Module Core.Database
Core - Manages several databases containing templates, mission objects, and mission information.
Features:
- During mission startup, scan the mission environment, and create / instantiate intelligently the different objects as defined within the mission.
- Manage database of DCS Group templates (as modelled using the mission editor).
- Group templates.
- Unit templates.
- Statics templates.
- Manage database of Wrapper.Group#GROUP objects alive in the mission.
- Manage database of Wrapper.Unit#UNIT objects alive in the mission.
- Manage database of Wrapper.Static#STATIC objects alive in the mission.
- Manage database of players.
- Manage database of client slots defined using the mission editor.
- Manage database of airbases on the map, and from FARPs and ships as defined using the mission editor.
- Manage database of countries.
- Manage database of zone names.
- Manage database of hits to units and statics.
- Manage database of destroys of units and statics.
- Manage database of Core.Zone#ZONE_BASE objects.
- Manage database of Wrapper.DynamicCargo#DYNAMICCARGO objects alive in the mission.
Author: FlightControl
Contributions: funkyfranky
Global(s)
Global DATABASE |
Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator. |
Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.
Mission designers can use the DATABASE class to refer to:
- STATICS
- UNITS
- GROUPS
- CLIENTS
- AIRBASES
- PLAYERSJOINED
- PLAYERS
- CARGOS
- STORAGES (DCS warehouses)
- DYNAMICCARGO
On top, for internal MOOSE administration purposes, the DATABASE administers the Unit and Group TEMPLATES as defined within the Mission Editor.
The singleton object _DATABASE is automatically created by MOOSE, that administers all objects within the mission. Moose refers to _DATABASE within the framework extensively, but you can also refer to the _DATABASE object within your missions if required.
Type(s)
Fields and Methods inherited from DATABASE | Description |
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Account the destroys. |
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Account the Hits of the Players. |
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Adds a Airbase based on the Airbase Name in the DATABASE. |
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Adds a Cargo based on the Cargo Name in the DATABASE. |
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Adds a CLIENT based on the ClientName in the DATABASE. |
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Add a DynamicCargo to the database. |
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Add a flight control to the data base. |
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Adds a GROUP based on the GroupName in the DATABASE. |
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Add an OPS group (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) to the data base. |
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Adds a Ops.OpsZone#OPSZONE based on the zone name in the DATABASE. |
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Adds a Core.Pathline based on its name in the DATABASE. |
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Adds a player based on the Player Name in the DATABASE. |
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Adds a Static based on the Static Name in the DATABASE. |
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Adds a STORAGE (DCS warehouse wrapper) based on the Airbase Name to the DATABASE. |
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Adds a Unit based on the Unit Name in the DATABASE. |
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Adds a Core.Zone based on the zone name in the DATABASE. |
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Adds a Core.Zone based on the zone name in the DATABASE. |
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Clients. |
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Name of the class. |
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Dynamic Cargo objects. |
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Deletes a Airbase from the DATABASE based on the Airbase Name. |
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Deletes a Cargo from the DATABASE based on the Cargo Name. |
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Deletes a DYNAMICCARGO from the DATABASE based on the Dynamic Cargo Name. |
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Deletes a Ops.OpsZone#OPSZONE from the DATABASE based on the zone name. |
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Deletes a Core.Pathline from the DATABASE based on its name. |
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Deletes a player from the DATABASE based on the Player Name. |
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Deletes a Static from the DATABASE based on the Static Name. |
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Deletes a STORAGE from the DATABASE based on the name of the associated airbase. |
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Deletes a Unit from the DATABASE based on the Unit Name. |
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Deletes a Core.Zone from the DATABASE based on the zone name. |
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Deletes a Core.Zone from the DATABASE based on the zone name. |
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Finds an AIRBASE based on the AirbaseName. |
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Finds an CARGO based on the CargoName. |
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Finds a CLIENT based on the ClientName. |
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Finds a DYNAMICCARGO based on the Dynamic Cargo Name. |
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Finds a GROUP based on the GroupName. |
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Find an OPSGROUP (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) in the data base. |
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Find an OPSGROUP (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) in the data base for a given unit. |
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Finds a Ops.OpsZone#OPSZONE based on the zone name. |
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Finds a Core.Pathline by its name. |
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Finds a STATIC based on the Static Name. |
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Finds an STORAGE based on the name of the associated airbase. |
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Finds a Unit based on the Unit Name. |
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Finds a Core.Zone based on the zone name. |
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Finds a Core.Zone based on the zone name. |
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DATABASE:ForEach(IteratorFunction, FinalizeFunction, arg, Set) |
Iterate the DATABASE and call an iterator function for the given set, providing the Object for each element within the set and optional parameters. |
DATABASE:ForEachCargo(IteratorFunction, FinalizeFunction, ...) |
Iterate the DATABASE and call an iterator function for each CARGO, providing the CARGO object to the function and optional parameters. |
DATABASE:ForEachClient(IteratorFunction, FinalizeFunction, ...) |
Iterate the DATABASE and call an iterator function for each CLIENT, providing the CLIENT to the function and optional parameters. |
DATABASE:ForEachGroup(IteratorFunction, FinalizeFunction, ...) |
