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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.

Author: FlightControl

Contributions:


Global(s)

Global DATABASE

Contains collections of wrapper objects defined within MOOSE that reflect objects within the simulator.

#DATABASE DATABASE

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

On top, for internal MOOSE administration purposes, the DATBASE 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

DATABASE:AccountDestroys(Event)

Account the destroys.

DATABASE:AccountHits(Event)

Account the Hits of the Players.

DATABASE:AddAirbase(AirbaseName)

Adds a Airbase based on the Airbase Name in the DATABASE.

DATABASE:AddCargo(CargoName, Cargo)

Adds a Cargo based on the Cargo Name in the DATABASE.

DATABASE:AddClient(ClientName)

Adds a CLIENT based on the ClientName in the DATABASE.

DATABASE:AddFlightControl(flightcontrol)

Add a flight control to the data base.

DATABASE:AddFlightGroup(flightgroup)

Add a flight group to the data base.

DATABASE:AddGroup(GroupName)

Adds a GROUP based on the GroupName in the DATABASE.

DATABASE:AddPlayer(UnitName, PlayerName)

Adds a player based on the Player Name in the DATABASE.

DATABASE:AddStatic(DCSStaticName)

Adds a Static based on the Static Name in the DATABASE.

DATABASE:AddUnit(DCSUnitName)

Adds a Unit based on the Unit Name in the DATABASE.

DATABASE:AddZone(ZoneName, Zone)

Adds a Zone based on the zone name in the DATABASE.

DATABASE:AddZoneGoal(ZoneName, Zone)

Adds a Zone based on the zone name in the DATABASE.

DATABASE:DeleteAirbase(AirbaseName)

Deletes a Airbase from the DATABASE based on the Airbase Name.

DATABASE:DeleteCargo(CargoName)

Deletes a Cargo from the DATABASE based on the Cargo Name.

DATABASE:DeletePlayer(UnitName, PlayerName)

Deletes a player from the DATABASE based on the Player Name.

DATABASE:DeleteStatic(DCSStaticName)

Deletes a Static from the DATABASE based on the Static Name.

DATABASE:DeleteUnit(DCSUnitName)

Deletes a Unit from the DATABASE based on the Unit Name.

DATABASE:DeleteZone(ZoneName)

Deletes a Zone from the DATABASE based on the zone name.

DATABASE:DeleteZoneGoal(ZoneName)

Deletes a Zone from the DATABASE based on the zone name.

DATABASE:FindAirbase(AirbaseName)

Finds a AIRBASE based on the AirbaseName.

DATABASE:FindCargo(CargoName)

Finds an CARGO based on the CargoName.

DATABASE:FindClient(ClientName)

Finds a CLIENT based on the ClientName.

DATABASE:FindGroup(GroupName)

Finds a GROUP based on the GroupName.

DATABASE:FindStatic(StaticName)

Finds a STATIC based on the StaticName.

DATABASE:FindUnit(UnitName)

Finds a Unit based on the Unit Name.

DATABASE:FindZone(ZoneName)

Finds a Zone based on the zone name.

DATABASE:FindZoneGoal(ZoneName)

Finds a Zone based on the zone name.

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, ...)

Iterate the DATABASE and call an iterator function for each CARGO, providing the CARGO object to the function and optional parameters.

DATABASE:ForEachClient(IteratorFunction, ...)

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.

DATABASE:GetCategoryFromAirbase(AirbaseName)

DATABASE:GetCategoryFromClientTemplate(ClientName)

DATABASE:GetCoalitionFromAirbase(AirbaseName)

DATABASE:GetCoalitionFromClientTemplate(ClientName)

DATABASE:GetCountryFromClientTemplate(ClientName)

DATABASE:GetFlightControl(airbasename)

Get a flight control object from the data base.

DATABASE:GetFlightGroup(groupname)

Get a flight group from the data base.

DATABASE:GetGroupNameFromUnitName(UnitName)

DATABASE:GetGroupTemplate(GroupName)

DATABASE:GetGroupTemplateFromUnitName(UnitName)

DATABASE:GetPlayerSettings(PlayerName)

Gets the player settings

DATABASE:GetPlayerUnits()

Get the player table from the DATABASE, which contains all UNIT objects.

