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Module Core.Menu

Core - Manage hierarchical menu structures and commands for players within a mission.


Features:

  • Setup mission sub menus.
  • Setup mission command menus.
  • Setup coalition sub menus.
  • Setup coalition command menus.
  • Setup group sub menus.
  • Setup group command menus.
  • Manage menu creation intelligently, avoid double menu creation.
  • Only create or delete menus when required, and keep existing menus persistent.
  • Update menu structures.
  • Refresh menu structures intelligently, based on a time stamp of updates.
    • Delete obscolete menus.
    • Create new one where required.
    • Don't touch the existing ones.
  • Provide a variable amount of parameters to menus.
  • Update the parameters and the receiving methods, without updating the menu within DCS!
  • Provide a great performance boost in menu management.
  • Provide a great tool to manage menus in your code.

DCS Menus can be managed using the MENU classes. The advantage of using MENU classes is that it hides the complexity of dealing with menu management in more advanced scanerios where you need to set menus and later remove them, and later set them again. You'll find while using use normal DCS scripting functions, that setting and removing menus is not a easy feat if you have complex menu hierarchies defined. Using the MOOSE menu classes, the removal and refreshing of menus are nicely being handled within these classes, and becomes much more easy. On top, MOOSE implements variable parameter passing for command menus.

There are basically two different MENU class types that you need to use:

To manage main menus, the classes begin with MENU_:

To manage command menus, which are menus that allow the player to issue functions, the classes begin with MENU_COMMAND_:


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Author: FlightControl

Contributions:


Global(s)

Global MENU_BASE

Defines the main MENU class where other MENU classes are derived from.

#MENU_BASE MENU_BASE

Defines the main MENU class where other MENU classes are derived from.

This is an abstract class, so don't use it.

Global MENU_COALITION

Manages the main menus for DCS.coalitions.

#MENU_COALITION MENU_COALITION

Manages the main menus for DCS.coalitions.

You can add menus with the MENU_COALITION.New method, which constructs a MENU_COALITION object and returns you the object reference. Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENU_COALITION.Remove.

Usage:

 -- This demo creates a menu structure for the planes within the red coalition.
 -- To test, join the planes, then look at the other radio menus (Option F10).
 -- Then switch planes and check if the menu is still there.

 local Plane1 = CLIENT:FindByName( "Plane 1" )
 local Plane2 = CLIENT:FindByName( "Plane 2" )


 -- This would create a menu for the red coalition under the main DCS "Others" menu.
 local MenuCoalitionRed = MENU_COALITION:New( coalition.side.RED, "Manage Menus" )


 local function ShowStatus( StatusText, Coalition )

   MESSAGE:New( Coalition, 15 ):ToRed()
   Plane1:Message( StatusText, 15 )
   Plane2:Message( StatusText, 15 )
 end

 local MenuStatus -- Menu#MENU_COALITION
 local MenuStatusShow -- Menu#MENU_COALITION_COMMAND

 local function RemoveStatusMenu()
   MenuStatus:Remove()
 end

 local function AddStatusMenu()
   
   -- This would create a menu for the red coalition under the MenuCoalitionRed menu object.
   MenuStatus = MENU_COALITION:New( coalition.side.RED, "Status for Planes" )
   MenuStatusShow = MENU_COALITION_COMMAND:New( coalition.side.RED, "Show Status", MenuStatus, ShowStatus, "Status of planes is ok!", "Message to Red Coalition" )
 end

 local MenuAdd = MENU_COALITION_COMMAND:New( coalition.side.RED, "Add Status Menu", MenuCoalitionRed, AddStatusMenu )
 local MenuRemove = MENU_COALITION_COMMAND:New( coalition.side.RED, "Remove Status Menu", MenuCoalitionRed, RemoveStatusMenu )
 

Global MENU_COALITION_COMMAND

Manages the command menus for coalitions, which allow players to execute functions during mission execution.

#MENU_COALITION_COMMAND MENU_COALITION_COMMAND

Manages the command menus for coalitions, which allow players to execute functions during mission execution.

You can add menus with the MENU_COALITION_COMMAND.New method, which constructs a MENU_COALITION_COMMAND object and returns you the object reference. Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENU_COALITION_COMMAND.Remove.

Global MENU_COMMAND_BASE

Defines the main MENU class where other MENU COMMAND_ classes are derived from, in order to set commands.

#MENU_COMMAND_BASE MENU_COMMAND_BASE

Defines the main MENU class where other MENU COMMAND_ classes are derived from, in order to set commands.

Global MENU_GROUP

Manages the main menus for Wrapper.Groups.

#MENU_GROUP MENU_GROUP

Manages the main menus for Wrapper.Groups.

You can add menus with the MENU_GROUP.New method, which constructs a MENU_GROUP object and returns you the object reference. Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENU_GROUP.Remove.

Usage:

 -- This demo creates a menu structure for the two groups of planes.
 -- Each group will receive a different menu structure.
 -- To test, join the planes, then look at the other radio menus (Option F10).
 -- Then switch planes and check if the menu is still there.
 -- And play with the Add and Remove menu options.
 
 -- Note that in multi player, this will only work after the DCS groups bug is solved.

 local function ShowStatus( PlaneGroup, StatusText, Coalition )

   MESSAGE:New( Coalition, 15 ):ToRed()
   PlaneGroup:Message( StatusText, 15 )
 end

 local MenuStatus = {}

 local function RemoveStatusMenu( MenuGroup )
   local MenuGroupName = MenuGroup:GetName()
   MenuStatus[MenuGroupName]:Remove()
 end

 --- @param Wrapper.Group#GROUP MenuGroup
 local function AddStatusMenu( MenuGroup )
   local MenuGroupName = MenuGroup:GetName()
   -- This would create a menu for the red coalition under the MenuCoalitionRed menu object.
   MenuStatus[MenuGroupName] = MENU_GROUP:New( MenuGroup, "Status for Planes" )
   MENU_GROUP_COMMAND:New( MenuGroup, "Show Status", MenuStatus[MenuGroupName], ShowStatus, MenuGroup, "Status of planes is ok!", "Message to Red Coalition" )
 end

 SCHEDULER:New( nil,
   function()
     local PlaneGroup = GROUP:FindByName( "Plane 1" )
     if PlaneGroup and PlaneGroup:IsAlive() then
       local MenuManage = MENU_GROUP:New( PlaneGroup, "Manage Menus" )
       MENU_GROUP_COMMAND:New( PlaneGroup, "Add Status Menu Plane 1", MenuManage, AddStatusMenu, PlaneGroup )
       MENU_GROUP_COMMAND:New( PlaneGroup, "Remove Status Menu Plane 1", MenuManage, RemoveStatusMenu, PlaneGroup )
     end
   end, {}, 10, 10 )

 SCHEDULER:New( nil,
   function()
     local PlaneGroup = GROUP:FindByName( "Plane 2" )
     if PlaneGroup and PlaneGroup:IsAlive() then
       local MenuManage = MENU_GROUP:New( PlaneGroup, "Manage Menus" )
       MENU_GROUP_COMMAND:New( PlaneGroup, "Add Status Menu Plane 2", MenuManage, AddStatusMenu, PlaneGroup )
       MENU_GROUP_COMMAND:New( PlaneGroup, "Remove Status Menu Plane 2", MenuManage, RemoveStatusMenu, PlaneGroup )
     end
   end, {}, 10, 10 )

Global MENU_GROUP_COMMAND

The Core.Menu#MENU_GROUP_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.

