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
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 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
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.
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.
For most DCS events, the above order of updating will be followed.
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
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.
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.
- Core.Base#BASE.HandleEvent(): Subscribe to a DCS Event.
- Core.Base#BASE.UnHandleEvent(): Unsubscribe from a DCS 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.
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:
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 |
Global EVENTHANDLER |
Global EVENTS |
Type(s)
Fields and Methods inherited from EVENT | Description |
---|---|
Creation of a Cargo Deletion Event. |
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Creation of a Zone Deletion Event. |
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Creation of a ZoneGoal Deletion Event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. |
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Creation of a New Cargo Event. |
|
Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. |
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Creation of a New Zone Event. |
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Creation of a New ZoneGoal Event. |
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Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event. |
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Creation of a S_EVENT_PLAYER_ENTER_UNIT Event. |
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Initializes the Events structure for the event. |
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Create new event handler. |
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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 |
Set a new listener for an |
|
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 |
Clears all event subscriptions for a Core.Base#BASE derived object. |
|
Removes a subscription |
|
Resets subscriptions. |
|
Main event function. |
Fields and Methods inherited from BASE | Description |
---|---|
The ID number of the class. |
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The name of the class. |
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The name of the class concatenated with the ID number of the class. |
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Clear the state of an object. |
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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. |
Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. |
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Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. |
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Creation of a |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Creation of a Crash Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Core.Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
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Log an information which will be traced always. |
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This is the worker method to inherit from a parent class. |
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This is the worker method to check if an object is an (sub)instance of a class. |
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Enquires if tracing is on (for the class). |
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BASE constructor. |
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Occurs when an Event for an object is triggered. |
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BDA. |
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Occurs when a ground unit captures either an airbase or a farp. |
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Occurs when any object is spawned into the mission. |
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Occurs when any aircraft crashes into the ground and is completely destroyed. |
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Occurs when an object is dead. |
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Unknown precisely what creates this event, likely tied into newer damage model. |
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Discard chair after ejection. |
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Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. |
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Occurs when a dynamic cargo crate is removed. |
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Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. |
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Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when any aircraft shuts down its engines. |
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Occurs when any aircraft starts its engines. |
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Occurs whenever an object is hit by a weapon. |
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Occurs when any system fails on a human controlled aircraft. |
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Occurs on the death of a unit. |
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Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
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Landing quality mark. |
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Occurs when a new mark was added. |
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Occurs when a mark text was changed. |
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Occurs when a mark was removed. |
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Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. |
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Weapon add. |
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Occurs when the pilot of an aircraft is killed. |
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Occurs when a player enters a slot and takes control of an aircraft. |
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Occurs when any player assumes direct control of a unit. |
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Occurs when any player relieves control of a unit to the AI. |
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Occurs when an aircraft connects with a tanker and begins taking on fuel. |
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Occurs when an aircraft is finished taking fuel. |
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Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
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Occurs when any unit stops firing its weapon. |
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Occurs when any unit begins firing a weapon that has a high rate of fire. |