Iterate the DATABASE and call an iterator function for each alive GROUP, providing the GROUP and optional parameters. |
DATABASE:ForEachPlayer(IteratorFunction, FinalizeFunction, ...) |
Iterate the DATABASE and call an iterator function for each ALIVE player, providing the player name and optional parameters. |
DATABASE:ForEachPlayerJoined(IteratorFunction, FinalizeFunction, ...) |
Iterate the DATABASE and call an iterator function for each player who has joined the mission, providing the Unit of the player and optional parameters. |
DATABASE:ForEachPlayerUnit(IteratorFunction, FinalizeFunction, ...) |
Iterate the DATABASE and call an iterator function for each ALIVE player UNIT, providing the player UNIT and optional parameters. |
DATABASE:ForEachStatic(IteratorFunction, FinalizeFunction, ...) |
Iterate the DATABASE and call an iterator function for each alive STATIC, providing the STATIC and optional parameters. |
DATABASE:ForEachUnit(IteratorFunction, FinalizeFunction, ...) |
Iterate the DATABASE and call an iterator function for each alive UNIT, providing the UNIT and optional parameters. |
Get category from airbase name. |
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Get category ID from client name. |
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Get coalition ID from airbase name. |
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Get coalition ID from client name. |
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Get country ID from client name. |
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Get a flight control object from the data base. |
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Get group name from unit name. |
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Get group template. |
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Get group template from unit name. |
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Get next (consecutive) free SADL as octal number. |
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Get next (consecutive) free STN as octal number. |
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Get an OPS group (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) from the data base. |
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Gets the player settings |
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Get the player table from the DATABASE, which contains all UNIT objects. |
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Get the player table from the DATABASE. |
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Get the player table from the DATABASE which have joined in the mission historically. |
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Get static group template. |
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Get static unit template. |
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Get a status to a Group within the Database, this to check crossing events for example. |
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Get group template from unit name. |
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Checks if the Template name has a #CARGO tag. |
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Creates a new DATABASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
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Handles the OnEventDeleteCargo. |
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Handles the OnEventDeleteZone. |
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Handles the OnEventNewCargo event. |
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Handles the OnEventNewZone event. |
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Used Link16 octal numbers for A10/C-II planes. |
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Used Link16 octal numbers for F16/15/18/AWACS planes. |
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DCS warehouse storages. |
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Sets the player settings |
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Set a status to a Group within the Database, this to check crossing events for example. |
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Instantiate new Groups within the DCSRTE. |
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Templates: Units, Groups, Statics, ClientsByName, ClientsByID. |
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Handles the OnBirth event for the alive units set. |
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Handles the OnDead or OnCrash event for alive units set. |
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Handles the OnDynamicCargoRemoved event to clean the active dynamic cargo table. |
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Handles the OnPlayerEnterUnit event to fill the active players table for CA units (with the unit filter applied). |
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Handles the OnPlayerLeaveUnit event to clean the active players table. |
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Get a PlayerName by UnitName from PLAYERS in DATABASE. |
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DATABASE:_GetGenericStaticCargoGroupTemplate(Name, Typename, Mass, Coalition, Country) |
Get a generic static cargo group template from scratch for dynamic cargo spawns register. |
Register a DCS airbase. |
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Register all world airbases. |
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Private method that registers new Static Templates within the DATABASE Object. |
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Private method that registers all Units of skill Client or Player within in the mission. |
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Private method that registers a single dynamic slot Group and Units within in the mission. |
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DATABASE:_RegisterGroupTemplate(GroupTemplate, CoalitionSide, CategoryID, CountryID, GroupName) |
Private method that registers new Group Templates within the DATABASE Object. |
Private method that registers all Groups and Units within in the mission. |
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Private method that registers all alive players in the mission. |
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DATABASE:_RegisterStaticTemplate(StaticTemplate, CoalitionID, CategoryID, CountryID) |
Private method that registers new Static Templates within the DATABASE Object. |
Private method that registeres all static objects. |
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Private method that registers new ZONE_BASE derived objects within the DATABASE Object. |
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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DATABASE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
DATABASE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
DATABASE: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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DATABASE:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
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The scheduler object. |
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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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DATABASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
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DATABASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Field(s)
Clients.