#MENU_GROUP_COMMAND MENU_GROUP_COMMAND

The Core.Menu#MENU_GROUP_COMMAND class manages the command menus for coalitions, which allow players to execute functions during mission execution.

You can add menus with the MENU_GROUP_COMMAND.New method, which constructs a MENU_GROUP_COMMAND object and returns you the object reference. Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENU_GROUP_COMMAND.Remove.

Global MENU_GROUP_COMMAND_DELAYED

Manages the command menus for coalitions, which allow players to execute functions during mission execution.

#MENU_GROUP_COMMAND_DELAYED MENU_GROUP_COMMAND_DELAYED

Manages the command menus for coalitions, which allow players to execute functions during mission execution.

You can add menus with the MENU_GROUP_COMMAND_DELAYED.New method, which constructs a MENU_GROUP_COMMAND_DELAYED object and returns you the object reference. Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENU_GROUP_COMMAND_DELAYED.Remove.

Global MENU_GROUP_DELAYED

The MENU_GROUP_DELAYED class manages the main menus for groups.

#MENU_GROUP_DELAYED MENU_GROUP_DELAYED

The MENU_GROUP_DELAYED class manages the main menus for groups.

You can add menus with the MENU_GROUP.New method, which constructs a MENU_GROUP object and returns you the object reference. Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENU_GROUP.Remove. The creation of the menu item is delayed however, and must be created using the MENU_GROUP.Set method. This method is most of the time called after the "old" menu items have been removed from the sub menu.

Global MENU_INDEX

#table MENU_INDEX

Global MENU_MISSION

Manages the main menus for a complete mission.

#MENU_MISSION MENU_MISSION

Manages the main menus for a complete mission.

You can add menus with the MENU_MISSION.New method, which constructs a MENU_MISSION object and returns you the object reference. Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENU_MISSION.Remove.

Global MENU_MISSION_COMMAND

Manages the command menus for a complete mission, which allow players to execute functions during mission execution.

#MENU_MISSION_COMMAND MENU_MISSION_COMMAND

Manages the command menus for a complete mission, which allow players to execute functions during mission execution.

You can add menus with the MENU_MISSION_COMMAND.New method, which constructs a MENU_MISSION_COMMAND object and returns you the object reference. Using this object reference, you can then remove ALL the menus and submenus underlying automatically with MENU_MISSION_COMMAND.Remove.

Type(s)

Fields and Methods inherited from MENU_BASE Description

MENU_BASE:ClearParentMenu(MenuText)

MENU_BASE:GetMenu(MenuText)

Gets a Menu from a parent Menu

MENU_BASE:GetStamp()

Gets a menu stamp for later prevention of menu removal.

MENU_BASE.MenuRemoveParent

MENU_BASE.MenuStamp

MENU_BASE.MenuTag

MENU_BASE:New(MenuText, ParentMenu)

Consructor

MENU_BASE:SetParentMenu(MenuText, Menu)

MENU_BASE:SetRemoveParent(RemoveParent)

Sets a Menu to remove automatically the parent menu when the menu removed is the last child menu of that parent Menu.

MENU_BASE:SetStamp(MenuStamp)

Sets a menu stamp for later prevention of menu removal.

MENU_BASE:SetTag(MenuTag)

Sets a tag for later selection of menu refresh.

MENU_BASE:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

Fields and Methods inherited from BASE Description

MENU_BASE.ClassID

The ID number of the class.

MENU_BASE.ClassName

The name of the class.

MENU_BASE.ClassNameAndID

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

MENU_BASE:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

MENU_BASE:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

MENU_BASE:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

MENU_BASE:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

MENU_BASE:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

MENU_BASE:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

MENU_BASE:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

MENU_BASE:E(Arguments)

Log an exception which will be traced always.

MENU_BASE:EventDispatcher()

Returns the event dispatcher

MENU_BASE:EventRemoveAll()

Remove all subscribed events

MENU_BASE:F(Arguments)

Trace a function call.

MENU_BASE:F2(Arguments)

Trace a function call level 2.

MENU_BASE:F3(Arguments)

Trace a function call level 3.

MENU_BASE:GetClassID()

Get the ClassID of the class instance.

MENU_BASE:GetClassName()

Get the ClassName of the class instance.

MENU_BASE:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

MENU_BASE:GetEventPriority()

Get the Class Event processing Priority.

MENU_BASE:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

MENU_BASE:GetState(Object, Key)

Get a Value given a Key from the Object.

MENU_BASE:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

MENU_BASE:I(Arguments)

Log an information which will be traced always.

MENU_BASE:Inherit(Child, Parent)

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

MENU_BASE:IsInstanceOf(ClassName)

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

MENU_BASE:IsTrace()

Enquires if tracing is on (for the class).

MENU_BASE:New()

BASE constructor.

MENU_BASE:OnEvent(EventData)

Occurs when an Event for an object is triggered.

MENU_BASE:OnEventBDA(EventData)

BDA.

MENU_BASE:OnEventBaseCaptured(EventData)

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

MENU_BASE:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

MENU_BASE:OnEventCrash(EventData)

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

MENU_BASE:OnEventDead(EventData)

Occurs when an object is dead.

MENU_BASE:OnEventDetailedFailure(EventData)

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

MENU_BASE:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

MENU_BASE: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.

MENU_BASE:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

MENU_BASE:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

MENU_BASE:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

MENU_BASE:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

MENU_BASE:OnEventKill(EventData)

Occurs on the death of a unit.

MENU_BASE: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.

MENU_BASE:OnEventLandingAfterEjection(EventData)

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

MENU_BASE:OnEventLandingQualityMark(EventData)

Landing quality mark.

MENU_BASE:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

MENU_BASE:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

MENU_BASE:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

MENU_BASE:OnEventMissionEnd(EventData)

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

MENU_BASE:OnEventMissionStart(EventData)

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

MENU_BASE:OnEventParatrooperLanding(EventData)

Weapon add.

