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Module Core.Goal

Core - Models the process to achieve goal(s).


Features:

  • Define the goal.
  • Monitor the goal achievement.
  • Manage goal contribution by players.

Classes that implement a goal achievement, will derive from GOAL to implement the ways how the achievements can be realized.


Author: FlightControl

Contributions: funkyfranky


Global(s)

Global GOAL

Models processes that have an objective with a defined achievement.

#GOAL GOAL

Models processes that have an objective with a defined achievement.

Derived classes implement the ways how the achievements can be realized.

1. GOAL constructor

  • GOAL.New(): Creates a new GOAL object.

2. GOAL is a finite state machine (FSM).

2.1. GOAL States

  • Pending: The goal object is in progress.
  • Achieved: The goal objective is Achieved.

2.2. GOAL Events

  • Achieved: Set the goal objective to Achieved.

3. Player contributions.

Goals are most of the time achieved by players. These player achievements can be registered as part of the goal achievement. Use GOAL.AddPlayerContribution() to add a player contribution to the goal. The player contributions are based on a points system, an internal counter per player. So once the goal has been achieved, the player contributions can be queried using GOAL.GetPlayerContributions(), that retrieves all contributions done by the players. For one player, the contribution can be queried using GOAL.GetPlayerContribution(). The total amount of player contributions can be queried using GOAL.GetTotalContributions().

4. Goal achievement.

Once the goal is achieved, the mission designer will need to trigger the goal achievement using the Achieved event. The underlying 2 examples will achieve the goals for the Goal object:

  Goal:Achieved() -- Achieve the goal immediately.
  Goal:__Achieved( 30 ) -- Achieve the goal within 30 seconds.

5. Check goal achievement.

The method GOAL.IsAchieved() will return true if the goal is achieved (the trigger Achieved was executed). You can use this method to check asynchronously if a goal has been achieved, for example using a scheduler.

Type(s)

GOAL , extends Core.Fsm#FSM , extends Core.Base#BASE
Fields and Methods inherited from GOAL Description

GOAL:Achieved()

Achieved Trigger for GOAL

GOAL:AddPlayerContribution(PlayerName)

Add a new contribution by a player.

GOAL:GetPlayerContribution(Player, PlayerName)

GOAL:GetPlayerContributions()

Get the players who contributed to achieve the goal.

GOAL:GetTotalContributions()

Gets the total contributions that happened to achieve the goal.

GOAL:IsAchieved()

Validates if the goal is achieved.

GOAL:New()

GOAL Constructor.

GOAL:OnAfterAchieved(From, Event, To)

Achieved Handler OnAfter for GOAL

GOAL:OnBeforeAchieved(From, Event, To)

Achieved Handler OnBefore for GOAL

GOAL:OnEnterAchieved(From, Event, To)

Achieved State Handler OnEnter for GOAL

GOAL:OnLeaveAchieved(From, Event, To)

Achieved State Handler OnLeave for GOAL

GOAL.Players

GOAL.TotalContributions

GOAL:__Achieved(Delay)

Achieved Asynchronous Trigger for GOAL

Fields and Methods inherited from FSM Description

GOAL:AddEndState(State)

Adds an End state.

GOAL:AddProcess(From, Event, Process, ReturnEvents)

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

GOAL:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

GOAL:AddScoreProcess(From, Event, State, ScoreText, Score)

Adds a score for the FSM_PROCESS to be achieved.

GOAL:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

GOAL.CallScheduler

Call scheduler.

GOAL.ClassName

Name of the class.

GOAL.Events

GOAL:GetCurrentState()

Get current state.

GOAL:GetEndStates()

Returns the End states.

GOAL:GetProcess(From, Event)

GOAL:GetProcesses()

Returns a table of the SubFSM rules defined within the FSM.

GOAL:GetScores()

Returns a table with the scores defined.

GOAL:GetStartState()

Returns the start state of the FSM.

GOAL:GetState()

Get current state.

GOAL:GetSubs()

Returns a table with the Subs defined.

GOAL:GetTransitions()

Returns a table of the transition rules defined within the FSM.

GOAL:Is(State)

Check if FSM is in state.

GOAL:LoadCallBacks(CallBackTable)

Load call backs.

GOAL:New()

Creates a new FSM object.

GOAL.Scores

Scores.

GOAL:SetProcess(From, Event, Fsm)

GOAL:SetStartState(State)

Sets the start state of the FSM.

GOAL._EndStates

GOAL._EventSchedules

GOAL._Processes

GOAL._Scores

GOAL._StartState

GOAL._Transitions

GOAL:_add_to_map(Map, Event)

Add to map.