Name of the class.
Dynamic Cargo objects.
Used Link16 octal numbers for A10/C-II planes.
Used Link16 octal numbers for F16/15/18/AWACS planes.
DCS warehouse storages.
Templates: Units, Groups, Statics, ClientsByName, ClientsByID.
Function(s)
Account the destroys.
Account the Hits of the Players.
Adds a Airbase based on the Airbase Name in the DATABASE.
Defined in:
DATABASE
Parameter:
#string AirbaseName
The name of the airbase.
Return value:
Airbase object.
Adds a Cargo based on the Cargo Name in the DATABASE.
Defined in:
DATABASE
Parameters:
#string CargoName
The name of the airbase
Cargo
Adds a CLIENT based on the ClientName in the DATABASE.
Defined in:
DATABASE
Parameters:
#string ClientName
Name of the Client unit.
#boolean Force
(optional) Force registration of client.
Return value:
The client object.
Add a DynamicCargo to the database.
Defined in:
DATABASE
Parameter:
#string Name
Name of the dynamic cargo.
Return value:
The dynamic cargo object.
Add a flight control to the data base.
Adds a GROUP based on the GroupName in the DATABASE.
Defined in:
DATABASE
Parameters:
#string GroupName
#boolean force
Return value:
The Group
Add an OPS group (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) to the data base.
Adds a Ops.OpsZone#OPSZONE based on the zone name in the DATABASE.
Adds a Core.Pathline based on its name in the DATABASE.
Defined in:
DATABASE
Parameters:
#string PathlineName
The name of the pathline
Core.Pathline#PATHLINE Pathline
The pathline.
Adds a player based on the Player Name in the DATABASE.
Defined in:
DATABASE
Parameters:
UnitName
PlayerName
Adds a Static based on the Static Name in the DATABASE.
Defined in:
DATABASE
Parameter:
#string DCSStaticName
Name of the static.
Return value:
The static object.
Adds a STORAGE (DCS warehouse wrapper) based on the Airbase Name to the DATABASE.
Defined in:
DATABASE
Parameter:
#string AirbaseName
The name of the airbase.
Return value:
Storage object.
Adds a Unit based on the Unit Name in the DATABASE.
Defined in:
DATABASE
Parameters:
#string DCSUnitName
Unit name.
#boolean force
Return value:
The added unit.
Adds a Core.Zone based on the zone name in the DATABASE.
Defined in:
DATABASE
Parameters:
#string ZoneName
The name of the zone.
Core.Zone#ZONE_BASE Zone
The zone.
Adds a Core.Zone based on the zone name in the DATABASE.
Defined in:
DATABASE
Parameters:
#string ZoneName
The name of the zone.
Core.Zone#ZONE_BASE Zone
The zone.
Deletes a Airbase from the DATABASE based on the Airbase Name.
Defined in:
DATABASE
Parameter:
#string AirbaseName
The name of the airbase
Deletes a Cargo from the DATABASE based on the Cargo Name.
Defined in:
DATABASE
Parameter:
#string CargoName
The name of the airbase
Deletes a DYNAMICCARGO from the DATABASE based on the Dynamic Cargo Name.
Defined in:
DATABASE
Parameter:
DynamicCargoName
Deletes a Ops.OpsZone#OPSZONE from the DATABASE based on the zone name.
