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Module Core.Event

Core - Models DCS event dispatching using a publish-subscribe model.


Features:

  • Capture DCS events and dispatch them to the subscribed objects.
  • Generate DCS events to the subscribed objects from within the code.

Event Handling Overview

Objects

Within a running mission, various DCS events occur. Units are dynamically created, crash, die, shoot stuff, get hit etc. This module provides a mechanism to dispatch those events occurring within your running mission, to the different objects orchestrating your mission.

Objects

Objects can subscribe to different events. The Event dispatcher will publish the received DCS events to the subscribed MOOSE objects, in a specified order. In this way, the subscribed MOOSE objects are kept in sync with your evolving running mission.

1. Event Dispatching

Objects

The _EVENTDISPATCHER object is automatically created within MOOSE, and handles the dispatching of DCS Events occurring in the simulator to the subscribed objects in the correct processing order.

Objects

There are 5 types/levels of objects that the _EVENTDISPATCHER services:

  • _DATABASE object: The core of the MOOSE objects. Any object that is created, deleted or updated, is done in this database.
  • SET_ derived classes: These are subsets of the global _DATABASE object (an instance of Core.Database#DATABASE). These subsets are updated by the _EVENTDISPATCHER as the second priority.
  • UNIT objects: UNIT objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed UNIT object.
  • GROUP objects: GROUP objects can subscribe to DCS events. Each DCS event will be directly published to the subscribed GROUP object.
  • Any other object: Various other objects can subscribe to DCS events. Each DCS event triggered will be published to each subscribed object.

Objects

For most DCS events, the above order of updating will be followed.

Objects

But for some DCS events, the publishing order is reversed. This is due to the fact that objects need to be erased instead of added.

2. Event Handling

Objects

The actual event subscribing and handling is not facilitated through the _EVENTDISPATCHER, but it is done through the Core.Base#BASE class, Wrapper.Unit#UNIT class and Wrapper.Group#GROUP class. The _EVENTDISPATCHER is a component that is quietly working in the background of MOOSE.

Objects

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

2.1. Subscribe to / Unsubscribe from DCS Events.

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

Note that for a UNIT, the event will be handled for that UNIT only! Note that for a GROUP, the event will be handled for all the UNITs in that GROUP only!

For all objects of other classes, the subscribed events will be handled for all UNITs within the Mission! So if a UNIT within the mission has the subscribed event for that object, then the object event handler will receive the event for that UNIT!

2.2 Event Handling of DCS Events

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

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

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

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

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

   self:SmokeGreen()
 end

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

   self:SmokeBlue()
 end

2.3 Event Handling methods that are automatically called upon subscribed DCS events.

Objects

The following list outlines which EVENTS item in the structure corresponds to which Event Handling method. Always ensure that your event handling methods align with the events being subscribed to, or nothing will be executed.

3. EVENTS type

The EVENTS structure contains names for all the different DCS events that objects can subscribe to using the Core.Base#BASE.HandleEvent() method.

4. EVENTDATA type

The Core.Event#EVENTDATA structure contains all the fields that are populated with event information before an Event Handler method is being called by the event dispatcher. The Event Handler received the EVENTDATA object as a parameter, and can be used to investigate further the different events. There are basically 4 main categories of information stored in the EVENTDATA structure:

  • Initiator Unit data: Several fields documenting the initiator unit related to the event.

  • Target Unit data: Several fields documenting the target unit related to the event.

  • Weapon data: Certain events populate weapon information.

  • Place data: Certain events populate place information.

    --- This function is an Event Handling function that will be called when Tank1 is Dead. -- EventData is an EVENTDATA structure. -- We use the EventData.IniUnit to smoke the tank Green. -- @param Wrapper.Unit#UNIT self -- @param Core.Event#EVENTDATA EventData function Tank1:OnEventDead( EventData )

    EventData.IniUnit:SmokeGreen() end

Find below an overview which events populate which information categories:

Objects

IMPORTANT NOTE: Some events can involve not just UNIT objects, but also STATIC objects!!! In that case the initiator or target unit fields will refer to a STATIC object! In case a STATIC object is involved, the documentation indicates which fields will and won't not be populated. The fields IniObjectCategory and TgtObjectCategory contain the indicator which kind of object is involved in the event. You can use the enumerator Object.Category.UNIT and Object.Category.STATIC to check on IniObjectCategory and TgtObjectCategory. Example code snippet:

 if Event.IniObjectCategory == Object.Category.UNIT then
  ...
 end
 if Event.IniObjectCategory == Object.Category.STATIC then
  ...
 end

When a static object is involved in the event, the Group and Player fields won't be populated.