GOAL:_call_handler(step, trigger, params, EventName)

Call handler.

GOAL:_create_transition(EventName)

Create transition.

GOAL:_delayed_transition(EventName)

Delayed transition.

GOAL:_eventmap(Events, EventStructure)

Event map.

GOAL:_gosub(ParentFrom, ParentEvent)

Go sub.

GOAL:_handler(EventName, ...)

Handler.

GOAL:_isendstate(Current)

Is end state.

GOAL:_submap(subs, sub, name)

Sub maps.

GOAL:can(e)

Check if can do an event.

GOAL:cannot(e)

Check if cannot do an event.

GOAL.current

Current state name.

GOAL.endstates

GOAL:is(State, state)

Check if FSM is in state.

GOAL.options

Options.

GOAL.subs

Subs.

Fields and Methods inherited from BASE Description

GOAL.ClassID

The ID number of the class.

GOAL.ClassName

The name of the class.

GOAL.ClassNameAndID

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

GOAL:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

GOAL:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

GOAL:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

GOAL:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

GOAL:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

GOAL:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

GOAL:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

GOAL:E(Arguments)

Log an exception which will be traced always.

GOAL:EventDispatcher()

Returns the event dispatcher

GOAL:EventRemoveAll()

Remove all subscribed events

GOAL:F(Arguments)

Trace a function call.

GOAL:F2(Arguments)

Trace a function call level 2.

GOAL:F3(Arguments)

Trace a function call level 3.

GOAL:GetClassID()

Get the ClassID of the class instance.

GOAL:GetClassName()

Get the ClassName of the class instance.

GOAL:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

GOAL:GetEventPriority()

Get the Class Core.Event processing Priority.

GOAL:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

GOAL:GetState(Object, Key)

Get a Value given a Key from the Object.

GOAL:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

GOAL:I(Arguments)

Log an information which will be traced always.

GOAL:Inherit(Child, Parent)

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

GOAL:IsInstanceOf(ClassName)

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

GOAL:IsTrace()

Enquires if tracing is on (for the class).

GOAL:New()

BASE constructor.

GOAL:OnEvent(EventData)

Occurs when an Event for an object is triggered.

GOAL:OnEventBDA(EventData)

BDA.

GOAL:OnEventBaseCaptured(EventData)

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

GOAL:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

GOAL:OnEventCrash(EventData)

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

GOAL:OnEventDead(EventData)

Occurs when an object is dead.

GOAL:OnEventDetailedFailure(EventData)

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

GOAL:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

GOAL: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.

GOAL:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

GOAL:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

GOAL:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

GOAL:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

GOAL:OnEventKill(EventData)

Occurs on the death of a unit.

GOAL: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.

GOAL:OnEventLandingAfterEjection(EventData)

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

GOAL:OnEventLandingQualityMark(EventData)

Landing quality mark.

GOAL:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

GOAL:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

GOAL:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

GOAL:OnEventMissionEnd(EventData)

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

GOAL:OnEventMissionStart(EventData)

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

GOAL:OnEventParatrooperLanding(EventData)

Weapon add.

GOAL:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

GOAL:OnEventPlayerEnterAircraft(EventData)

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

GOAL:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

GOAL:OnEventPlayerLeaveUnit(EventData)

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

GOAL:OnEventRefueling(EventData)

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

GOAL:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

GOAL:OnEventScore(EventData)

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

GOAL:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

GOAL:OnEventShootingStart(EventData)

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

GOAL:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

GOAL:OnEventTakeoff(EventData)

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

GOAL:OnEventTriggerZone(EventData)

Trigger zone.

GOAL:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

GOAL:ScheduleStop(SchedulerID)

Stops the Schedule.

GOAL.Scheduler

GOAL:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

GOAL:SetState(Object, Key, Value)

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

GOAL:T(Arguments)

Trace a function logic level 1.

GOAL:T2(Arguments)

Trace a function logic level 2.

GOAL:T3(Arguments)

Trace a function logic level 3.

GOAL:TraceAll(TraceAll)

Trace all methods in MOOSE

GOAL:TraceClass(Class)

Set tracing for a class

GOAL:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

GOAL:TraceLevel(Level)

Set trace level

GOAL:TraceOff()

Set trace off.

GOAL:TraceOn()

Set trace on.

GOAL: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.

GOAL:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

GOAL._

GOAL:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

GOAL:_Serialize(Arguments)

(Internal) Serialize arguments

GOAL:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

GOAL.__

GOAL:onEvent(event)

The main event handling function...