Defined in:
DATABASE
Parameter:
#string ZoneName
The name of the zone.
Deletes a Core.Pathline from the DATABASE based on its name.
Defined in:
DATABASE
Parameter:
#string PathlineName
The name of the PATHLINE.
Deletes a player from the DATABASE based on the Player Name.
Defined in:
DATABASE
Parameters:
UnitName
PlayerName
Deletes a Static from the DATABASE based on the Static Name.
Defined in:
DATABASE
Parameter:
DCSStaticName
Deletes a STORAGE from the DATABASE based on the name of the associated airbase.
Defined in:
DATABASE
Parameter:
#string AirbaseName
The name of the airbase.
Deletes a Unit from the DATABASE based on the Unit Name.
Defined in:
DATABASE
Parameter:
DCSUnitName
Deletes a Core.Zone from the DATABASE based on the zone name.
Defined in:
DATABASE
Parameter:
#string ZoneName
The name of the zone.
Deletes a Core.Zone from the DATABASE based on the zone name.
Defined in:
DATABASE
Parameter:
#string ZoneName
The name of the zone.
Finds an AIRBASE based on the AirbaseName.
Defined in:
DATABASE
Parameter:
#string AirbaseName
Return value:
The found AIRBASE.
Finds an CARGO based on the CargoName.
Finds a CLIENT based on the ClientName.
Defined in:
DATABASE
Parameter:
#string ClientName
- Note this is the UNIT name of the client!
Return value:
The found CLIENT.
Finds a DYNAMICCARGO based on the Dynamic Cargo Name.
Defined in:
DATABASE
Parameter:
#string DynamicCargoName
Return value:
The found DYNAMICCARGO.
Finds a GROUP based on the GroupName.
Defined in:
DATABASE
Parameter:
#string GroupName
Return value:
The found GROUP.
Find an OPSGROUP (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) in the data base.
Defined in:
DATABASE
Parameter:
#string groupname
Group name of the group. Can also be passed as GROUP object.
Return value:
OPS group object.
Find an OPSGROUP (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) in the data base for a given unit.
Defined in:
DATABASE
Parameter:
#string unitname
Unit name. Can also be passed as UNIT object.
Return value:
OPS group object.
Finds a Ops.OpsZone#OPSZONE based on the zone name.
Defined in:
DATABASE
Parameter:
#string ZoneName
The name of the zone.
Return value:
The found OPSZONE.
Finds a Core.Pathline by its name.
Defined in:
DATABASE
Parameter:
#string PathlineName
The name of the Pathline.
Return value:
The found PATHLINE.
Finds a STATIC based on the Static Name.
Defined in:
DATABASE
Parameter:
#string StaticName
Name of the static object.
Return value:
The found STATIC.
Finds an STORAGE based on the name of the associated airbase.
Defined in:
DATABASE
Parameter:
#string AirbaseName
Name of the airbase.
Return value:
The found STORAGE.
Finds a Unit based on the Unit Name.
Finds a Core.Zone based on the zone name.
Defined in:
DATABASE
Parameter:
#string ZoneName
The name of the zone.
Return value:
The found ZONE.
Finds a Core.Zone based on the zone name.
Defined in:
DATABASE
Parameter:
#string ZoneName
The name of the zone.
Return value:
The found ZONE.
Iterate the DATABASE and call an iterator function for the given set, providing the Object for each element within the set and optional parameters.
Defined in:
DATABASE
Parameters:
#function IteratorFunction
The function that will be called when there is an alive player in the database.
FinalizeFunction
arg
Set
Return value:
self
Iterate the DATABASE and call an iterator function for each CARGO, providing the CARGO object to the function and optional parameters.
Defined in:
DATABASE
Parameters:
#function IteratorFunction
The function that will be called for each object in the database. The function needs to accept a CLIENT parameter.
FinalizeFunction
...
Return value:
self
Iterate the DATABASE and call an iterator function for each CLIENT, providing the CLIENT to the function and optional parameters.
Defined in:
DATABASE
Parameters:
#function IteratorFunction
The function that will be called object in the database. The function needs to accept a CLIENT parameter.
FinalizeFunction
...
Return value:
self
Iterate the DATABASE and call an iterator function for each alive GROUP, providing the GROUP and optional parameters.