Author: FlightControl

Contributions:


Global(s)

Global EVENT

The EVENT class

#EVENT EVENT

The EVENT class

Global EVENTHANDLER

Global EVENTS

Type(s)

EVENT , extends Core.Base#BASE
Fields and Methods inherited from EVENT Description

EVENT:CreateEventDeleteCargo(Cargo)

Creation of a Cargo Deletion Event.

EVENT:CreateEventDeleteZone(Zone)

Creation of a Zone Deletion Event.

EVENT:CreateEventDeleteZoneGoal(ZoneGoal)

Creation of a ZoneGoal Deletion Event.

EVENT:CreateEventNewCargo(Cargo)

Creation of a New Cargo Event.

EVENT:CreateEventNewZone(Zone)

Creation of a New Zone Event.

EVENT:CreateEventNewZoneGoal(ZoneGoal)

Creation of a New ZoneGoal Event.

EVENT:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

EVENT:CreateEventPlayerEnterUnit(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_UNIT Event.

EVENT.Events

EVENT:Init(EventID, EventClass)

Initializes the Events structure for the event.

EVENT.MissionEnd

EVENT:New()

Create new event handler.

EVENT:OnBirthForTemplate(EventGroup, EventFunction, EventClass, EventTemplate)

Create an OnBirth event handler for a group

EVENT:OnCrashForTemplate(EventGroup, EventFunction, EventClass, EventTemplate)

Create an OnCrash event handler for a group

EVENT:OnDeadForTemplate(EventGroup, EventFunction, EventClass, EventTemplate)

Create an OnDead event handler for a group

EVENT:OnEngineShutDownForTemplate(EventTemplate, EventFunction, EventClass)

Create an OnDead event handler for a group

EVENT:OnEventForGroup(GroupName, EventFunction, EventClass, EventID, ...)

Set a new listener for an S_EVENT_X event for a GROUP.

EVENT:OnEventForTemplate(EventTemplate, EventFunction, EventClass, OnEventFunction, EventID)

Create an OnDead event handler for a group

EVENT:OnEventForUnit(UnitName, EventFunction, EventClass, EventID)

Set a new listener for an S_EVENT_X event for a UNIT.

EVENT:OnEventGeneric(EventFunction, EventClass, EventID)

Set a new listener for an S_EVENT_X event independent from a unit or a weapon.

EVENT:OnLandForTemplate(EventTemplate, EventFunction, EventClass)

Create an OnLand event handler for a group

EVENT:OnTakeOffForTemplate(EventTemplate, EventFunction, EventClass)

Create an OnTakeOff event handler for a group

EVENT:RemoveAll(EventClass)

Clears all event subscriptions for a Core.Base#BASE derived object.

EVENT:RemoveEvent(EventClass, EventID)

Removes a subscription

EVENT:Reset(EventClass, EventID, EventObject)

Resets subscriptions.

EVENT:onEvent(Event)

Main event function.

Fields and Methods inherited from BASE Description

EVENT.ClassID

The ID number of the class.

EVENT.ClassName

The name of the class.

EVENT.ClassNameAndID

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

EVENT:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

EVENT:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

EVENT:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

EVENT:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

EVENT:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

EVENT:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

EVENT:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

EVENT:E(Arguments)

Log an exception which will be traced always.

EVENT:EventDispatcher()

Returns the event dispatcher

EVENT:EventRemoveAll()

Remove all subscribed events

EVENT:F(Arguments)

Trace a function call.

EVENT:F2(Arguments)

Trace a function call level 2.

EVENT:F3(Arguments)

Trace a function call level 3.