MENU_BASE:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

MENU_BASE:OnEventPlayerEnterAircraft(EventData)

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

MENU_BASE:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

MENU_BASE:OnEventPlayerLeaveUnit(EventData)

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

MENU_BASE:OnEventRefueling(EventData)

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

MENU_BASE:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

MENU_BASE:OnEventScore(EventData)

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

MENU_BASE:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

MENU_BASE:OnEventShootingStart(EventData)

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

MENU_BASE:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

MENU_BASE:OnEventTakeoff(EventData)

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

MENU_BASE:OnEventTriggerZone(EventData)

Trigger zone.

MENU_BASE:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

MENU_BASE:ScheduleStop(SchedulerID)

Stops the Schedule.

MENU_BASE.Scheduler

MENU_BASE:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

MENU_BASE:SetState(Object, Key, Value)

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

MENU_BASE:T(Arguments)

Trace a function logic level 1.

MENU_BASE:T2(Arguments)

Trace a function logic level 2.

MENU_BASE:T3(Arguments)

Trace a function logic level 3.

MENU_BASE:TraceAll(TraceAll)

Trace all methods in MOOSE

MENU_BASE:TraceClass(Class)

Set tracing for a class

MENU_BASE:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

MENU_BASE:TraceLevel(Level)

Set trace level

MENU_BASE:TraceOff()

Set trace off.

MENU_BASE:TraceOn()

Set trace on.

MENU_BASE: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.

MENU_BASE:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

MENU_BASE._

MENU_BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

MENU_BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

MENU_BASE.__

MENU_BASE:onEvent(event)

The main event handling function...

Fields and Methods inherited from MENU_COALITION Description

MENU_COALITION.Menus

MENU_COALITION:New(Coalition, MenuText, ParentMenu)

MENU_COALITION constructor.

MENU_COALITION:Refresh()

Refreshes a radio item for a coalition

MENU_COALITION:Remove(MenuStamp, MenuTag)

Removes the main menu and the sub menus recursively of this MENU_COALITION.

MENU_COALITION:RemoveSubMenus()

Removes the sub menus recursively of this MENU_COALITION.

Fields and Methods inherited from MENU_BASE Description

MENU_COALITION:ClearParentMenu(MenuText)

MENU_COALITION:GetMenu(MenuText)

Gets a Menu from a parent Menu

MENU_COALITION:GetStamp()

Gets a menu stamp for later prevention of menu removal.

MENU_COALITION.MenuRemoveParent

MENU_COALITION.MenuStamp

MENU_COALITION.MenuTag

MENU_COALITION:New(MenuText, ParentMenu)

Consructor

MENU_COALITION:SetParentMenu(MenuText, Menu)

MENU_COALITION:SetRemoveParent(RemoveParent)

Sets a Menu to remove automatically the parent menu when the menu removed is the last child menu of that parent Menu.

MENU_COALITION:SetStamp(MenuStamp)

Sets a menu stamp for later prevention of menu removal.

MENU_COALITION:SetTag(MenuTag)

Sets a tag for later selection of menu refresh.

MENU_COALITION:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

Fields and Methods inherited from BASE Description

MENU_COALITION.ClassID

The ID number of the class.

MENU_COALITION.ClassName

The name of the class.

MENU_COALITION.ClassNameAndID

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

MENU_COALITION:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

MENU_COALITION:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

MENU_COALITION:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

MENU_COALITION:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

MENU_COALITION:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

MENU_COALITION:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

MENU_COALITION:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

MENU_COALITION:E(Arguments)

Log an exception which will be traced always.

MENU_COALITION:EventDispatcher()

Returns the event dispatcher

MENU_COALITION:EventRemoveAll()

Remove all subscribed events

MENU_COALITION:F(Arguments)

Trace a function call.

MENU_COALITION:F2(Arguments)

Trace a function call level 2.

MENU_COALITION:F3(Arguments)

Trace a function call level 3.

MENU_COALITION:GetClassID()

Get the ClassID of the class instance.

MENU_COALITION:GetClassName()

Get the ClassName of the class instance.

MENU_COALITION:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

MENU_COALITION:GetEventPriority()

Get the Class Event processing Priority.

MENU_COALITION:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

MENU_COALITION:GetState(Object, Key)

Get a Value given a Key from the Object.

MENU_COALITION:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

MENU_COALITION:I(Arguments)

Log an information which will be traced always.

MENU_COALITION:Inherit(Child, Parent)

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

MENU_COALITION:IsInstanceOf(ClassName)

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

MENU_COALITION:IsTrace()

Enquires if tracing is on (for the class).

MENU_COALITION:New()

BASE constructor.

MENU_COALITION:OnEvent(EventData)

Occurs when an Event for an object is triggered.

MENU_COALITION:OnEventBDA(EventData)

BDA.

MENU_COALITION:OnEventBaseCaptured(EventData)

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

MENU_COALITION:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

MENU_COALITION:OnEventCrash(EventData)

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

MENU_COALITION:OnEventDead(EventData)

Occurs when an object is dead.

MENU_COALITION:OnEventDetailedFailure(EventData)

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

MENU_COALITION:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

MENU_COALITION: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.

MENU_COALITION:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

MENU_COALITION:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

MENU_COALITION:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

MENU_COALITION:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

MENU_COALITION:OnEventKill(EventData)

Occurs on the death of a unit.

MENU_COALITION: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.

MENU_COALITION:OnEventLandingAfterEjection(EventData)

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

MENU_COALITION:OnEventLandingQualityMark(EventData)

Landing quality mark.

MENU_COALITION:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

MENU_COALITION:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

MENU_COALITION:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

MENU_COALITION:OnEventMissionEnd(EventData)

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

MENU_COALITION:OnEventMissionStart(EventData)

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

MENU_COALITION:OnEventParatrooperLanding(EventData)

Weapon add.

MENU_COALITION:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

MENU_COALITION:OnEventPlayerEnterAircraft(EventData)

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

MENU_COALITION:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

MENU_COALITION:OnEventPlayerLeaveUnit(EventData)

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

MENU_COALITION:OnEventRefueling(EventData)

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

MENU_COALITION:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

MENU_COALITION:OnEventScore(EventData)

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

MENU_COALITION:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

MENU_COALITION:OnEventShootingStart(EventData)

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

MENU_COALITION:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

MENU_COALITION:OnEventTakeoff(EventData)

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

MENU_COALITION:OnEventTriggerZone(EventData)

Trigger zone.

MENU_COALITION:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

MENU_COALITION:ScheduleStop(SchedulerID)

Stops the Schedule.

MENU_COALITION.Scheduler

MENU_COALITION:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

MENU_COALITION:SetState(Object, Key, Value)

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

MENU_COALITION:T(Arguments)

Trace a function logic level 1.

MENU_COALITION:T2(Arguments)

Trace a function logic level 2.

MENU_COALITION:T3(Arguments)

Trace a function logic level 3.