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Occurs whenever any unit in a mission fires a weapon. |
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Occurs when an aircraft takes off from an airbase, farp, or ship. |
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Trigger zone. |
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Occurs when the game thinks an object is destroyed. |
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Schedule a new time event. |
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EVENT:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
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The scheduler object. |
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Set the Class Core.Event processing Priority. |
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Set a state or property of the Object given a Key and a Value. |
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Trace a function logic level 1. |
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Trace a function logic level 2. |
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Trace a function logic level 3. |
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Trace all methods in MOOSE |
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Set tracing for a class |
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Set tracing for a specific method of class |
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Set trace level |
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Set trace off. |
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Set trace on. |
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Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
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UnSubscribe to a DCS event. |
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EVENT:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
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EVENT:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from EVENT.Events | Description |
---|---|
Fields and Methods inherited from EVENTDATA | Description |
---|---|
The cargo object. |
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The name of the cargo object. |
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(UNIT) The category of the initiator. |
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(UNIT) The coalition of the initiator. |
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(UNIT) The initiating {DCSGroup#Group}. |
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(UNIT) The initiating Group name. |
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(UNIT/STATIC) The initiating DCS#Unit or DCS#StaticObject. |
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(UNIT/STATIC) The initiating Unit name. |
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The dynamic cargo object. |
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The dynamic cargo unit name. |
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(UNIT) The initiating MOOSE wrapper Wrapper.Group#GROUP of the initiator Group object. |
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UNIT) The initiating GROUP name (same as IniDCSGroupName). |
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(UNIT/STATIC/SCENERY) The initiator object category ( Object.Category.UNIT or Object.Category.STATIC ). |
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(UNIT) The name of the initiating player in case the Unit is a client or player slot. |
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(UNIT) The UCID of the initiating player in case the Unit is a client or player slot and on a multi-player server. |
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(UNIT) The type name of the initiator. |
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(UNIT/STATIC) The initiating MOOSE wrapper Wrapper.Unit#UNIT of the initiator Unit object. |
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(UNIT/STATIC) The initiating UNIT name (same as IniDCSUnitName). |
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The MOOSE airbase object. |
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The name of the airbase. |
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(UNIT) The category of the target. |
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(UNIT) The coalition of the target. |
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(UNIT) The target {DCSGroup#Group}. |
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(UNIT) The target Group name. |
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(UNIT/STATIC) The target DCS#Unit or DCS#StaticObject. |
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(UNIT/STATIC) The target Unit name. |
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(UNIT) The target MOOSE wrapper Wrapper.Group#GROUP of the target Group object. |
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(UNIT) The target GROUP name (same as TgtDCSGroupName). |
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(UNIT/STATIC) The target object category ( Object.Category.UNIT or Object.Category.STATIC ). |
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(UNIT) The name of the target player in case the Unit is a client or player slot. |
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(UNIT) The UCID of the target player in case the Unit is a client or player slot and on a multi-player server. |
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(UNIT) The type name of the target. |
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(UNIT/STATIC) The target MOOSE wrapper Wrapper.Unit#UNIT of the target Unit object. |
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(UNIT/STATIC) The target UNIT name (same as TgtDCSUnitName). |
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The weapon used during the event. |
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Name of the weapon. |
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Target DCS unit of the weapon. |
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The zone object. |
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The name of the zone. |
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The identifier of the event. |
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(UNIT/STATIC/SCENERY) The initiating DCS#Unit or DCS#StaticObject. |
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The DCS#Airbase |
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(UNIT/STATIC) The target DCS#Unit or DCS#StaticObject. |
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The weapon used during the event. |
Fields and Methods inherited from EVENTHANDLER | Description |
---|---|
The EVENTHANDLER constructor. |
Fields and Methods inherited from BASE | Description |
---|---|
The ID number of the class. |
