribe to a specific DCS event for the class. So, when the DCS event occurs, the class will be notified of that event. There are two methods which you use to subscribe to or unsubscribe from an event.

3.2. Event Handling of DCS Events.

Once the class is subscribed to the event, an Event Handling method on the object or class needs to be written that will be called when the DCS event occurs. The Event Handling method receives an Core.Event#EVENTDATA structure, which contains a lot of information about the event that occurred.

Find below an example of the prototype how to write an event handling function for two units:

 local Tank1 = UNIT:FindByName( "Tank A" )
 local Tank2 = UNIT:FindByName( "Tank B" )

 -- Here we subscribe to the Dead events. So, if one of these tanks dies, the Tank1 or Tank2 objects will be notified.
 Tank1:HandleEvent( EVENTS.Dead )
 Tank2:HandleEvent( EVENTS.Dead )

 --- This function is an Event Handling function that will be called when Tank1 is Dead.
 -- @param Wrapper.Unit#UNIT self
 -- @param Core.Event#EVENTDATA EventData
 function Tank1:OnEventDead( EventData )

   self:SmokeGreen()
 end

 --- This function is an Event Handling function that will be called when Tank2 is Dead.
 -- @param Wrapper.Unit#UNIT self
 -- @param Core.Event#EVENTDATA EventData
 function Tank2:OnEventDead( EventData )

   self:SmokeBlue()
 end

See the Core.Event module for more information about event handling.

4. Class identification methods.

BASE provides methods to get more information of each object:

  • BASE.GetClassID(): Gets the ID (number) of the object. Each object created is assigned a number, that is incremented by one.
  • BASE.GetClassName(): Gets the name of the object, which is the name of the class the object was instantiated from.
  • BASE.GetClassNameAndID(): Gets the name and ID of the object.

5. All objects derived from BASE can have "States".

A mechanism is in place in MOOSE, that allows to let the objects administer states. States are essentially properties of objects, which are identified by a Key and a Value.

The method BASE.SetState() can be used to set a Value with a reference Key to the object. To read or retrieve a state Value based on a Key, use the BASE.GetState method.

These two methods provide a very handy way to keep state at long lasting processes. Values can be stored within the objects, and later retrieved or changed when needed. There is one other important thing to note, the BASE.SetState() and BASE.GetState methods receive as the first parameter the object for which the state needs to be set. Thus, if the state is to be set for the same object as the object for which the method is used, then provide the same object name to the method.

6. Inheritance.

The following methods are available to implement inheritance

  • BASE.Inherit: Inherits from a class.
  • BASE.GetParent: Returns the parent object from the object it is handling, or nil if there is no parent object.

Global FORMATION

Type(s)

Fields and Methods inherited from BASE Description

BASE.ClassID

The ID number of the class.

BASE.ClassName

The name of the class.

BASE.ClassNameAndID

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

BASE:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

BASE:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

BASE:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

BASE:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

BASE:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

BASE:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

BASE:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

BASE:E(Arguments)

Log an exception which will be traced always.

BASE:EventDispatcher()

Returns the event dispatcher

BASE:EventRemoveAll()

Remove all subscribed events

BASE:F(Arguments)

Trace a function call.

BASE:F2(Arguments)

Trace a function call level 2.

BASE:F3(Arguments)

Trace a function call level 3.

BASE:GetClassID()

Get the ClassID of the class instance.

BASE:GetClassName()

Get the ClassName of the class instance.

BASE:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

BASE:GetEventPriority()

Get the Class Core.Event processing Priority.

BASE:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

BASE:GetState(Object, Key)

Get a Value given a Key from the Object.

BASE:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

BASE:I(Arguments)

Log an information which will be traced always.

BASE:Inherit(Child, Parent)

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

BASE:IsInstanceOf(ClassName)

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

BASE:IsTrace()

Enquires if tracing is on (for the class).

BASE:New()

BASE constructor.

BASE:OnEvent(EventData)

Occurs when an Event for an object is triggered.

BASE:OnEventBDA(EventData)

BDA.

BASE:OnEventBaseCaptured(EventData)

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

BASE:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

BASE:OnEventCrash(EventData)

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

BASE:OnEventDead(EventData)

Occurs when an object is dead.

BASE:OnEventDetailedFailure(EventData)

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

BASE:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

BASE: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.

BASE:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

BASE:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

BASE:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

BASE:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

BASE:OnEventKill(EventData)

Occurs on the death of a unit.

BASE: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.

BASE:OnEventLandingAfterEjection(EventData)

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

BASE:OnEventLandingQualityMark(EventData)

Landing quality mark.

BASE:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

BASE:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

BASE:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

BASE:OnEventMissionEnd(EventData)

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

BASE:OnEventMissionStart(EventData)

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

BASE:OnEventParatrooperLanding(EventData)

Weapon add.

BASE:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

BASE:OnEventPlayerEnterAircraft(EventData)

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

BASE:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

BASE:OnEventPlayerLeaveUnit(EventData)

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

BASE:OnEventRefueling(EventData)

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

BASE:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

BASE:OnEventScore(EventData)

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

BASE:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

BASE:OnEventShootingStart(EventData)

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

BASE:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

BASE:OnEventTakeoff(EventData)

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

BASE:OnEventTriggerZone(EventData)

Trigger zone.

BASE:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

BASE:ScheduleStop(SchedulerID)

Stops the Schedule.

BASE.Scheduler

BASE:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

BASE:SetState(Object, Key, Value)

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

BASE:T(Arguments)

Trace a function logic level 1.

BASE:T2(Arguments)

Trace a function logic level 2.

BASE:T3(Arguments)

Trace a function logic level 3.

BASE:TraceAll(TraceAll)

Trace all methods in MOOSE

BASE:TraceClass(Class)

Set tracing for a class

BASE:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

BASE:TraceLevel(Level)

Set trace level

BASE:TraceOff()

Set trace off.

BASE:TraceOn()

Set trace on.

BASE: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.

BASE:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

BASE._

BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

BASE:_Serialize(Arguments)

(Internal) Serialize arguments

BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

BASE.__

BASE:onEvent(event)

The main event handling function...

Fields and Methods inherited from FORMATION Description

FORMATION.Cone

A cone formation.

FORMATION.Vee

Field(s)

#table BASE._

@field #BASE._

#table BASE.__

@field #BASE.__

Function(s)

Clear the state of an object.

Defined in:

BASE

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:

BASE

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:

BASE

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:

BASE

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

BASE

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

BASE

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:

BASE

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:

BASE

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:

BASE

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

BASE

Return value:

Remove all subscribed events

Defined in:

BASE

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

BASE

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

BASE

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

BASE

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

BASE

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

Parameter:

Arguments

A #table or any field.

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

Defined in:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

Parameter:

The EventData structure.

BDA.

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

Defined in:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

Parameter:

The EventData structure.

Landing quality mark.

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

Defined in:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

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:

BASE

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

BASE

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

BASE

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

BASE

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

BASE

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

BASE

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

BASE

Parameter:

#number Level

Set trace off.

Defined in:

BASE

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

BASE

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:

BASE

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:

BASE

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

BASE

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

BASE

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

BASE

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:

BASE

Parameter:

DCS#Event event

The Formation Class

Field(s)

#string FORMATION.Vee

Function(s)