MENU_COALITION:TraceAll(TraceAll)

Trace all methods in MOOSE

MENU_COALITION:TraceClass(Class)

Set tracing for a class

MENU_COALITION:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

MENU_COALITION:TraceLevel(Level)

Set trace level

MENU_COALITION:TraceOff()

Set trace off.

MENU_COALITION:TraceOn()

Set trace on.

MENU_COALITION: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.

MENU_COALITION:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

MENU_COALITION._

MENU_COALITION:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

MENU_COALITION:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

MENU_COALITION.__

MENU_COALITION:onEvent(event)

The main event handling function...

Fields and Methods inherited from MENU_COALITION_COMMAND Description

MENU_COALITION_COMMAND:New(Coalition, MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument, ...)

MENU_COALITION constructor.

MENU_COALITION_COMMAND:Refresh()

Refreshes a radio item for a coalition

MENU_COALITION_COMMAND:Remove(MenuStamp, MenuTag)

Removes a radio command item for a coalition

Fields and Methods inherited from MENU_COMMAND_BASE Description

MENU_COALITION_COMMAND.MenuCallHandler

MENU_COALITION_COMMAND:New(MenuText, ParentMenu, CommandMenuFunction, CommandMenuArguments)

Constructor

MENU_COALITION_COMMAND:SetCommandMenuArguments(CommandMenuArguments)

This sets the new command arguments of a menu, so that if a menu is regenerated, or if command arguments change, that the arguments set for the menu are loosely coupled with the menu itself!!! If the arguments change, no new menu needs to be generated if the menu text is the same!!!

MENU_COALITION_COMMAND:SetCommandMenuFunction(CommandMenuFunction)

This sets the new command function of a menu, so that if a menu is regenerated, or if command function changes, that the function set for the menu is loosely coupled with the menu itself!!! If the function changes, no new menu needs to be generated if the menu text is the same!!!

Fields and Methods inherited from MENU_BASE Description

MENU_COALITION_COMMAND:ClearParentMenu(MenuText)

MENU_COALITION_COMMAND:GetMenu(MenuText)

Gets a Menu from a parent Menu

MENU_COALITION_COMMAND:GetStamp()

Gets a menu stamp for later prevention of menu removal.

MENU_COALITION_COMMAND.MenuRemoveParent

MENU_COALITION_COMMAND.MenuStamp

MENU_COALITION_COMMAND.MenuTag

MENU_COALITION_COMMAND:New(MenuText, ParentMenu)

Consructor

MENU_COALITION_COMMAND:SetParentMenu(MenuText, Menu)

MENU_COALITION_COMMAND:SetRemoveParent(RemoveParent)

Sets a Menu to remove automatically the parent menu when the menu removed is the last child menu of that parent Menu.

MENU_COALITION_COMMAND:SetStamp(MenuStamp)

Sets a menu stamp for later prevention of menu removal.

MENU_COALITION_COMMAND:SetTag(MenuTag)

Sets a tag for later selection of menu refresh.

MENU_COALITION_COMMAND:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

Fields and Methods inherited from BASE Description

MENU_COALITION_COMMAND.ClassID

The ID number of the class.

MENU_COALITION_COMMAND.ClassName

The name of the class.

MENU_COALITION_COMMAND.ClassNameAndID

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

MENU_COALITION_COMMAND:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

MENU_COALITION_COMMAND:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

MENU_COALITION_COMMAND:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

MENU_COALITION_COMMAND:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

MENU_COALITION_COMMAND:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

MENU_COALITION_COMMAND:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

MENU_COALITION_COMMAND:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

MENU_COALITION_COMMAND:E(Arguments)

Log an exception which will be traced always.

MENU_COALITION_COMMAND:EventDispatcher()

Returns the event dispatcher

MENU_COALITION_COMMAND:EventRemoveAll()

Remove all subscribed events

MENU_COALITION_COMMAND:F(Arguments)

Trace a function call.

MENU_COALITION_COMMAND:F2(Arguments)

Trace a function call level 2.

MENU_COALITION_COMMAND:F3(Arguments)

Trace a function call level 3.

MENU_COALITION_COMMAND:GetClassID()

Get the ClassID of the class instance.

MENU_COALITION_COMMAND:GetClassName()

Get the ClassName of the class instance.

MENU_COALITION_COMMAND:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

MENU_COALITION_COMMAND:GetEventPriority()

Get the Class Event processing Priority.

MENU_COALITION_COMMAND:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

MENU_COALITION_COMMAND:GetState(Object, Key)

Get a Value given a Key from the Object.

MENU_COALITION_COMMAND:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

MENU_COALITION_COMMAND:I(Arguments)

Log an information which will be traced always.

MENU_COALITION_COMMAND:Inherit(Child, Parent)

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

MENU_COALITION_COMMAND:IsInstanceOf(ClassName)

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

MENU_COALITION_COMMAND:IsTrace()

Enquires if tracing is on (for the class).

MENU_COALITION_COMMAND:New()

BASE constructor.

MENU_COALITION_COMMAND:OnEvent(EventData)

Occurs when an Event for an object is triggered.

MENU_COALITION_COMMAND:OnEventBDA(EventData)

BDA.

MENU_COALITION_COMMAND:OnEventBaseCaptured(EventData)

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

MENU_COALITION_COMMAND:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

MENU_COALITION_COMMAND:OnEventCrash(EventData)

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

MENU_COALITION_COMMAND:OnEventDead(EventData)

Occurs when an object is dead.

MENU_COALITION_COMMAND:OnEventDetailedFailure(EventData)

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

MENU_COALITION_COMMAND:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

MENU_COALITION_COMMAND: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.

MENU_COALITION_COMMAND:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

MENU_COALITION_COMMAND:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

MENU_COALITION_COMMAND:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

MENU_COALITION_COMMAND:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

MENU_COALITION_COMMAND:OnEventKill(EventData)

Occurs on the death of a unit.

MENU_COALITION_COMMAND: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.

MENU_COALITION_COMMAND:OnEventLandingAfterEjection(EventData)

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

MENU_COALITION_COMMAND:OnEventLandingQualityMark(EventData)

Landing quality mark.

MENU_COALITION_COMMAND:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

MENU_COALITION_COMMAND:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

MENU_COALITION_COMMAND:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

MENU_COALITION_COMMAND:OnEventMissionEnd(EventData)

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

MENU_COALITION_COMMAND:OnEventMissionStart(EventData)

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

MENU_COALITION_COMMAND:OnEventParatrooperLanding(EventData)

Weapon add.