EVENT:GetClassID()

Get the ClassID of the class instance.

EVENT:GetClassName()

Get the ClassName of the class instance.

EVENT:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

EVENT:GetEventPriority()

Get the Class Core.Event processing Priority.

EVENT:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

EVENT:GetState(Object, Key)

Get a Value given a Key from the Object.

EVENT:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

EVENT:I(Arguments)

Log an information which will be traced always.

EVENT:Inherit(Child, Parent)

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

EVENT:IsInstanceOf(ClassName)

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

EVENT:IsTrace()

Enquires if tracing is on (for the class).

EVENT:New()

BASE constructor.

EVENT:OnEvent(EventData)

Occurs when an Event for an object is triggered.

EVENT:OnEventBDA(EventData)

BDA.

EVENT:OnEventBaseCaptured(EventData)

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

EVENT:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

EVENT:OnEventCrash(EventData)

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

EVENT:OnEventDead(EventData)

Occurs when an object is dead.

EVENT:OnEventDetailedFailure(EventData)

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

EVENT:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

EVENT:OnEventEjection(EventData)

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

EVENT:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

EVENT:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

EVENT:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

EVENT:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

EVENT:OnEventKill(EventData)

Occurs on the death of a unit.

EVENT:OnEventLand(EventData)

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

EVENT:OnEventLandingAfterEjection(EventData)

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

EVENT:OnEventLandingQualityMark(EventData)

Landing quality mark.

EVENT:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

EVENT:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

EVENT:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

EVENT:OnEventMissionEnd(EventData)

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

EVENT:OnEventMissionStart(EventData)

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

EVENT:OnEventParatrooperLanding(EventData)

Weapon add.

EVENT:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

EVENT:OnEventPlayerEnterAircraft(EventData)

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

EVENT:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

EVENT:OnEventPlayerLeaveUnit(EventData)

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

EVENT:OnEventRefueling(EventData)

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

EVENT:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

EVENT:OnEventScore(EventData)

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

EVENT:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

EVENT:OnEventShootingStart(EventData)

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

EVENT:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

EVENT:OnEventTakeoff(EventData)

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

EVENT:OnEventTriggerZone(EventData)

Trigger zone.

EVENT:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

EVENT:ScheduleStop(SchedulerID)

Stops the Schedule.

EVENT.Scheduler

EVENT:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

EVENT:SetState(Object, Key, Value)

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

EVENT:T(Arguments)

Trace a function logic level 1.

EVENT:T2(Arguments)

Trace a function logic level 2.

EVENT:T3(Arguments)

Trace a function logic level 3.

EVENT:TraceAll(TraceAll)

Trace all methods in MOOSE

EVENT:TraceClass(Class)

Set tracing for a class

EVENT:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

EVENT:TraceLevel(Level)

Set trace level

EVENT:TraceOff()

Set trace off.

EVENT:TraceOn()

Set trace on.

EVENT: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.

EVENT:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

EVENT._

EVENT:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

EVENT:_Serialize(Arguments)

(Internal) Serialize arguments

EVENT:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

EVENT.__

EVENT:onEvent(event)

The main event handling function...

Fields and Methods inherited from EVENT.Events Description

EVENT.Events.IniUnit

Fields and Methods inherited from EVENTDATA Description

EVENTDATA.Cargo

The cargo object.

EVENTDATA.CargoName

The name of the cargo object.

EVENTDATA.IniCategory

(UNIT) The category of the initiator.

EVENTDATA.IniCoalition

(UNIT) The coalition of the initiator.

EVENTDATA.IniDCSGroup

(UNIT) The initiating {DCSGroup#Group}.

EVENTDATA.IniDCSGroupName

(UNIT) The initiating Group name.

EVENTDATA.IniDCSUnit

(UNIT/STATIC) The initiating DCS#Unit or DCS#StaticObject.

EVENTDATA.IniDCSUnitName

(UNIT/STATIC) The initiating Unit name.

EVENTDATA.IniGroup

(UNIT) The initiating MOOSE wrapper Wrapper.Group#GROUP of the initiator Group object.

