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Module Core.Condition

Core - Define any or all conditions to be evaluated.

Main Features:

  • Add arbitrary numbers of conditon functions
  • Evaluate any or all conditions

Example Missions:

Demo missions can be found on github.


Author: funkyfranky


Global(s)

Global CONDITION

Better three hours too soon than a minute too late. - William Shakespeare


The CONDITION Concept

#CONDITION CONDITION

Better three hours too soon than a minute too late. - William Shakespeare


The CONDITION Concept

Type(s)

Fields and Methods inherited from CONDITION Description

CONDITION:AddFunction(Function, ...)

Add a function that is evaluated.

CONDITION:AddFunctionAll(Function, ...)

Add a function that is evaluated.

CONDITION:AddFunctionAny(Function, ...)

Add a function that is evaluated.

CONDITION.ClassName

Name of the class.

CONDITION:Evaluate(AnyTrue)

Evaluate conditon functions.

CONDITION.IsRandomSuccess(Probability)

Function that returns true (success) with a certain probability.

CONDITION.IsTimeGreater(Time, Absolute)

Condition to check if time is greater than a given threshold time.

CONDITION:New(Name)

Create a new CONDITION object.

CONDITION:RemoveFunction(ConditionFunction)

Remove a condition function.

CONDITION:RemoveNonPersistant()

Remove all non-persistant condition functions.

CONDITION.ReturnFalse()

Function that returns always false

CONDITION.ReturnTrue()

Function that returns always true

CONDITION:SetAny(Any)

Set that general condition functions return true if any function returns true.

CONDITION:SetDefaultPersistence(IsPersistent)

Set whether condition functions are persistent, i.e. are removed.

CONDITION:SetNegateResult(Negate)

Negate result.

CONDITION:SetNoneResult(ReturnValue)

Set whether true or false is returned, if no conditions at all were specified.

CONDITION:_CreateCondition(Ftype, Function, ...)

Create conditon function object.

CONDITION:_EvalConditionsAll(functions)

Check if all given condition are true.

CONDITION:_EvalConditionsAny(functions)

Check if any of the given conditions is true.

CONDITION.defaultPersist

Default persistence of condition functions.

CONDITION.functionCounter

Running number to determine the unique ID of condition functions.

CONDITION.functionsAll

All condition functions.

CONDITION.functionsAny

Any condition functions.

CONDITION.functionsGen

General condition functions.

CONDITION.isAny

General functions are evaluated as any condition.

CONDITION.lid

Class id string for output to DCS log file.

CONDITION.name

Name of the condition.

CONDITION.negateResult

Negate result of evaluation.

CONDITION.noneResult

Boolean that is returned if no condition functions at all were specified.

CONDITION.version

CONDITION class version.

Fields and Methods inherited from BASE Description

CONDITION.ClassID

The ID number of the class.

CONDITION.ClassName

The name of the class.

CONDITION.ClassNameAndID

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

CONDITION:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

CONDITION:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

CONDITION:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

CONDITION:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

CONDITION:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

CONDITION:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

CONDITION:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

CONDITION:E(Arguments)

Log an exception which will be traced always.

CONDITION:EventDispatcher()

Returns the event dispatcher

CONDITION:EventRemoveAll()

Remove all subscribed events

CONDITION:F(Arguments)

Trace a function call.

CONDITION:F2(Arguments)

Trace a function call level 2.

CONDITION:F3(Arguments)

Trace a function call level 3.

CONDITION:GetClassID()

Get the ClassID of the class instance.

CONDITION:GetClassName()

Get the ClassName of the class instance.

CONDITION:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

CONDITION:GetEventPriority()

Get the Class Core.Event processing Priority.

CONDITION:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

CONDITION:GetState(Object, Key)

Get a Value given a Key from the Object.

CONDITION:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

CONDITION:I(Arguments)

Log an information which will be traced always.

CONDITION:Inherit(Child, Parent)

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

CONDITION:IsInstanceOf(ClassName)

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

CONDITION:IsTrace()

Enquires if tracing is on (for the class).

CONDITION:New()

BASE constructor.

CONDITION:OnEvent(EventData)

Occurs when an Event for an object is triggered.

CONDITION:OnEventBDA(EventData)

BDA.

CONDITION:OnEventBaseCaptured(EventData)

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

CONDITION:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

CONDITION:OnEventCrash(EventData)

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

CONDITION:OnEventDead(EventData)

Occurs when an object is dead.