MENU_COALITION_COMMAND:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

MENU_COALITION_COMMAND:OnEventPlayerEnterAircraft(EventData)

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

MENU_COALITION_COMMAND:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

MENU_COALITION_COMMAND:OnEventPlayerLeaveUnit(EventData)

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

MENU_COALITION_COMMAND:OnEventRefueling(EventData)

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

MENU_COALITION_COMMAND:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

MENU_COALITION_COMMAND:OnEventScore(EventData)

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

MENU_COALITION_COMMAND:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

MENU_COALITION_COMMAND:OnEventShootingStart(EventData)

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

MENU_COALITION_COMMAND:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

MENU_COALITION_COMMAND:OnEventTakeoff(EventData)

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

MENU_COALITION_COMMAND:OnEventTriggerZone(EventData)

Trigger zone.

MENU_COALITION_COMMAND:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

MENU_COALITION_COMMAND:ScheduleStop(SchedulerID)

Stops the Schedule.

MENU_COALITION_COMMAND.Scheduler

MENU_COALITION_COMMAND:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

MENU_COALITION_COMMAND:SetState(Object, Key, Value)

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

MENU_COALITION_COMMAND:T(Arguments)

Trace a function logic level 1.

MENU_COALITION_COMMAND:T2(Arguments)

Trace a function logic level 2.

MENU_COALITION_COMMAND:T3(Arguments)

Trace a function logic level 3.

MENU_COALITION_COMMAND:TraceAll(TraceAll)

Trace all methods in MOOSE

MENU_COALITION_COMMAND:TraceClass(Class)

Set tracing for a class

MENU_COALITION_COMMAND:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

MENU_COALITION_COMMAND:TraceLevel(Level)

Set trace level

MENU_COALITION_COMMAND:TraceOff()

Set trace off.

MENU_COALITION_COMMAND:TraceOn()

Set trace on.

MENU_COALITION_COMMAND: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.

MENU_COALITION_COMMAND:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

MENU_COALITION_COMMAND._

MENU_COALITION_COMMAND:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

MENU_COALITION_COMMAND:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

MENU_COALITION_COMMAND.__

MENU_COALITION_COMMAND:onEvent(event)

The main event handling function...

Fields and Methods inherited from MENU_COMMAND_BASE Description

MENU_COMMAND_BASE.MenuCallHandler

MENU_COMMAND_BASE:New(MenuText, ParentMenu, CommandMenuFunction, CommandMenuArguments)

Constructor

MENU_COMMAND_BASE:SetCommandMenuArguments(CommandMenuArguments)

This sets the new command arguments of a menu, so that if a menu is regenerated, or if command arguments change, that the arguments set for the menu are loosely coupled with the menu itself!!! If the arguments change, no new menu needs to be generated if the menu text is the same!!!

MENU_COMMAND_BASE:SetCommandMenuFunction(CommandMenuFunction)

This sets the new command function of a menu, so that if a menu is regenerated, or if command function changes, that the function set for the menu is loosely coupled with the menu itself!!! If the function changes, no new menu needs to be generated if the menu text is the same!!!

Fields and Methods inherited from MENU_BASE Description

MENU_COMMAND_BASE:ClearParentMenu(MenuText)

MENU_COMMAND_BASE:GetMenu(MenuText)

Gets a Menu from a parent Menu

MENU_COMMAND_BASE:GetStamp()

Gets a menu stamp for later prevention of menu removal.

MENU_COMMAND_BASE.MenuRemoveParent

MENU_COMMAND_BASE.MenuStamp

MENU_COMMAND_BASE.MenuTag

MENU_COMMAND_BASE:New(MenuText, ParentMenu)

Consructor

MENU_COMMAND_BASE:SetParentMenu(MenuText, Menu)

MENU_COMMAND_BASE:SetRemoveParent(RemoveParent)

Sets a Menu to remove automatically the parent menu when the menu removed is the last child menu of that parent Menu.

MENU_COMMAND_BASE:SetStamp(MenuStamp)

Sets a menu stamp for later prevention of menu removal.

MENU_COMMAND_BASE:SetTag(MenuTag)

Sets a tag for later selection of menu refresh.

MENU_COMMAND_BASE:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

Fields and Methods inherited from BASE Description

MENU_COMMAND_BASE.ClassID

The ID number of the class.

MENU_COMMAND_BASE.ClassName

The name of the class.

MENU_COMMAND_BASE.ClassNameAndID

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

MENU_COMMAND_BASE:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

MENU_COMMAND_BASE:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

MENU_COMMAND_BASE:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

MENU_COMMAND_BASE:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

MENU_COMMAND_BASE:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

MENU_COMMAND_BASE:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

MENU_COMMAND_BASE:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

MENU_COMMAND_BASE:E(Arguments)

Log an exception which will be traced always.

MENU_COMMAND_BASE:EventDispatcher()

Returns the event dispatcher

MENU_COMMAND_BASE:EventRemoveAll()

Remove all subscribed events

MENU_COMMAND_BASE:F(Arguments)

Trace a function call.

MENU_COMMAND_BASE:F2(Arguments)

Trace a function call level 2.

MENU_COMMAND_BASE:F3(Arguments)

Trace a function call level 3.

MENU_COMMAND_BASE:GetClassID()

Get the ClassID of the class instance.

MENU_COMMAND_BASE:GetClassName()

Get the ClassName of the class instance.

MENU_COMMAND_BASE:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

MENU_COMMAND_BASE:GetEventPriority()

Get the Class Event processing Priority.

MENU_COMMAND_BASE:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

MENU_COMMAND_BASE:GetState(Object, Key)

Get a Value given a Key from the Object.

MENU_COMMAND_BASE:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

MENU_COMMAND_BASE:I(Arguments)

Log an information which will be traced always.

MENU_COMMAND_BASE:Inherit(Child, Parent)

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

MENU_COMMAND_BASE:IsInstanceOf(ClassName)

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

MENU_COMMAND_BASE:IsTrace()

Enquires if tracing is on (for the class).

MENU_COMMAND_BASE:New()

BASE constructor.

MENU_COMMAND_BASE:OnEvent(EventData)

Occurs when an Event for an object is triggered.

MENU_COMMAND_BASE:OnEventBDA(EventData)

BDA.

MENU_COMMAND_BASE:OnEventBaseCaptured(EventData)

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

MENU_COMMAND_BASE:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

MENU_COMMAND_BASE:OnEventCrash(EventData)

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

MENU_COMMAND_BASE:OnEventDead(EventData)

Occurs when an object is dead.

MENU_COMMAND_BASE:OnEventDetailedFailure(EventData)

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

MENU_COMMAND_BASE:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

MENU_COMMAND_BASE: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.

MENU_COMMAND_BASE:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

MENU_COMMAND_BASE:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

MENU_COMMAND_BASE:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

MENU_COMMAND_BASE:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

MENU_COMMAND_BASE:OnEventKill(EventData)

Occurs on the death of a unit.

MENU_COMMAND_BASE: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.

MENU_COMMAND_BASE:OnEventLandingAfterEjection(EventData)

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

MENU_COMMAND_BASE:OnEventLandingQualityMark(EventData)

Landing quality mark.