EVENTDATA.IniGroupName

UNIT) The initiating GROUP name (same as IniDCSGroupName).

EVENTDATA.IniObjectCategory

(UNIT/STATIC/SCENERY) The initiator object category ( Object.Category.UNIT or Object.Category.STATIC ).

EVENTDATA.IniPlayerName

(UNIT) The name of the initiating player in case the Unit is a client or player slot.

EVENTDATA.IniPlayerUCID

(UNIT) The UCID of the initiating player in case the Unit is a client or player slot and on a multi-player server.

EVENTDATA.IniTypeName

(UNIT) The type name of the initiator.

EVENTDATA.IniUnit

(UNIT/STATIC) The initiating MOOSE wrapper Wrapper.Unit#UNIT of the initiator Unit object.

EVENTDATA.IniUnitName

(UNIT/STATIC) The initiating UNIT name (same as IniDCSUnitName).

EVENTDATA.MarkCoalition

EVENTDATA.MarkCoordinate

EVENTDATA.MarkGroupID

EVENTDATA.MarkID

EVENTDATA.MarkText

EVENTDATA.MarkVec3

EVENTDATA.Place

The MOOSE airbase object.

EVENTDATA.PlaceName

The name of the airbase.

EVENTDATA.TgtCategory

(UNIT) The category of the target.

EVENTDATA.TgtCoalition

(UNIT) The coalition of the target.

EVENTDATA.TgtDCSGroup

(UNIT) The target {DCSGroup#Group}.

EVENTDATA.TgtDCSGroupName

(UNIT) The target Group name.

EVENTDATA.TgtDCSUnit

(UNIT/STATIC) The target DCS#Unit or DCS#StaticObject.

EVENTDATA.TgtDCSUnitName

(UNIT/STATIC) The target Unit name.

EVENTDATA.TgtGroup

(UNIT) The target MOOSE wrapper Wrapper.Group#GROUP of the target Group object.

EVENTDATA.TgtGroupName

(UNIT) The target GROUP name (same as TgtDCSGroupName).

EVENTDATA.TgtObjectCategory

(UNIT/STATIC) The target object category ( Object.Category.UNIT or Object.Category.STATIC ).

EVENTDATA.TgtPlayerName

(UNIT) The name of the target player in case the Unit is a client or player slot.

EVENTDATA.TgtPlayerUCID

(UNIT) The UCID of the target player in case the Unit is a client or player slot and on a multi-player server.

EVENTDATA.TgtTypeName

(UNIT) The type name of the target.

EVENTDATA.TgtUnit

(UNIT/STATIC) The target MOOSE wrapper Wrapper.Unit#UNIT of the target Unit object.

EVENTDATA.TgtUnitName

(UNIT/STATIC) The target UNIT name (same as TgtDCSUnitName).

EVENTDATA.Weapon

The weapon used during the event.

EVENTDATA.WeaponCategory

EVENTDATA.WeaponCoalition

EVENTDATA.WeaponName

Name of the weapon.

EVENTDATA.WeaponPlayerName

EVENTDATA.WeaponTgtDCSUnit

Target DCS unit of the weapon.

EVENTDATA.WeaponTypeName

EVENTDATA.WeaponUNIT

EVENTDATA.Zone

The zone object.

EVENTDATA.ZoneName

The name of the zone.

EVENTDATA.id

The identifier of the event.

EVENTDATA.initiator

(UNIT/STATIC/SCENERY) The initiating DCS#Unit or DCS#StaticObject.

EVENTDATA.place

The DCS#Airbase

EVENTDATA.target

(UNIT/STATIC) The target DCS#Unit or DCS#StaticObject.

EVENTDATA.weapon

The weapon used during the event.

Fields and Methods inherited from EVENTHANDLER Description

EVENTHANDLER.ClassID

EVENTHANDLER.ClassName

EVENTHANDLER:New()

The EVENTHANDLER constructor.

Fields and Methods inherited from BASE Description

EVENTHANDLER.ClassID

The ID number of the class.

EVENTHANDLER.ClassName

The name of the class.