DATABASE:GetPlayers()

Get the player table from the DATABASE.

DATABASE:GetPlayersJoined()

Get the player table from the DATABASE which have joined in the mission historically.

DATABASE:GetStaticGroupTemplate(StaticName)

DATABASE:GetStaticUnitTemplate(StaticName)

DATABASE:GetStatusGroup(GroupName)

Get a status to a Group within the Database, this to check crossing events for example.

DATABASE:IsCargo(TemplateName)

Checks if the Template name has a #CARGO tag.

DATABASE.Navpoints

DATABASE:New()

Creates a new DATABASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.

DATABASE:OnEventDeleteCargo(EventData)

Handles the OnEventDeleteCargo.

DATABASE:OnEventDeleteZone(EventData)

Handles the OnEventDeleteZone.

DATABASE:OnEventNewCargo(EventData)

Handles the OnEventNewCargo event.

DATABASE:OnEventNewZone(EventData)

Handles the OnEventNewZone event.

DATABASE:SetPlayerSettings(PlayerName, Settings)

Sets the player settings

DATABASE:SetStatusGroup(GroupName, Status)

Set a status to a Group within the Database, this to check crossing events for example.

DATABASE:Spawn(SpawnTemplate)

Instantiate new Groups within the DCSRTE.

DATABASE.UNITS

DATABASE.UNITS_Position

DATABASE:_EventOnBirth(Event)

Handles the OnBirth event for the alive units set.

DATABASE:_EventOnDeadOrCrash(Event)

Handles the OnDead or OnCrash event for alive units set.

DATABASE:_EventOnPlayerEnterUnit(Event)

Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).

DATABASE:_EventOnPlayerLeaveUnit(Event)

Handles the OnPlayerLeaveUnit event to clean the active players table.

DATABASE:_RegisterAirbases()

Register all world airbases.

DATABASE:_RegisterCargos()

Private method that registers new Static Templates within the DATABASE Object.

DATABASE:_RegisterClients()

Private method that registers all Units of skill Client or Player within in the mission.

DATABASE:_RegisterGroupTemplate(GroupTemplate, CoalitionSide, CategoryID, CountryID, GroupName)

Private method that registers new Group Templates within the DATABASE Object.

DATABASE:_RegisterGroupsAndUnits()

Private method that registers all Groups and Units within in the mission.

DATABASE:_RegisterPlayers()

Private method that registers all alive players in the mission.

DATABASE:_RegisterStaticTemplate(StaticTemplate, CoalitionID, CategoryID, CountryID)

Private method that registers new Static Templates within the DATABASE Object.

DATABASE:_RegisterStatics()

DATABASE:_RegisterTemplates()

DATABASE:_RegisterZones()

Private method that registers new ZONE_BASE derived objects within the DATABASE Object.

Fields and Methods inherited from BASE Description

DATABASE.ClassID

The ID number of the class.

DATABASE.ClassName

The name of the class.

DATABASE.ClassNameAndID

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

DATABASE:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

DATABASE:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

DATABASE:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

DATABASE:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

DATABASE:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

DATABASE:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

DATABASE:E(Arguments)

Log an exception which will be traced always.

DATABASE:EventDispatcher()

Returns the event dispatcher

DATABASE:EventRemoveAll()

Remove all subscribed events

DATABASE:F(Arguments)

Trace a function call.

DATABASE:F2(Arguments)

Trace a function call level 2.

DATABASE:F3(Arguments)

Trace a function call level 3.

DATABASE:GetClassID()

Get the ClassID of the class instance.

DATABASE:GetClassName()

Get the ClassName of the class instance.

DATABASE:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

DATABASE:GetEventPriority()

Get the Class Event processing Priority.

DATABASE:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

DATABASE:GetState(Object, Key)

Get a Value given a Key from the Object.

DATABASE:HandleEvent(Event, EventFunction)

Subscribe to a DCS Event.

DATABASE:I(Arguments)

Log an information which will be traced always.

DATABASE:Inherit(Child, Parent)

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

DATABASE:IsInstanceOf(ClassName)

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

DATABASE:IsTrace()

Enquires if tracing is on (for the class).

DATABASE:New()

BASE constructor.

DATABASE:OnEvent(EventData)

Occurs when an object is completely destroyed.