MENU_COMMAND_BASE:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

MENU_COMMAND_BASE:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

MENU_COMMAND_BASE:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

MENU_COMMAND_BASE:OnEventMissionEnd(EventData)

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

MENU_COMMAND_BASE:OnEventMissionStart(EventData)

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

MENU_COMMAND_BASE:OnEventParatrooperLanding(EventData)

Weapon add.

MENU_COMMAND_BASE:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

MENU_COMMAND_BASE:OnEventPlayerEnterAircraft(EventData)

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

MENU_COMMAND_BASE:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

MENU_COMMAND_BASE:OnEventPlayerLeaveUnit(EventData)

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

MENU_COMMAND_BASE:OnEventRefueling(EventData)

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

MENU_COMMAND_BASE:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

MENU_COMMAND_BASE:OnEventScore(EventData)

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

MENU_COMMAND_BASE:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

MENU_COMMAND_BASE:OnEventShootingStart(EventData)

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

MENU_COMMAND_BASE:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

MENU_COMMAND_BASE:OnEventTakeoff(EventData)

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

MENU_COMMAND_BASE:OnEventTriggerZone(EventData)

Trigger zone.

MENU_COMMAND_BASE:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

MENU_COMMAND_BASE:ScheduleStop(SchedulerID)

Stops the Schedule.

MENU_COMMAND_BASE.Scheduler

MENU_COMMAND_BASE:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

MENU_COMMAND_BASE:SetState(Object, Key, Value)

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

MENU_COMMAND_BASE:T(Arguments)

Trace a function logic level 1.

MENU_COMMAND_BASE:T2(Arguments)

Trace a function logic level 2.

MENU_COMMAND_BASE:T3(Arguments)

Trace a function logic level 3.

MENU_COMMAND_BASE:TraceAll(TraceAll)

Trace all methods in MOOSE

MENU_COMMAND_BASE:TraceClass(Class)

Set tracing for a class

MENU_COMMAND_BASE:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

MENU_COMMAND_BASE:TraceLevel(Level)

Set trace level

MENU_COMMAND_BASE:TraceOff()

Set trace off.

MENU_COMMAND_BASE:TraceOn()

Set trace on.

MENU_COMMAND_BASE: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.

MENU_COMMAND_BASE:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

MENU_COMMAND_BASE._

MENU_COMMAND_BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

MENU_COMMAND_BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

MENU_COMMAND_BASE.__

MENU_COMMAND_BASE:onEvent(event)

The main event handling function...

Fields and Methods inherited from MENU_GROUP Description

MENU_GROUP.Group

MENU_GROUP.GroupID

MENU_GROUP.MenuPath

MENU_GROUP.Menus

MENU_GROUP:New(Group, MenuText, ParentMenu)

MENU_GROUP constructor.

MENU_GROUP:Refresh()

Refreshes a new radio item for a group and submenus

MENU_GROUP:Remove(MenuStamp, MenuTag)

Removes the main menu and sub menus recursively of this MENU_GROUP.

MENU_GROUP:RemoveSubMenus(MenuStamp, MenuTag)

Removes the sub menus recursively of this MENU_GROUP.

Fields and Methods inherited from MENU_BASE Description

MENU_GROUP:ClearParentMenu(MenuText)

MENU_GROUP:GetMenu(MenuText)

Gets a Menu from a parent Menu

MENU_GROUP:GetStamp()

Gets a menu stamp for later prevention of menu removal.

MENU_GROUP.MenuRemoveParent

MENU_GROUP.MenuStamp

MENU_GROUP.MenuTag

MENU_GROUP:New(MenuText, ParentMenu)

Consructor

MENU_GROUP:SetParentMenu(MenuText, Menu)

MENU_GROUP:SetRemoveParent(RemoveParent)

Sets a Menu to remove automatically the parent menu when the menu removed is the last child menu of that parent Menu.

MENU_GROUP:SetStamp(MenuStamp)

Sets a menu stamp for later prevention of menu removal.

MENU_GROUP:SetTag(MenuTag)

Sets a tag for later selection of menu refresh.

MENU_GROUP:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

Fields and Methods inherited from BASE Description

MENU_GROUP.ClassID

The ID number of the class.

MENU_GROUP.ClassName

The name of the class.

MENU_GROUP.ClassNameAndID

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

MENU_GROUP:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

MENU_GROUP:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

MENU_GROUP:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

MENU_GROUP:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

MENU_GROUP:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

MENU_GROUP:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

MENU_GROUP:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

MENU_GROUP:E(Arguments)

Log an exception which will be traced always.

MENU_GROUP:EventDispatcher()

Returns the event dispatcher

MENU_GROUP:EventRemoveAll()

Remove all subscribed events

MENU_GROUP:F(Arguments)

Trace a function call.

MENU_GROUP:F2(Arguments)

Trace a function call level 2.

MENU_GROUP:F3(Arguments)

Trace a function call level 3.

MENU_GROUP:GetClassID()

Get the ClassID of the class instance.

MENU_GROUP:GetClassName()

Get the ClassName of the class instance.

MENU_GROUP:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

MENU_GROUP:GetEventPriority()

Get the Class Event processing Priority.

MENU_GROUP:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

MENU_GROUP:GetState(Object, Key)

Get a Value given a Key from the Object.

MENU_GROUP:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

MENU_GROUP:I(Arguments)

Log an information which will be traced always.

MENU_GROUP:Inherit(Child, Parent)

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

MENU_GROUP:IsInstanceOf(ClassName)

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

MENU_GROUP:IsTrace()

Enquires if tracing is on (for the class).

MENU_GROUP:New()

BASE constructor.

MENU_GROUP:OnEvent(EventData)

Occurs when an Event for an object is triggered.

MENU_GROUP:OnEventBDA(EventData)

BDA.

MENU_GROUP:OnEventBaseCaptured(EventData)

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

MENU_GROUP:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

MENU_GROUP:OnEventCrash(EventData)

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

MENU_GROUP:OnEventDead(EventData)

Occurs when an object is dead.

MENU_GROUP:OnEventDetailedFailure(EventData)

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

MENU_GROUP:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

MENU_GROUP: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.

MENU_GROUP:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

MENU_GROUP:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

MENU_GROUP:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

MENU_GROUP:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

MENU_GROUP:OnEventKill(EventData)

Occurs on the death of a unit.

MENU_GROUP: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.

MENU_GROUP:OnEventLandingAfterEjection(EventData)

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

MENU_GROUP:OnEventLandingQualityMark(EventData)

Landing quality mark.

MENU_GROUP:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

MENU_GROUP:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

MENU_GROUP:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

MENU_GROUP:OnEventMissionEnd(EventData)

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

MENU_GROUP:OnEventMissionStart(EventData)

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

MENU_GROUP:OnEventParatrooperLanding(EventData)

Weapon add.