CONDITION:OnEventDetailedFailure(EventData)

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

CONDITION:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

CONDITION: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.

CONDITION:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

CONDITION:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

CONDITION:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

CONDITION:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

CONDITION:OnEventKill(EventData)

Occurs on the death of a unit.

CONDITION: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.

CONDITION:OnEventLandingAfterEjection(EventData)

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

CONDITION:OnEventLandingQualityMark(EventData)

Landing quality mark.

CONDITION:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

CONDITION:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

CONDITION:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

CONDITION:OnEventMissionEnd(EventData)

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

CONDITION:OnEventMissionStart(EventData)

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

CONDITION:OnEventParatrooperLanding(EventData)

Weapon add.

CONDITION:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

CONDITION:OnEventPlayerEnterAircraft(EventData)

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

CONDITION:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

CONDITION:OnEventPlayerLeaveUnit(EventData)

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

CONDITION:OnEventRefueling(EventData)

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

CONDITION:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

CONDITION:OnEventScore(EventData)

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

CONDITION:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

CONDITION:OnEventShootingStart(EventData)

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

CONDITION:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

CONDITION:OnEventTakeoff(EventData)

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

CONDITION:OnEventTriggerZone(EventData)

Trigger zone.

CONDITION:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

CONDITION:ScheduleStop(SchedulerID)

Stops the Schedule.

CONDITION.Scheduler

CONDITION:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

CONDITION:SetState(Object, Key, Value)

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

CONDITION:T(Arguments)

Trace a function logic level 1.

CONDITION:T2(Arguments)

Trace a function logic level 2.

CONDITION:T3(Arguments)

Trace a function logic level 3.

CONDITION:TraceAll(TraceAll)

Trace all methods in MOOSE

CONDITION:TraceClass(Class)

Set tracing for a class

CONDITION:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

CONDITION:TraceLevel(Level)

Set trace level

CONDITION:TraceOff()

Set trace off.

CONDITION:TraceOn()

Set trace on.

CONDITION: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.

CONDITION:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

CONDITION._

CONDITION:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

CONDITION:_Serialize(Arguments)

(Internal) Serialize arguments

CONDITION:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

CONDITION.__

CONDITION:onEvent(event)

The main event handling function...

Fields and Methods inherited from CONDITION.Function Description

CONDITION.Function.arg

(Optional) Arguments passed to the condition callback function if any.

CONDITION.Function.func

Callback function to check for a condition. Must return a #boolean.

CONDITION.Function.persistence

If true, this is persistent.

CONDITION.Function.type

Type of the condition function: "gen", "any", "all".

CONDITION.Function.uid

Unique ID of the condition function.

CONDITON class.

Field(s)

#string CONDITION.ClassName

Name of the class.

#boolean CONDITION.defaultPersist

Default persistence of condition functions.

#number CONDITION.functionCounter

Running number to determine the unique ID of condition functions.

#table CONDITION.functionsAll

All condition functions.

#table CONDITION.functionsAny

Any condition functions.

#table CONDITION.functionsGen

General condition functions.

#boolean CONDITION.isAny

General functions are evaluated as any condition.

#string CONDITION.lid

Class id string for output to DCS log file.

#string CONDITION.name

Name of the condition.

#boolean CONDITION.negateResult

Negate result of evaluation.

#boolean CONDITION.noneResult

Boolean that is returned if no condition functions at all were specified.

#string CONDITION.version

CONDITION class version.

Function(s)

Add a function that is evaluated.

It must return a #boolean value, i.e. either true or false (or nil).

Defined in:

CONDITION

Parameters:

#function Function

The function to call.

...

(Optional) Parameters passed to the function (if any).

Return value:

Condition function table.

Usage:

local function isAequalB(a, b)
  return a==b
end

myCondition:AddFunction(isAequalB, a, b)

Add a function that is evaluated.

It must return a #boolean value, i.e. either true or false (or nil).

Defined in:

CONDITION

Parameters:

#function Function

The function to call.

...

(Optional) Parameters passed to the function (if any).

Return value:

Condition function table.

Add a function that is evaluated.

It must return a #boolean value, i.e. either true or false (or nil).

Defined in:

CONDITION

Parameters:

#function Function

The function to call.

...

(Optional) Parameters passed to the function (if any).

Return value:

Condition function table.

Evaluate conditon functions.

Defined in:

CONDITION

Parameter:

#boolean AnyTrue

If true, evaluation return true if any condition function returns true. By default, all condition functions must return true.