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The name of the class. |
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The name of the class concatenated with the ID number of the class. |
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Clear the state of an object. |
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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. |
Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. |
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Creation of a S_EVENT_NEW_DYNAMIC_CARGO event. |
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Creation of a |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Creation of a Crash Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Core.Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
|
Log an information which will be traced always. |
|
This is the worker method to inherit from a parent class. |
|
This is the worker method to check if an object is an (sub)instance of a class. |
|
Enquires if tracing is on (for the class). |
|
BASE constructor. |
|
Occurs when an Event for an object is triggered. |
|
BDA. |
|
Occurs when a ground unit captures either an airbase or a farp. |
|
Occurs when any object is spawned into the mission. |
|
Occurs when any aircraft crashes into the ground and is completely destroyed. |
|
Occurs when an object is dead. |
|
Unknown precisely what creates this event, likely tied into newer damage model. |
|
Discard chair after ejection. |
|
Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. |
|
Occurs when a dynamic cargo crate is removed. |
|
Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. |
|
Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes. |
|
Occurs when any aircraft shuts down its engines. |
|
Occurs when any aircraft starts its engines. |
|
Occurs whenever an object is hit by a weapon. |
|
Occurs when any system fails on a human controlled aircraft. |
|
Occurs on the death of a unit. |
|
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. |
|
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
|
Landing quality mark. |
|
Occurs when a new mark was added. |
|
Occurs when a mark text was changed. |
|
Occurs when a mark was removed. |
|
Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes. |
|
Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes. |
|
Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. |
|
Weapon add. |
|
Occurs when the pilot of an aircraft is killed. |
|
Occurs when a player enters a slot and takes control of an aircraft. |
|
Occurs when any player assumes direct control of a unit. |
|
Occurs when any player relieves control of a unit to the AI. |
|
Occurs when an aircraft connects with a tanker and begins taking on fuel. |
|
Occurs when an aircraft is finished taking fuel. |
|
Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
|
Occurs when any unit stops firing its weapon. |
|
Occurs when any unit begins firing a weapon that has a high rate of fire. |
|
Occurs whenever any unit in a mission fires a weapon. |
|
Occurs when an aircraft takes off from an airbase, farp, or ship. |
|
Trigger zone. |
|
Occurs when the game thinks an object is destroyed. |
|
Schedule a new time event. |
|
EVENTHANDLER:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
|
The scheduler object. |
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Set the Class Core.Event processing Priority. |
|
Set a state or property of the Object given a Key and a Value. |
|
Trace a function logic level 1. |
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Trace a function logic level 2. |
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Trace a function logic level 3. |
|
Trace all methods in MOOSE |
|
Set tracing for a class |
|
Set tracing for a specific method of class |
|
Set trace level |
|
Set trace off. |
|
Set trace on. |
|
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
|
UnSubscribe to a DCS event. |
|
EVENTHANDLER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
|
EVENTHANDLER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from EVENTS | Description |
---|---|
Field(s)
Function(s)
Creation of a Cargo Deletion Event.
Creation of a Zone Deletion Event.
Creation of a ZoneGoal Deletion Event.
Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.
Defined in:
EVENT
Parameter:
Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo
the dynamic cargo object
Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
Defined in:
EVENT
Parameter:
Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo
the dynamic cargo object
Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
Defined in:
EVENT
Parameter:
Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo
the dynamic cargo object
Creation of a New Cargo Event.
Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
Defined in:
EVENT
Parameter:
Wrapper.DynamicCargo#DYNAMICCARGO DynamicCargo
the dynamic cargo object
Creation of a New Zone Event.
Creation of a New ZoneGoal Event.
Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.
Creation of a S_EVENT_PLAYER_ENTER_UNIT Event.
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 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.
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.
IniObjectCategory
Creation of a Dead Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
IniObjectCategory
Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.
Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT
event.
Creation of a Remove Unit Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Takeoff Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Log an exception which will be traced always.
Can be anywhere within the function logic.
Returns the event dispatcher
Trace a function call.
Must be at the beginning of the function logic.
Trace a function call level 2.
Must be at the beginning of the function logic.
Trace a function call level 3.
Must be at the beginning of the function logic.
Get the ClassID of the class instance.
Get the ClassName of the class instance.
Get the ClassName + ClassID of the class instance.
The ClassName + ClassID is formatted as '%s#%09d'.
Get the Class Core.Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
This is the worker method to retrieve the Parent class.
Note that the Parent class must be passed to call the parent class method.
self:GetParent(self):ParentMethod()
Get a Value given a Key from the Object.
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
Key
The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
Return value:
The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
Subscribe to a DCS Event.
Defined in:
Parameters:
Core.Event#EVENTS EventID
Event ID.
#function EventFunction
(optional) The function to be called when the event occurs for the unit.
Return value:
Log an information which will be traced always.
Can be anywhere within the function logic.
This is the worker method to inherit from a parent class.
Defined in:
Parameters:
Child
is the Child class that inherits.