EVENTHANDLER.ClassNameAndID

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

EVENTHANDLER:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

EVENTHANDLER:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

EVENTHANDLER:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

EVENTHANDLER:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

EVENTHANDLER:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

EVENTHANDLER:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

EVENTHANDLER:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

EVENTHANDLER:E(Arguments)

Log an exception which will be traced always.

EVENTHANDLER:EventDispatcher()

Returns the event dispatcher

EVENTHANDLER:EventRemoveAll()

Remove all subscribed events

EVENTHANDLER:F(Arguments)

Trace a function call.

EVENTHANDLER:F2(Arguments)

Trace a function call level 2.

EVENTHANDLER:F3(Arguments)

Trace a function call level 3.

EVENTHANDLER:GetClassID()

Get the ClassID of the class instance.

EVENTHANDLER:GetClassName()

Get the ClassName of the class instance.

EVENTHANDLER:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

EVENTHANDLER:GetEventPriority()

Get the Class Core.Event processing Priority.

EVENTHANDLER:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

EVENTHANDLER:GetState(Object, Key)

Get a Value given a Key from the Object.

EVENTHANDLER:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

EVENTHANDLER:I(Arguments)

Log an information which will be traced always.

EVENTHANDLER:Inherit(Child, Parent)

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

EVENTHANDLER:IsInstanceOf(ClassName)

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

EVENTHANDLER:IsTrace()

Enquires if tracing is on (for the class).

EVENTHANDLER:New()

BASE constructor.

EVENTHANDLER:OnEvent(EventData)

Occurs when an Event for an object is triggered.

EVENTHANDLER:OnEventBDA(EventData)

BDA.

EVENTHANDLER:OnEventBaseCaptured(EventData)

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

EVENTHANDLER:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

EVENTHANDLER:OnEventCrash(EventData)

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

EVENTHANDLER:OnEventDead(EventData)

Occurs when an object is dead.

EVENTHANDLER:OnEventDetailedFailure(EventData)

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

EVENTHANDLER:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

EVENTHANDLER:OnEventEjection(EventData)

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

EVENTHANDLER:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

EVENTHANDLER:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

EVENTHANDLER:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

EVENTHANDLER:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

EVENTHANDLER:OnEventKill(EventData)

Occurs on the death of a unit.

EVENTHANDLER:OnEventLand(EventData)

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

EVENTHANDLER:OnEventLandingAfterEjection(EventData)

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

EVENTHANDLER:OnEventLandingQualityMark(EventData)

Landing quality mark.

EVENTHANDLER:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

EVENTHANDLER:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

EVENTHANDLER:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

EVENTHANDLER:OnEventMissionEnd(EventData)

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

EVENTHANDLER:OnEventMissionStart(EventData)

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

EVENTHANDLER:OnEventParatrooperLanding(EventData)

Weapon add.

EVENTHANDLER:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

EVENTHANDLER:OnEventPlayerEnterAircraft(EventData)

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

EVENTHANDLER:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

EVENTHANDLER:OnEventPlayerLeaveUnit(EventData)

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

EVENTHANDLER:OnEventRefueling(EventData)

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

EVENTHANDLER:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

EVENTHANDLER:OnEventScore(EventData)

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

EVENTHANDLER:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

EVENTHANDLER:OnEventShootingStart(EventData)

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

EVENTHANDLER:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

EVENTHANDLER:OnEventTakeoff(EventData)

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

EVENTHANDLER:OnEventTriggerZone(EventData)

Trigger zone.

EVENTHANDLER:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

EVENTHANDLER:ScheduleStop(SchedulerID)

Stops the Schedule.

EVENTHANDLER.Scheduler

EVENTHANDLER:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

EVENTHANDLER:SetState(Object, Key, Value)

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

EVENTHANDLER:T(Arguments)

Trace a function logic level 1.

EVENTHANDLER:T2(Arguments)

Trace a function logic level 2.

EVENTHANDLER:T3(Arguments)

Trace a function logic level 3.