DATABASE:OnEventBaseCaptured(EventData)

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

DATABASE:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

DATABASE:OnEventCrash(EventData)

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

DATABASE:OnEventDead(EventData)

Occurs when an object is dead.

DATABASE:OnEventDetailedFailure(EventData)

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

DATABASE:OnEventEjection(EventData)

Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected

DATABASE:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

DATABASE:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

DATABASE:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

DATABASE:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

DATABASE:OnEventKill(EventData)

Occurs on the death of a unit.

DATABASE:OnEventLand(EventData)

Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on.

DATABASE:OnEventLandingAfterEjection(EventData)

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

DATABASE:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

DATABASE:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

DATABASE:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

DATABASE:OnEventMissionEnd(EventData)

Occurs when a mission ends

DATABASE:OnEventMissionStart(EventData)

Occurs when a mission starts

DATABASE:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

DATABASE:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

DATABASE:OnEventPlayerLeaveUnit(EventData)

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

DATABASE:OnEventRefueling(EventData)

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

DATABASE:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

DATABASE:OnEventScore(EventData)

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

DATABASE:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

DATABASE:OnEventShootingStart(EventData)

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

DATABASE:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

DATABASE:OnEventTakeoff(EventData)

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

DATABASE:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

DATABASE:ScheduleStop(SchedulerFunction)

Stops the Schedule.

DATABASE.Scheduler

DATABASE:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

DATABASE:SetState(Object, Key, Value)

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

DATABASE:T(Arguments)

Trace a function logic level 1.

DATABASE:T2(Arguments)

Trace a function logic level 2.

DATABASE:T3(Arguments)

Trace a function logic level 3.

DATABASE:TraceAll(TraceAll)

Trace all methods in MOOSE

DATABASE:TraceClass(Class)

Set tracing for a class

DATABASE:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

DATABASE:TraceLevel(Level)

Set trace level

DATABASE:TraceOff()

Set trace off.

DATABASE:TraceOn()

Set trace on.

DATABASE: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.

DATABASE:UnHandleEvent(Event)

UnSubscribe to a DCS event.

DATABASE._

DATABASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

DATABASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

DATABASE.__

DATABASE:onEvent(event)

Field(s)

Function(s)

Account the destroys.

Defined in:

DATABASE

Parameter:

Account the Hits of the Players.

Defined in:

DATABASE

Parameter:

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

Parameter:

ClientName

Add a flight control to the data base.

Defined in:

DATABASE

Parameter:

Add a flight group to the data base.

Defined in:

DATABASE

Parameter:

Adds a GROUP based on the GroupName in the DATABASE.

Defined in:

DATABASE

Parameter:

GroupName

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:

DCSStaticName

Adds a Unit based on the Unit Name in the DATABASE.

Defined in:

DATABASE

Parameter:

DCSUnitName

Adds a Zone based on the zone name in the DATABASE.

Defined in:

DATABASE

Parameters:

#string ZoneName

The name of the zone.

The zone.

Adds a Zone based on the zone name in the DATABASE.

Defined in:

DATABASE

Parameters:

#string ZoneName

The name of the 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 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 Unit from the DATABASE based on the Unit Name.

Defined in:

DATABASE

Parameter:

DCSUnitName

Deletes a Zone from the DATABASE based on the zone name.

Defined in:

DATABASE

Parameter:

#string ZoneName

The name of the zone.

Deletes a Zone from the DATABASE based on the zone name.

Defined in:

DATABASE

Parameter:

#string ZoneName

The name of the zone.

Finds a AIRBASE based on the AirbaseName.

Defined in:

DATABASE

Parameter:

#string AirbaseName

Return value:

The found AIRBASE.

Finds an CARGO based on the CargoName.

Defined in:

DATABASE

Parameter:

#string CargoName

Return value:

The found CARGO.

Finds a CLIENT based on the ClientName.

Defined in:

DATABASE

Parameter:

#string ClientName

Return value:

The found CLIENT.

Finds a GROUP based on the GroupName.

Defined in:

DATABASE

Parameter:

#string GroupName

Return value:

The found GROUP.

Finds a STATIC based on the StaticName.

Defined in:

DATABASE

Parameter:

#string StaticName

Return value:

The found STATIC.