MENU_GROUP:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

MENU_GROUP:OnEventPlayerEnterAircraft(EventData)

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

MENU_GROUP:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

MENU_GROUP:OnEventPlayerLeaveUnit(EventData)

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

MENU_GROUP:OnEventRefueling(EventData)

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

MENU_GROUP:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

MENU_GROUP:OnEventScore(EventData)

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

MENU_GROUP:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

MENU_GROUP:OnEventShootingStart(EventData)

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

MENU_GROUP:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

MENU_GROUP:OnEventTakeoff(EventData)

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

MENU_GROUP:OnEventTriggerZone(EventData)

Trigger zone.

MENU_GROUP:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

MENU_GROUP:ScheduleStop(SchedulerID)

Stops the Schedule.

MENU_GROUP.Scheduler

MENU_GROUP:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

MENU_GROUP:SetState(Object, Key, Value)

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

MENU_GROUP:T(Arguments)

Trace a function logic level 1.

MENU_GROUP:T2(Arguments)

Trace a function logic level 2.

MENU_GROUP:T3(Arguments)

Trace a function logic level 3.

MENU_GROUP:TraceAll(TraceAll)

Trace all methods in MOOSE

MENU_GROUP:TraceClass(Class)

Set tracing for a class

MENU_GROUP:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

MENU_GROUP:TraceLevel(Level)

Set trace level

MENU_GROUP:TraceOff()

Set trace off.

MENU_GROUP:TraceOn()

Set trace on.

MENU_GROUP: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.

MENU_GROUP:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

MENU_GROUP._

MENU_GROUP:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

MENU_GROUP:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

MENU_GROUP.__

MENU_GROUP:onEvent(event)

The main event handling function...

Fields and Methods inherited from MENU_GROUP_COMMAND Description

MENU_GROUP_COMMAND.Group

MENU_GROUP_COMMAND.GroupID

MENU_GROUP_COMMAND.MenuPath

MENU_GROUP_COMMAND:New(Group, MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument, ...)

Creates a new radio command item for a group

MENU_GROUP_COMMAND:Refresh()

Refreshes a radio item for a group

MENU_GROUP_COMMAND:Remove(MenuStamp, MenuTag)

Removes a menu structure for a group.

Fields and Methods inherited from MENU_COMMAND_BASE Description

MENU_GROUP_COMMAND.MenuCallHandler

MENU_GROUP_COMMAND:New(MenuText, ParentMenu, CommandMenuFunction, CommandMenuArguments)

Constructor

MENU_GROUP_COMMAND:SetCommandMenuArguments(CommandMenuArguments)

This sets the new command arguments of a menu, so that if a menu is regenerated, or if command arguments change, that the arguments set for the menu are loosely coupled with the menu itself!!! If the arguments change, no new menu needs to be generated if the menu text is the same!!!

MENU_GROUP_COMMAND:SetCommandMenuFunction(CommandMenuFunction)

This sets the new command function of a menu, so that if a menu is regenerated, or if command function changes, that the function set for the menu is loosely coupled with the menu itself!!! If the function changes, no new menu needs to be generated if the menu text is the same!!!

Fields and Methods inherited from MENU_BASE Description

MENU_GROUP_COMMAND:ClearParentMenu(MenuText)

MENU_GROUP_COMMAND:GetMenu(MenuText)

Gets a Menu from a parent Menu

MENU_GROUP_COMMAND:GetStamp()

Gets a menu stamp for later prevention of menu removal.

MENU_GROUP_COMMAND.MenuRemoveParent

MENU_GROUP_COMMAND.MenuStamp

MENU_GROUP_COMMAND.MenuTag

MENU_GROUP_COMMAND:New(MenuText, ParentMenu)

Consructor

MENU_GROUP_COMMAND:SetParentMenu(MenuText, Menu)

MENU_GROUP_COMMAND:SetRemoveParent(RemoveParent)

Sets a Menu to remove automatically the parent menu when the menu removed is the last child menu of that parent Menu.

MENU_GROUP_COMMAND:SetStamp(MenuStamp)

Sets a menu stamp for later prevention of menu removal.

MENU_GROUP_COMMAND:SetTag(MenuTag)

Sets a tag for later selection of menu refresh.

MENU_GROUP_COMMAND:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

Fields and Methods inherited from BASE Description

MENU_GROUP_COMMAND.ClassID

The ID number of the class.

MENU_GROUP_COMMAND.ClassName

The name of the class.

MENU_GROUP_COMMAND.ClassNameAndID

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

MENU_GROUP_COMMAND:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

MENU_GROUP_COMMAND:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

MENU_GROUP_COMMAND:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

MENU_GROUP_COMMAND:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

MENU_GROUP_COMMAND:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

MENU_GROUP_COMMAND:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

MENU_GROUP_COMMAND:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

MENU_GROUP_COMMAND:E(Arguments)

Log an exception which will be traced always.

MENU_GROUP_COMMAND:EventDispatcher()

Returns the event dispatcher

MENU_GROUP_COMMAND:EventRemoveAll()

Remove all subscribed events

MENU_GROUP_COMMAND:F(Arguments)

Trace a function call.

MENU_GROUP_COMMAND:F2(Arguments)

Trace a function call level 2.

MENU_GROUP_COMMAND:F3(Arguments)

Trace a function call level 3.

MENU_GROUP_COMMAND:GetClassID()

Get the ClassID of the class instance.

MENU_GROUP_COMMAND:GetClassName()

Get the ClassName of the class instance.

MENU_GROUP_COMMAND:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

MENU_GROUP_COMMAND:GetEventPriority()

Get the Class Event processing Priority.

MENU_GROUP_COMMAND:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

MENU_GROUP_COMMAND:GetState(Object, Key)

Get a Value given a Key from the Object.

MENU_GROUP_COMMAND:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

MENU_GROUP_COMMAND:I(Arguments)

Log an information which will be traced always.

MENU_GROUP_COMMAND:Inherit(Child, Parent)

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

MENU_GROUP_COMMAND:IsInstanceOf(ClassName)

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

MENU_GROUP_COMMAND:IsTrace()

Enquires if tracing is on (for the class).

MENU_GROUP_COMMAND:New()

BASE constructor.

MENU_GROUP_COMMAND:OnEvent(EventData)

Occurs when an Event for an object is triggered.

MENU_GROUP_COMMAND:OnEventBDA(EventData)

BDA.

MENU_GROUP_COMMAND:OnEventBaseCaptured(EventData)

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

MENU_GROUP_COMMAND:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

MENU_GROUP_COMMAND:OnEventCrash(EventData)

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

MENU_GROUP_COMMAND:OnEventDead(EventData)

Occurs when an object is dead.