EVENTHANDLER:TraceAll(TraceAll)

Trace all methods in MOOSE

EVENTHANDLER:TraceClass(Class)

Set tracing for a class

EVENTHANDLER:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

EVENTHANDLER:TraceLevel(Level)

Set trace level

EVENTHANDLER:TraceOff()

Set trace off.

EVENTHANDLER:TraceOn()

Set trace on.

EVENTHANDLER: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.

EVENTHANDLER:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

EVENTHANDLER._

EVENTHANDLER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

EVENTHANDLER:_Serialize(Arguments)

(Internal) Serialize arguments

EVENTHANDLER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

EVENTHANDLER.__

EVENTHANDLER:onEvent(event)

The main event handling function...

Field(s)

#boolean EVENT.MissionEnd

Function(s)

Creation of a Cargo Deletion Event.

Defined in:

EVENT

Parameter:

The Cargo created.

Creation of a Zone Deletion Event.

Defined in:

EVENT

Parameter:

The Zone created.

Creation of a ZoneGoal Deletion Event.

Defined in:

EVENT

Parameter:

The ZoneGoal created.

Creation of a New Cargo Event.

Defined in:

EVENT

Parameter:

The Cargo created.

Creation of a New Zone Event.

Defined in:

EVENT

Parameter:

The Zone created.

Creation of a New ZoneGoal Event.

Defined in:

EVENT

Parameter:

The ZoneGoal created.

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

EVENT

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a S_EVENT_PLAYER_ENTER_UNIT Event.

Defined in:

EVENT

Parameter:

Wrapper.Unit#UNIT PlayerUnit

Initializes the Events structure for the event.

Defined in:

EVENT

Parameters:

DCS#world.event EventID

Event ID.

Core.Base#BASE EventClass

The class object for which events are handled.

Return value:

Create new event handler.

Defined in:

EVENT

Return value:

self

Create an OnBirth event handler for a group

Defined in:

EVENT

Parameters:

Wrapper.Group#GROUP EventGroup

#function EventFunction

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

EventClass

The self instance of the class for which the event is.

EventTemplate

Return value:

self

Create an OnCrash event handler for a group

Defined in:

EVENT

Parameters:

Wrapper.Group#GROUP EventGroup

#function EventFunction

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

EventClass

The self instance of the class for which the event is.

EventTemplate

Return value:

Create an OnDead event handler for a group

Defined in:

EVENT

Parameters:

Wrapper.Group#GROUP EventGroup

The GROUP object.

#function EventFunction

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

#table EventClass

The self instance of the class for which the event is.

EventTemplate

Return value:

self

Create an OnDead event handler for a group

Defined in:

EVENT

Parameters:

#table EventTemplate

#function EventFunction

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

EventClass

The self instance of the class for which the event is.

Return value:

Set a new listener for an S_EVENT_X event for a GROUP.

Defined in:

EVENT

Parameters:

#string GroupName

The name of the GROUP.

#function EventFunction

The function to be called when the event occurs for the GROUP.

Core.Base#BASE EventClass

The self instance of the class for which the event is.

#number EventID

Event ID.

...

Optional arguments passed to the event function.

Return value:

self

Create an OnDead event handler for a group

Defined in:

EVENT

Parameters:

#table EventTemplate

#function EventFunction

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

EventClass

The instance of the class for which the event is.

#function OnEventFunction

EventID

Return value:

self

Set a new listener for an S_EVENT_X event for a UNIT.

Defined in:

EVENT

Parameters:

#string UnitName

The name of the UNIT.

#function EventFunction

The function to be called when the event occurs for the GROUP.

Core.Base#BASE EventClass

The self instance of the class for which the event is.

EventID

Return value:

self

Set a new listener for an S_EVENT_X event independent from a unit or a weapon.

Defined in:

EVENT

Parameters:

#function EventFunction

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

Core.Base#BASE EventClass

The self instance of the class for which the event is captured. When the event happens, the event process will be called in this class provided.

EventID

Return value:

Create an OnLand event handler for a group

Defined in:

EVENT

Parameters:

#table EventTemplate

#function EventFunction

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

#table EventClass

The self instance of the class for which the event is.

Return value:

self

Create an OnTakeOff event handler for a group

Defined in:

EVENT

Parameters:

#table EventTemplate

Template table.