#BASE Parent
is the Parent class that the Child inherits from.
Return value:
Child
This is the worker method to check if an object is an (sub)instance of a class.
Examples:
ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
Defined in:
Parameter:
ClassName
is the name of the class or the class itself to run the check against
Return value:
#boolean:
Enquires if tracing is on (for the class).
BASE constructor.
This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
function EVENT:New()
local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
return self
end
Occurs when an Event for an object is triggered.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that triggered the event.
Occurs when a ground unit captures either an airbase or a farp.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
Occurs when any object is spawned into the mission.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was spawned
Occurs when any aircraft crashes into the ground and is completely destroyed.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that has crashed
Occurs when an object is dead.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is dead.
Unknown precisely what creates this event, likely tied into newer damage model.
Will update this page when new information become available.
- initiator: The unit that had the failure.
Discard chair after ejection.
Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
Occurs when a dynamic cargo crate is removed.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes.
initiator : The unit that has ejected
Occurs when any aircraft shuts down its engines.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is stopping its engines.
Occurs when any aircraft starts its engines.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is starting its engines.
Occurs whenever an object is hit by a weapon.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.
Occurs when any system fails on a human controlled aircraft.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that had the failure
Occurs on the death of a unit.
Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: The unit that killed the target
- target: Target Object
- weapon: Weapon Object
Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes.
initiator : The unit that has landed place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
- place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
- subplace: is always 0 for unknown reasons.
Occurs when a new mark was added.
Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mark text was changed.
Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mark was removed.
Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
Weapon add.
Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when the pilot of an aircraft is killed.
Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the pilot has died in.
Occurs when a player enters a slot and takes control of an aircraft.
Have a look at the class Core.Event#EVENT as these are just the prototypes. NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.
Occurs when any player assumes direct control of a unit.
Note - not Mulitplayer safe. Use PlayerEnterAircraft. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is being taken control of.
Occurs when any player relieves control of a unit to the AI.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the player left.
Occurs when an aircraft connects with a tanker and begins taking on fuel.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is receiving fuel.
Occurs when an aircraft is finished taking fuel.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was receiving fuel.
Occurs when any modification to the "Score" as seen on the debrief menu would occur.
There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when any unit stops firing its weapon.
Event will always correspond with a shooting start event. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was doing the shooting.
Occurs when any unit begins firing a weapon that has a high rate of fire.
Most common with aircraft cannons (GAU-8), autocannons, and machine guns. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is doing the shooting. target: The unit that is being targeted.
Occurs whenever any unit in a mission fires a weapon.
But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when an aircraft takes off from an airbase, farp, or ship.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
Occurs when the game thinks an object is destroyed.
Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: The unit that is was destroyed.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#string:
The Schedule ID of the planned schedule.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#number Repeat
Specifies the interval in seconds when the scheduler will call the event function.
#number RandomizeFactor
Specifies a randomization factor between 0 and 1 to randomize the Repeat.
#number Stop
Specifies the amount of seconds when the scheduler will be stopped.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#string:
The Schedule ID of the planned schedule.
Stops the Schedule.
Defined in:
Parameter:
#string SchedulerID
(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
Set the Class Core.Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
Set a state or property of the Object given a Key and a Value.
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that will hold the Value set by the Key.
Key
The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
Value
The value to is stored in the object.
Return value:
The Value set.
Trace a function logic level 1.
Can be anywhere within the function logic.
Trace a function logic level 2.
Can be anywhere within the function logic.
Trace a function logic level 3.
Can be anywhere within the function logic.
Trace all methods in MOOSE
Set tracing for a class
Set tracing for a specific method of class
Set trace off.
Set trace on.
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.
So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.
Defined in:
Parameter:
#boolean TraceOnOff
Switch the tracing on or off.
Usage:
-- Switch the tracing On
BASE:TraceOnOff( true )
-- Switch the tracing Off
BASE:TraceOnOff( false )
UnSubscribe to a DCS event.