Defined in:
DATABASE
Parameters:
#function IteratorFunction
The function that will be called for each object in the database. The function needs to accept a GROUP parameter.
FinalizeFunction
...
Return value:
self
Iterate the DATABASE and call an iterator function for each ALIVE player, providing the player name and optional parameters.
Defined in:
DATABASE
Parameters:
#function IteratorFunction
The function that will be called for each object in the database. The function needs to accept the player name.
FinalizeFunction
...
Return value:
self
Iterate the DATABASE and call an iterator function for each player who has joined the mission, providing the Unit of the player and optional parameters.
Defined in:
DATABASE
Parameters:
#function IteratorFunction
The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
FinalizeFunction
...
Return value:
self
Iterate the DATABASE and call an iterator function for each ALIVE player UNIT, providing the player UNIT and optional parameters.
Defined in:
DATABASE
Parameters:
#function IteratorFunction
The function that will be called for each object in the database. The function needs to accept the player name.
FinalizeFunction
...
Return value:
self
Iterate the DATABASE and call an iterator function for each alive STATIC, providing the STATIC and optional parameters.
Defined in:
DATABASE
Parameters:
#function IteratorFunction
The function that will be called for each object in the database. The function needs to accept a STATIC parameter.
FinalizeFunction
...
Return value:
self
Iterate the DATABASE and call an iterator function for each alive UNIT, providing the UNIT and optional parameters.
Defined in:
DATABASE
Parameters:
#function IteratorFunction
The function that will be called for each object in the database. The function needs to accept a UNIT parameter.
FinalizeFunction
...
Return value:
self
Get category from airbase name.
Defined in:
DATABASE
Parameter:
#string AirbaseName
Name of the airbase.
Return value:
#number:
Category.
Get category ID from client name.
Defined in:
DATABASE
Parameter:
#string ClientName
Name of the Client.
Return value:
#number:
Category ID.
Get coalition ID from airbase name.
Defined in:
DATABASE
Parameter:
#string AirbaseName
Name of the airbase.
Return value:
#number:
Coalition ID.
Get coalition ID from client name.
Defined in:
DATABASE
Parameter:
#string ClientName
Name of the Client.
Return value:
#number:
Coalition ID.
Get country ID from client name.
Defined in:
DATABASE
Parameter:
#string ClientName
Name of the Client.
Return value:
#number:
Country ID.
Get a flight control object from the data base.
Defined in:
DATABASE
Parameter:
#string airbasename
Name of the associated airbase.
Return value:
The FLIGHTCONTROL object.s
Get group name from unit name.
Defined in:
DATABASE
Parameter:
#string UnitName
Name of the unit.
Return value:
#string:
Group name.
Get group template.
Defined in:
DATABASE
Parameter:
#string GroupName
Group name.
Return value:
#table:
Group template table.
Get group template from unit name.
Defined in:
DATABASE
Parameter:
#string UnitName
Name of the unit.
Return value:
#table:
Group template.
Get next (consecutive) free SADL as octal number.
Defined in:
DATABASE
Parameters:
#number octal
Starting octal.
#string unitname
Name of the associated unit.
Return value:
#number:
Octal
Get next (consecutive) free STN as octal number.
Defined in:
DATABASE
Parameters:
#number octal
Starting octal.
#string unitname
Name of the associated unit.
Return value:
#number:
Octal
Get an OPS group (FLIGHTGROUP, ARMYGROUP, NAVYGROUP) from the data base.
Defined in:
DATABASE
Parameter:
#string groupname
Group name of the group. Can also be passed as GROUP object.
Return value:
OPS group object.
Gets the player settings
Get the player table from the DATABASE, which contains all UNIT objects.
The player table contains all UNIT objects of the player with the key the name of the player (PlayerName).
Defined in:
DATABASE
Usage:
local PlayerUnits = _DATABASE:GetPlayerUnits()
for PlayerName, PlayerUnit in pairs( PlayerUnits ) do
..
end
Get the player table from the DATABASE.
The player table contains all unit names with the key the name of the player (PlayerName).
Defined in:
DATABASE
Usage:
local Players = _DATABASE:GetPlayers()
for PlayerName, UnitName in pairs( Players ) do
..
end
Get the player table from the DATABASE which have joined in the mission historically.