#function EventFunction

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

#table EventClass

The self instance of the class for which the event is.

Return value:

self

Clears all event subscriptions for a Core.Base#BASE derived object.

Defined in:

EVENT

Parameter:

Core.Base#BASE EventClass

The self class object for which the events are removed.

Return value:

self

Removes a subscription

Defined in:

EVENT

Parameters:

Core.Base#BASE EventClass

The self instance of the class for which the event is.

DCS#world.event EventID

Event ID.

Return value:

self

Resets subscriptions.

Defined in:

EVENT

Parameters:

Core.Base#BASE EventClass

The self instance of the class for which the event is.

DCS#world.event EventID

Event ID.

EventObject

Return value:

Main event function.

Defined in:

EVENT

Parameter:

#EVENTDATA Event

Event data table.

Field(s)

#boolean EVENT.MissionEnd

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

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

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.Event processing Priority.

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

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

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

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

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

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

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

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

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

Defined in:

Parameter:

ClassName

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

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

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

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

Defined in:

Return value:

Occurs when an Event for an object is triggered.

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

Defined in:

Parameter:

The EventData structure.

BDA.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

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

Defined in:

Parameter:

The EventData structure.

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

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

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

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

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

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

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

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Weapon add.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

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

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#number Repeat

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

#number RandomizeFactor

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

#number Stop

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

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

Set the Class Core.Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

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

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

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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

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

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


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

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

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event

The Events structure

Field(s)

Function(s)

The Event structure Note that at the beginning of each field description, there is an indication which field will be populated depending on the object type involved in the Event:

  • A (Object.Category.)UNIT : A UNIT object type is involved in the Event.
  • A (Object.Category.)STATIC : A STATIC object type is involved in the Event.

Field(s)

#string EVENTDATA.CargoName

The name of the cargo object.

DCS#Unit.Category EVENTDATA.IniCategory

(UNIT) The category of the initiator.

DCS#coalition.side EVENTDATA.IniCoalition

(UNIT) The coalition of the initiator.

DCS#Group EVENTDATA.IniDCSGroup

(UNIT) The initiating {DCSGroup#Group}.

#string EVENTDATA.IniDCSGroupName

(UNIT) The initiating Group name.

DCS#Unit EVENTDATA.IniDCSUnit

(UNIT/STATIC) The initiating DCS#Unit or DCS#StaticObject.

#string EVENTDATA.IniDCSUnitName

(UNIT/STATIC) The initiating Unit name.

Wrapper.Group#GROUP EVENTDATA.IniGroup

(UNIT) The initiating MOOSE wrapper Wrapper.Group#GROUP of the initiator Group object.

#string EVENTDATA.IniGroupName

UNIT) The initiating GROUP name (same as IniDCSGroupName).

DCS#Object.Category EVENTDATA.IniObjectCategory

(UNIT/STATIC/SCENERY) The initiator object category ( Object.Category.UNIT or Object.Category.STATIC ).

#string EVENTDATA.IniPlayerName

(UNIT) The name of the initiating player in case the Unit is a client or player slot.

#string EVENTDATA.IniPlayerUCID

(UNIT) The UCID of the initiating player in case the Unit is a client or player slot and on a multi-player server.

#string EVENTDATA.IniTypeName

(UNIT) The type name of the initiator.

Wrapper.Unit#UNIT EVENTDATA.IniUnit

(UNIT/STATIC) The initiating MOOSE wrapper Wrapper.Unit#UNIT of the initiator Unit object.

#string EVENTDATA.IniUnitName

(UNIT/STATIC) The initiating UNIT name (same as IniDCSUnitName).

Wrapper.Airbase#AIRBASE EVENTDATA.Place

The MOOSE airbase object.

#string EVENTDATA.PlaceName

The name of the airbase.

DCS#Unit.Category EVENTDATA.TgtCategory

(UNIT) The category of the target.

DCS#coalition.side EVENTDATA.TgtCoalition

(UNIT) The coalition of the target.

DCS#Group EVENTDATA.TgtDCSGroup

(UNIT) The target {DCSGroup#Group}.