Trace a function call.
This function is private.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
(Internal) Serialize arguments
Trace a function logic.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
The main event handling function...
This function captures all events generated for the class.
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)
The name of the cargo object.
(UNIT) The initiating Group name.
(UNIT/STATIC) The initiating Unit name.
The dynamic cargo unit name.
(UNIT) The initiating MOOSE wrapper Wrapper.Group#GROUP of the initiator Group object.
UNIT) The initiating GROUP name (same as IniDCSGroupName).
(UNIT/STATIC/SCENERY) The initiator object category ( Object.Category.UNIT or Object.Category.STATIC ).
(UNIT) The name of the initiating player in case the Unit is a client or player slot.
(UNIT) The UCID of the initiating player in case the Unit is a client or player slot and on a multi-player server.
(UNIT) The type name of the initiator.
(UNIT/STATIC) The initiating MOOSE wrapper Wrapper.Unit#UNIT of the initiator Unit object.
(UNIT/STATIC) The initiating UNIT name (same as IniDCSUnitName).
The name of the airbase.
(UNIT) The target Group name.
(UNIT/STATIC) The target Unit name.
(UNIT) The target MOOSE wrapper Wrapper.Group#GROUP of the target Group object.
(UNIT) The target GROUP name (same as TgtDCSGroupName).
(UNIT/STATIC) The target object category ( Object.Category.UNIT or Object.Category.STATIC ).
(UNIT) The name of the target player in case the Unit is a client or player slot.
(UNIT) The UCID of the target player in case the Unit is a client or player slot and on a multi-player server.
(UNIT) The type name of the target.
(UNIT/STATIC) The target MOOSE wrapper Wrapper.Unit#UNIT of the target Unit object.
(UNIT/STATIC) The target UNIT name (same as TgtDCSUnitName).
Name of the weapon.
Sometimes, the weapon is a player unit!
The name of the zone.
The identifier of the event.
Function(s)
The EVENTHANDLER structure.
Field(s)
Function(s)
The EVENTHANDLER constructor.
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.
IniObjectCategory
Creation of a Dead Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
IniObjectCategory
Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event.
Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
Creation of a S_EVENT_NEW_DYNAMIC_CARGO event.
Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT
event.
Creation of a Remove Unit Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Takeoff Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Log an exception which will be traced always.
Can be anywhere within the function logic.
Returns the event dispatcher
Remove all subscribed events
Trace a function call.
Must be at the beginning of the function logic.
Trace a function call level 2.
Must be at the beginning of the function logic.
Trace a function call level 3.
Must be at the beginning of the function logic.
Get the ClassID of the class instance.
Get the ClassName of the class instance.
Get the ClassName + ClassID of the class instance.
The ClassName + ClassID is formatted as '%s#%09d'.
Get the Class Core.Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
This is the worker method to retrieve the Parent class.
Note that the Parent class must be passed to call the parent class method.
self:GetParent(self):ParentMethod()
Get a Value given a Key from the Object.
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that holds the Value set by the Key.
Key
The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!
Return value:
The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
Subscribe to a DCS Event.
Defined in:
Parameters:
Core.Event#EVENTS EventID
Event ID.
#function EventFunction
(optional) The function to be called when the event occurs for the unit.
Return value:
Log an information which will be traced always.
Can be anywhere within the function logic.
This is the worker method to inherit from a parent class.
Defined in:
Parameters:
Child
is the Child class that inherits.
#BASE Parent
is the Parent class that the Child inherits from.
Return value:
Child
This is the worker method to check if an object is an (sub)instance of a class.
Examples:
ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
Defined in:
Parameter:
ClassName
is the name of the class or the class itself to run the check against
Return value:
#boolean:
Enquires if tracing is on (for the class).
BASE constructor.
This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
function EVENT:New()
local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
return self
end
Occurs when an Event for an object is triggered.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that triggered the event.