Return value:

#boolean:

Result of condition functions.

Function that returns true (success) with a certain probability.

For example, if you specify Probability=80 there is an 80% chance that true is returned. Technically, a random number between 0 and 100 is created. If the given success probability is less then this number, true is returned.

Defined in:

CONDITION

Parameter:

#number Probability

Success probability in percent. Default 50 %.

Return value:

#boolean:

Returns true for success and false otherwise.

Condition to check if time is greater than a given threshold time.

Defined in:

CONDITION

Parameters:

#number Time

Time in seconds.

#boolean Absolute

If true, abs. mission time from timer.getAbsTime() is checked. Default is relative mission time from timer.getTime().

Return value:

#boolean:

Returns true if time is greater than give the time.

Create a new CONDITION object.

Defined in:

CONDITION

Parameter:

#string Name

(Optional) Name used in the logs.

Return value:

self

Remove a condition function.

Defined in:

CONDITION

Parameter:

#CONDITION.Function ConditionFunction

The condition function to be removed.

Return value:

self

Remove all non-persistant condition functions.

Defined in:

CONDITION

Return value:

self

Function that returns always false

Defined in:

CONDITION

Return value:

#boolean:

Returns false unconditionally.

Function that returns always true

Defined in:

CONDITION

Return value:

#boolean:

Returns true unconditionally.

Set that general condition functions return true if any function returns true.

Default is that all functions must return true.

Defined in:

CONDITION

Parameter:

#boolean Any

If true, any condition can be true. Else all conditions must result true.

Return value:

self

Set whether condition functions are persistent, i.e. are removed.

Defined in:

CONDITION

Parameter:

#boolean IsPersistent

If true, condition functions are persistent.

Return value:

self

Negate result.

Defined in:

CONDITION

Parameter:

#boolean Negate

If true, result is negated else not.

Return value:

self

Set whether true or false is returned, if no conditions at all were specified.

By default false is returned.

Defined in:

CONDITION

Parameter:

#boolean ReturnValue

Returns this boolean.

Return value:

self

Create conditon function object.

Defined in:

CONDITION

Parameters:

#number Ftype

Function type: 0=Gen, 1=All, 2=Any.

#function Function

The function to call.

...

(Optional) Parameters passed to the function (if any).

Return value:

Condition function.

Check if all given condition are true.

Defined in:

CONDITION

Parameter:

#table functions

Functions to evaluate.

Return value:

#boolean:

If true, all conditions were true (or functions was empty/nil). Returns false if at least one condition returned false.

Check if any of the given conditions is true.

Defined in:

CONDITION

Parameter:

#table functions

Functions to evaluate.

Return value:

#boolean:

If true, at least one condition is true (or functions was emtpy/nil).

Field(s)

#string CONDITION.ClassName

Name of the class.

#boolean CONDITION.defaultPersist

Default persistence of condition functions.

#number CONDITION.functionCounter

Running number to determine the unique ID of condition functions.

#table CONDITION.functionsAll

All condition functions.

#table CONDITION.functionsAny

Any condition functions.

#table CONDITION.functionsGen

General condition functions.

#boolean CONDITION.isAny

General functions are evaluated as any condition.

#string CONDITION.lid

Class id string for output to DCS log file.

#string CONDITION.name

Name of the condition.

#boolean CONDITION.negateResult

Negate result of evaluation.

#boolean CONDITION.noneResult

Boolean that is returned if no condition functions at all were specified.

#string CONDITION.version

CONDITION class 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_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

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

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.Event processing Priority.

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

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

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

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

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

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

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

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

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

Defined in:

Parameter:

ClassName

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

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

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

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

Defined in:

Return value:

Occurs when an Event for an object is triggered.

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

Defined in:

Parameter:

The EventData structure.

BDA.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

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

Defined in:

Parameter:

The EventData structure.

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

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

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

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

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

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

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

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Weapon add.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

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

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#number Repeat

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

#number RandomizeFactor

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

#number Stop

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

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

Set the Class Core.Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

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

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

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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

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

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


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

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

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event

Condition function.

Field(s)

#table CONDITION.Function.arg

(Optional) Arguments passed to the condition callback function if any.

#function CONDITION.Function.func

Callback function to check for a condition. Must return a #boolean.

#boolean CONDITION.Function.persistence

If true, this is persistent.

#string CONDITION.Function.type

Type of the condition function: "gen", "any", "all".

#number CONDITION.Function.uid

Unique ID of the condition function.

Function(s)