Field(s)

#table GOAL.Players

Function(s)

Achieved Trigger for GOAL

Defined in:

GOAL

Add a new contribution by a player.

Defined in:

GOAL

Parameter:

#string PlayerName

The name of the player.

Defined in:

GOAL

Parameters:

#number Player

contribution.

PlayerName

Get the players who contributed to achieve the goal.

The result is a list of players, sorted by the name of the players.

Defined in:

GOAL

Return value:

list The list of players, indexed by the player name.

Gets the total contributions that happened to achieve the goal.

The result is a number.

Defined in:

GOAL

Return value:

#number:

The total number of contributions. 0 is returned if there were no contributions (yet).

Validates if the goal is achieved.

Defined in:

GOAL

Return value:

#boolean:

true if the goal is achieved.

GOAL Constructor.

Defined in:

GOAL

Return value:

Achieved Handler OnAfter for GOAL

Defined in:

GOAL

Parameters:

#string From

#string Event

#string To

Achieved Handler OnBefore for GOAL

Defined in:

GOAL

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

Achieved State Handler OnEnter for GOAL

Defined in:

GOAL

Parameters:

#string From

#string Event

#string To

Achieved State Handler OnLeave for GOAL

Defined in:

GOAL

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

Achieved Asynchronous Trigger for GOAL

Defined in:

GOAL

Parameter:

#number Delay

Field(s)

#table GOAL.Players

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM state.

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

Defined in:

Parameters:

#table From

Can contain a string indicating the From state or a table of strings containing multiple From states.

#string Event

The Event name.

An sub-process FSM.

#table ReturnEvents

A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

Return value:

The SubFSM.

Adds a score for the FSM to be achieved.

Defined in:

Parameters:

#string State

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

#string ScoreText

is a text describing the score that is given according the status.

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Adds a score for the FSM_PROCESS to be achieved.

Defined in:

Parameters:

#string From

is the From State of the main process.

#string Event

is the Event of the main process.

#string State

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

#string ScoreText

is a text describing the score that is given according the status.

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Add a new transition rule to the FSM.

A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

Defined in:

Parameters:

#table From

Can contain a string indicating the From state or a table of strings containing multiple From states.

#string Event

The Event name.

#string To

The To state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns the End states.

Defined in:

Return value:

#table:

End states.

Defined in:

Parameters:

From

Event

Returns a table of the SubFSM rules defined within the FSM.

Defined in:

Return value:

#table:

Sub processes.

Returns a table with the scores defined.

Defined in:

Return value:

#table:

Scores.

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns a table with the Subs defined.

Defined in:

Return value:

#table:

Sub processes.

Returns a table of the transition rules defined within the FSM.

Defined in:

Return value:

#table:

Transitions.

Check if FSM is in state.

Defined in:

Parameter:

#string State

State name.

Return value:

#boolean:

If true, FSM is in this state.

Load call backs.

Defined in:

Parameter:

#table CallBackTable

Table of call backs.

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Defined in:

Parameters:

From

Event

Fsm

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Add to map.

Defined in:

Parameters:

#table Map

Map.

#table Event

Event table.

Call handler.

Defined in:

Parameters:

#string step

Step "onafter", "onbefore", "onenter", "onleave".

#string trigger

Trigger.

#table params

Parameters.

#string EventName

Event name.

Return value:

Value.

Create transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Delayed transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Event map.

Defined in:

Parameters:

#table Events

Events.

#table EventStructure

Event structure.

Go sub.

Defined in:

Parameters:

#string ParentFrom

Parent from state.

#string ParentEvent

Parent event name.

Return value:

#table:

Subs.

Handler.

Defined in:

Parameters:

#string EventName

Event name.

...

Arguments.

Is end state.

Defined in:

Parameter:

#string Current

Current state name.

Return values:

#table:

FSM parent.

#string:

Event name.

Sub maps.

Defined in:

Parameters:

#table subs

Subs.

#table sub

Sub.

#string name

Name.

Check if can do an event.

Defined in:

Parameter:

#string e

Event name.

Return values:

#boolean:

If true, FSM can do the event.

#string:

To state.

Check if cannot do an event.

Defined in:

Parameter:

#string e

Event name.

Return value:

#boolean:

If true, FSM cannot do the event.

Check if FSM is in state.

Defined in:

Parameters:

#string State

State name.

state

Return value:

#boolean:

If true, FSM is in this state.

Field(s)

#table GOAL.Players

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