Occurs when a ground unit captures either an airbase or a farp.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
Occurs when any object is spawned into the mission.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was spawned
Occurs when any aircraft crashes into the ground and is completely destroyed.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that has crashed
Occurs when an object is dead.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is dead.
Unknown precisely what creates this event, likely tied into newer damage model.
Will update this page when new information become available.
- initiator: The unit that had the failure.
Discard chair after ejection.
Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
Occurs when a dynamic cargo crate is removed.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes.
initiator : The unit that has ejected
Occurs when any aircraft shuts down its engines.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is stopping its engines.
Occurs when any aircraft starts its engines.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is starting its engines.
Occurs whenever an object is hit by a weapon.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.
Occurs when any system fails on a human controlled aircraft.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that had the failure
Occurs on the death of a unit.
Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: The unit that killed the target
- target: Target Object
- weapon: Weapon Object
Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes.
initiator : The unit that has landed place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
- place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
- subplace: is always 0 for unknown reasons.
Occurs when a new mark was added.
Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mark text was changed.
Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mark was removed.
Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.
Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
Weapon add.
Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when the pilot of an aircraft is killed.
Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the pilot has died in.
Occurs when a player enters a slot and takes control of an aircraft.
Have a look at the class Core.Event#EVENT as these are just the prototypes. NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.
Occurs when any player assumes direct control of a unit.
Note - not Mulitplayer safe. Use PlayerEnterAircraft. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is being taken control of.
Occurs when any player relieves control of a unit to the AI.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the player left.
Occurs when an aircraft connects with a tanker and begins taking on fuel.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is receiving fuel.
Occurs when an aircraft is finished taking fuel.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was receiving fuel.
Occurs when any modification to the "Score" as seen on the debrief menu would occur.
There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when any unit stops firing its weapon.
Event will always correspond with a shooting start event. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was doing the shooting.
Occurs when any unit begins firing a weapon that has a high rate of fire.
Most common with aircraft cannons (GAU-8), autocannons, and machine guns. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is doing the shooting. target: The unit that is being targeted.
Occurs whenever any unit in a mission fires a weapon.
But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when an aircraft takes off from an airbase, farp, or ship.
Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
Occurs when the game thinks an object is destroyed.
Have a look at the class Core.Event#EVENT as these are just the prototypes.
- initiator: The unit that is was destroyed.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#string:
The Schedule ID of the planned schedule.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#number Repeat
Specifies the interval in seconds when the scheduler will call the event function.
#number RandomizeFactor
Specifies a randomization factor between 0 and 1 to randomize the Repeat.
#number Stop
Specifies the amount of seconds when the scheduler will be stopped.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#string:
The Schedule ID of the planned schedule.
Stops the Schedule.
Defined in:
Parameter:
#string SchedulerID
(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.
Set the Class Core.Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
Set a state or property of the Object given a Key and a Value.
Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.
Defined in:
Parameters:
Object
The object that will hold the Value set by the Key.
Key
The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!
Value
The value to is stored in the object.
Return value:
The Value set.
Trace a function logic level 1.
Can be anywhere within the function logic.
Trace a function logic level 2.
Can be anywhere within the function logic.
Trace a function logic level 3.
Can be anywhere within the function logic.
Trace all methods in MOOSE
Set tracing for a class
Set tracing for a specific method of class
Set trace off.
Set trace on.
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.
So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.
Defined in:
Parameter:
#boolean TraceOnOff
Switch the tracing on or off.
Usage:
-- Switch the tracing On
BASE:TraceOnOff( true )
-- Switch the tracing Off
BASE:TraceOnOff( false )
UnSubscribe to a DCS event.
Trace a function call.
This function is private.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
(Internal) Serialize arguments
Trace a function logic.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
The main event handling function...
This function captures all events generated for the class.
The different types of events supported by MOOSE.
Use this structure to subscribe to events using the Core.Base#BASE.HandleEvent() method.
Field(s)
Added with DCS 2.5.1
Moose Events