Finds a Unit based on the Unit Name.

Defined in:

DATABASE

Parameter:

#string UnitName

Return value:

The found Unit.

Finds a Zone based on the zone name.

Defined in:

DATABASE

Parameter:

#string ZoneName

The name of the zone.

Return value:

The found ZONE.

Finds a 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.

...

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.

...

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

Defined in:

DATABASE

Parameter:

AirbaseName

Defined in:

DATABASE

Parameter:

ClientName

Defined in:

DATABASE

Parameter:

AirbaseName

Defined in:

DATABASE

Parameter:

ClientName

Defined in:

DATABASE

Parameter:

ClientName

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 a flight group from the data base.

Defined in:

DATABASE

Parameter:

#string groupname

Group name of the flight group. Can also be passed as GROUP object.

Return value:

Flight group object.

Defined in:

DATABASE

Parameter:

UnitName

Defined in:

DATABASE

Parameter:

GroupName

Defined in:

DATABASE

Parameter:

UnitName

Gets the player settings

Defined in:

DATABASE

Parameter:

#string PlayerName

Return value:

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

Defined in:

DATABASE

Parameter:

StaticName

Defined in:

DATABASE

Parameter:

StaticName

Get a status to a Group within the Database, this to check crossing events for example.

Defined in:

DATABASE

Parameter:

GroupName

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.

Defined in:

DATABASE

Parameter:

Handles the OnEventDeleteZone.

Defined in:

DATABASE

Parameter:

Handles the OnEventNewCargo event.

Defined in:

DATABASE

Parameter:

Handles the OnEventNewZone event.

Defined in:

DATABASE

Parameter:

Sets the player settings

Defined in:

DATABASE

Parameters:

#string PlayerName

Return value:

Set a status to a Group within the Database, this to check crossing events for example.

Defined in:

DATABASE

Parameters:

GroupName

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.

Defined in:

DATABASE

Parameter:

Handles the OnDead or OnCrash event for alive units set.

Defined in:

DATABASE

Parameter:

Handles the OnPlayerEnterUnit event to fill the active players table (with the unit filter applied).

Defined in:

DATABASE

Parameter:

Handles the OnPlayerLeaveUnit event to clean the active players table.

Defined in:

DATABASE

Parameter:

Register all world airbases.

Defined in:

DATABASE

Return value:

self

Private method that registers new Static Templates within the DATABASE Object.

Defined in:

DATABASE

Return value:

self

Private method that registers all Units of skill Client or Player within in the mission.

Defined in:

DATABASE

Return value:

self

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

GroupName

Return value:

self

Private method that registers all Groups and Units within in the mission.

Defined in:

DATABASE

Return value:

self

Private method that registers all alive players in the mission.

Defined in:

DATABASE

Return value:

self

Private method that registers new Static Templates within the DATABASE Object.

Defined in:

DATABASE

Parameters:

#table StaticTemplate

CoalitionID

CategoryID

CountryID

Return value:

self

Defined in:

DATABASE

Defined in:

DATABASE

Private method that registers new ZONE_BASE derived objects within the DATABASE Object.

Defined in:

DATABASE

Return value:

self

Field(s)

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

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.

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 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 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, nillified 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:

#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 object is completely destroyed.

initiator : The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

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

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.

initiator : The unit that was spawned

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has crashed

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

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.

Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

initiator : The unit that is stopping its engines.

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

initiator : The unit that is starting its engines.

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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.

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.

  • 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 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.

  • 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.

Occurs when a new mark was added.

MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mission ends

Defined in:

Parameter:

The EventData structure.

Occurs when a mission starts

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. initiator : The unit that the pilot has died in.

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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.

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.

initiator : The unit that is receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

Event will always correspond with a shooting start event. 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. 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.

Defined in:

Parameter:

The EventData structure.

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

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.

Occurs when the game thinks an object is destroyed.

  • 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:

#number:

The ScheduleID 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:

#number:

The ScheduleID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#function SchedulerFunction

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

Set the Class 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 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, nillified 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

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

#string 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:

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

TODO: Complete DCS#Event structure.
- The main event handling function... This function captures all events generated for the class. @param #BASE self @param DCS#Event event

Defined in:

Parameter:

event