#string EVENTDATA.TgtDCSGroupName

(UNIT) The target Group name.

#string EVENTDATA.TgtDCSUnitName

(UNIT/STATIC) The target Unit name.

Wrapper.Group#GROUP EVENTDATA.TgtGroup

(UNIT) The target MOOSE wrapper Wrapper.Group#GROUP of the target Group object.

#string EVENTDATA.TgtGroupName

(UNIT) The target GROUP name (same as TgtDCSGroupName).

DCS#Object.Category EVENTDATA.TgtObjectCategory

(UNIT/STATIC) The target object category ( Object.Category.UNIT or Object.Category.STATIC ).

#string EVENTDATA.TgtPlayerName

(UNIT) The name of the target player in case the Unit is a client or player slot.

#string EVENTDATA.TgtPlayerUCID

(UNIT) The UCID of the target player in case the Unit is a client or player slot and on a multi-player server.

#string EVENTDATA.TgtTypeName

(UNIT) The type name of the target.

Wrapper.Unit#UNIT EVENTDATA.TgtUnit

(UNIT/STATIC) The target MOOSE wrapper Wrapper.Unit#UNIT of the target Unit object.

#string EVENTDATA.TgtUnitName

(UNIT/STATIC) The target UNIT name (same as TgtDCSUnitName).

DCS#Weapon EVENTDATA.Weapon

The weapon used during the event.

#string EVENTDATA.WeaponName

Name of the weapon.

DCS#Unit EVENTDATA.WeaponTgtDCSUnit

Target DCS unit of the weapon.

EVENTDATA.WeaponUNIT

Sometimes, the weapon is a player unit!

Core.Zone#ZONE EVENTDATA.Zone

The zone object.

#string EVENTDATA.ZoneName

The name of the zone.

#number EVENTDATA.id

The identifier of the event.

DCS#Unit EVENTDATA.initiator

(UNIT/STATIC/SCENERY) The initiating DCS#Unit or DCS#StaticObject.

DCS#Unit EVENTDATA.target

(UNIT/STATIC) The target DCS#Unit or DCS#StaticObject.

DCS#Weapon EVENTDATA.weapon

The weapon used during the event.

Function(s)

The EVENTHANDLER structure.

Field(s)

Function(s)

The EVENTHANDLER constructor.

Defined in:

EVENTHANDLER

Return value:

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.

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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.

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Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

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Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

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Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

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Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

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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.

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Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

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Return value:

Remove all subscribed events

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Return value:

Trace a function call.

Must be at the beginning of the function logic.

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Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

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Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

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Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

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Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

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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'.

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Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.Event processing Priority.

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

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()

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Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

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

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

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Parameter:

Arguments

A #table or any field.

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

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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

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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).

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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

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Return value:

Occurs when an Event for an object is triggered.

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

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Parameter:

The EventData structure.

BDA.

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

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Parameter:

The EventData structure.

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

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

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Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

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

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Parameter:

The EventData structure.

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

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

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Parameter:

The EventData structure.

Occurs when an object is dead.

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

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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.

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Parameter:

The EventData structure.

Discard chair after ejection.

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

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has ejected

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Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

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

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Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

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

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

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

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

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Parameter:

The EventData structure.

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

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

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Parameter:

The EventData structure.

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

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

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

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Parameter:

The EventData structure.

Landing quality mark.

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

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Parameter:

The EventData structure.

Occurs when a new mark was added.

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

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Parameter:

The EventData structure.

Occurs when a mark text was changed.

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

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Parameter:

The EventData structure.

Occurs when a mark was removed.

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

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Parameter:

The EventData structure.

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

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Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Weapon add.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

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Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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

Defined in:

Parameter:

The EventData structure.

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

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

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Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

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

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

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

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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.

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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.

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Parameter:

#string SchedulerID

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

Set the Class Core.Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

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

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

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

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Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

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Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

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Parameter:

#string Class

Class name.

Set tracing for a specific method of class

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Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

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Parameter:

#number Level

Set trace off.

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Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

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Usage:

-- Switch the tracing On
BASE:TraceOn()

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

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

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


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

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

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event