The player table contains all UNIT objects with the key the name of the player (PlayerName).
Defined in:
DATABASE
Usage:
local PlayersJoined = _DATABASE:GetPlayersJoined()
for PlayerName, PlayerUnit in pairs( PlayersJoined ) do
..
end
Get static group template.
Defined in:
DATABASE
Parameter:
#string StaticName
Name of the static.
Return value:
#table:
Static template table.
Get static unit template.
Defined in:
DATABASE
Parameter:
#string StaticName
Name of the static.
Return value:
#table:
Static template table.
Get a status to a Group within the Database, this to check crossing events for example.
Defined in:
DATABASE
Parameter:
#string GroupName
Group name.
Return value:
#string:
Status or an empty string "".
Get group template from unit name.
Defined in:
DATABASE
Parameter:
#string UnitName
Name of the unit.
Return value:
#table:
Group template.
Checks if the Template name has a #CARGO tag.
If yes, the group is a cargo.
Defined in:
DATABASE
Parameter:
#string TemplateName
Return value:
#boolean:
Creates a new DATABASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
Defined in:
DATABASE
Return value:
Usage:
-- Define a new DATABASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
DBObject = DATABASE:New()
Handles the OnEventDeleteCargo.
Handles the OnEventDeleteZone.
Handles the OnEventNewCargo event.
Handles the OnEventNewZone event.
Sets the player settings
Set a status to a Group within the Database, this to check crossing events for example.
Defined in:
DATABASE
Parameters:
#string GroupName
Group name.
#string Status
Status.
Instantiate new Groups within the DCSRTE.
This method expects EXACTLY the same structure as a structure within the ME, and needs 2 additional fields defined: SpawnCountryID, SpawnCategoryID This method is used by the SPAWN class.
Defined in:
DATABASE
Parameter:
#table SpawnTemplate
Template of the group to spawn.
Return value:
Spawned group.
Handles the OnBirth event for the alive units set.
Handles the OnDead or OnCrash event for alive units set.
Handles the OnDynamicCargoRemoved event to clean the active dynamic cargo table.
Handles the OnPlayerEnterUnit event to fill the active players table for CA units (with the unit filter applied).
Handles the OnPlayerLeaveUnit event to clean the active players table.
Get a PlayerName by UnitName from PLAYERS in DATABASE.
Defined in:
DATABASE
Parameter:
UnitName
Return values:
Get a generic static cargo group template from scratch for dynamic cargo spawns register.
Does not register the template!
Defined in:
DATABASE
Parameters:
#string Name
Name of the static.
#string Typename
Typename of the static. Defaults to "container_cargo".
#number Mass
Mass of the static. Defaults to 0.
#number Coalition
Coalition of the static. Defaults to coalition.side.BLUE.
#number Country
Country of the static. Defaults to country.id.GERMANY.
Return value:
#table:
Static template table.
Register a DCS airbase.
Register all world airbases.
Private method that registers new Static Templates within the DATABASE Object.
Private method that registers all Units of skill Client or Player within in the mission.
Private method that registers a single dynamic slot Group and Units within in the mission.
Private method that registers new Group Templates within the DATABASE Object.
Defined in:
DATABASE
Parameters:
#table GroupTemplate
DCS#coalition.side CoalitionSide
The coalition.side of the object.
DCS#Object.Category CategoryID
The Object.category of the object.
DCS#country.id CountryID
the country ID of the object.
#string GroupName
(Optional) The name of the group. Default is GroupTemplate.name
.
Return value:
self
Private method that registers all Groups and Units within in the mission.
Private method that registers all alive players in the mission.
Private method that registers new Static Templates within the DATABASE Object.
Defined in:
DATABASE
Parameters:
#table StaticTemplate
Template table.
#number CoalitionID
Coalition ID.
#number CategoryID
Category ID.
#number CountryID
Country ID.
Return value:
self
Private method that registers new ZONE_BASE derived objects within the DATABASE Object.
Field(s)
Clients.
Name of the class.
Dynamic Cargo objects.
Used Link16 octal numbers for A10/C-II planes.
Used Link16 octal numbers for F16/15/18/AWACS planes.
DCS warehouse storages.
Templates: Units, Groups, Statics, ClientsByName, ClientsByID.
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
Remove all subscribed events
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.