MENU_GROUP_COMMAND:OnEventDetailedFailure(EventData)

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

MENU_GROUP_COMMAND:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

MENU_GROUP_COMMAND: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.

MENU_GROUP_COMMAND:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

MENU_GROUP_COMMAND:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

MENU_GROUP_COMMAND:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

MENU_GROUP_COMMAND:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

MENU_GROUP_COMMAND:OnEventKill(EventData)

Occurs on the death of a unit.

MENU_GROUP_COMMAND: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.

MENU_GROUP_COMMAND:OnEventLandingAfterEjection(EventData)

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

MENU_GROUP_COMMAND:OnEventLandingQualityMark(EventData)

Landing quality mark.

MENU_GROUP_COMMAND:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

MENU_GROUP_COMMAND:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

MENU_GROUP_COMMAND:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

MENU_GROUP_COMMAND:OnEventMissionEnd(EventData)

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

MENU_GROUP_COMMAND:OnEventMissionStart(EventData)

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

MENU_GROUP_COMMAND:OnEventParatrooperLanding(EventData)

Weapon add.

MENU_GROUP_COMMAND:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

MENU_GROUP_COMMAND:OnEventPlayerEnterAircraft(EventData)

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

MENU_GROUP_COMMAND:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

MENU_GROUP_COMMAND:OnEventPlayerLeaveUnit(EventData)

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

MENU_GROUP_COMMAND:OnEventRefueling(EventData)

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

MENU_GROUP_COMMAND:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

MENU_GROUP_COMMAND:OnEventScore(EventData)

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

MENU_GROUP_COMMAND:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

MENU_GROUP_COMMAND:OnEventShootingStart(EventData)

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

MENU_GROUP_COMMAND:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

MENU_GROUP_COMMAND:OnEventTakeoff(EventData)

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

MENU_GROUP_COMMAND:OnEventTriggerZone(EventData)

Trigger zone.

MENU_GROUP_COMMAND:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

MENU_GROUP_COMMAND:ScheduleStop(SchedulerID)

Stops the Schedule.

MENU_GROUP_COMMAND.Scheduler

MENU_GROUP_COMMAND:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

MENU_GROUP_COMMAND:SetState(Object, Key, Value)

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

MENU_GROUP_COMMAND:T(Arguments)

Trace a function logic level 1.

MENU_GROUP_COMMAND:T2(Arguments)

Trace a function logic level 2.

MENU_GROUP_COMMAND:T3(Arguments)

Trace a function logic level 3.

MENU_GROUP_COMMAND:TraceAll(TraceAll)

Trace all methods in MOOSE

MENU_GROUP_COMMAND:TraceClass(Class)

Set tracing for a class

MENU_GROUP_COMMAND:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

MENU_GROUP_COMMAND:TraceLevel(Level)

Set trace level

MENU_GROUP_COMMAND:TraceOff()

Set trace off.

MENU_GROUP_COMMAND:TraceOn()

Set trace on.

MENU_GROUP_COMMAND: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.

MENU_GROUP_COMMAND:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

MENU_GROUP_COMMAND._

MENU_GROUP_COMMAND:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

MENU_GROUP_COMMAND:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

MENU_GROUP_COMMAND.__

MENU_GROUP_COMMAND:onEvent(event)

The main event handling function...

Fields and Methods inherited from MENU_COMMAND_BASE Description

MENU_GROUP_COMMAND_DELAYED.MenuCallHandler

MENU_GROUP_COMMAND_DELAYED:New(MenuText, ParentMenu, CommandMenuFunction, CommandMenuArguments)

Constructor

MENU_GROUP_COMMAND_DELAYED:SetCommandMenuArguments(CommandMenuArguments)

This sets the new command arguments of a menu, so that if a menu is regenerated, or if command arguments change, that the arguments set for the menu are loosely coupled with the menu itself!!! If the arguments change, no new menu needs to be generated if the menu text is the same!!!

MENU_GROUP_COMMAND_DELAYED:SetCommandMenuFunction(CommandMenuFunction)

This sets the new command function of a menu, so that if a menu is regenerated, or if command function changes, that the function set for the menu is loosely coupled with the menu itself!!! If the function changes, no new menu needs to be generated if the menu text is the same!!!

Fields and Methods inherited from MENU_BASE Description

MENU_GROUP_COMMAND_DELAYED:ClearParentMenu(MenuText)

MENU_GROUP_COMMAND_DELAYED:GetMenu(MenuText)

Gets a Menu from a parent Menu

MENU_GROUP_COMMAND_DELAYED:GetStamp()

Gets a menu stamp for later prevention of menu removal.

MENU_GROUP_COMMAND_DELAYED.MenuRemoveParent

MENU_GROUP_COMMAND_DELAYED.MenuStamp

MENU_GROUP_COMMAND_DELAYED.MenuTag

MENU_GROUP_COMMAND_DELAYED:New(MenuText, ParentMenu)

Consructor

MENU_GROUP_COMMAND_DELAYED:SetParentMenu(MenuText, Menu)

MENU_GROUP_COMMAND_DELAYED:SetRemoveParent(RemoveParent)

Sets a Menu to remove automatically the parent menu when the menu removed is the last child menu of that parent Menu.

MENU_GROUP_COMMAND_DELAYED:SetStamp(MenuStamp)

Sets a menu stamp for later prevention of menu removal.

MENU_GROUP_COMMAND_DELAYED:SetTag(MenuTag)

Sets a tag for later selection of menu refresh.

MENU_GROUP_COMMAND_DELAYED:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

Fields and Methods inherited from BASE Description

MENU_GROUP_COMMAND_DELAYED.ClassID

The ID number of the class.

MENU_GROUP_COMMAND_DELAYED.ClassName

The name of the class.

MENU_GROUP_COMMAND_DELAYED.ClassNameAndID

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

MENU_GROUP_COMMAND_DELAYED:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

MENU_GROUP_COMMAND_DELAYED:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

MENU_GROUP_COMMAND_DELAYED:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

MENU_GROUP_COMMAND_DELAYED:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

MENU_GROUP_COMMAND_DELAYED:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

MENU_GROUP_COMMAND_DELAYED:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

MENU_GROUP_COMMAND_DELAYED:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

MENU_GROUP_COMMAND_DELAYED:E(Arguments)

Log an exception which will be traced always.

MENU_GROUP_COMMAND_DELAYED:EventDispatcher()

Returns the event dispatcher

MENU_GROUP_COMMAND_DELAYED:EventRemoveAll()

Remove all subscribed events

MENU_GROUP_COMMAND_DELAYED:F(Arguments)

Trace a function call.

MENU_GROUP_COMMAND_DELAYED:F2(Arguments)

Trace a function call level 2.

MENU_GROUP_COMMAND_DELAYED:F3(Arguments)

Trace a function call level 3.

MENU_GROUP_COMMAND_DELAYED:GetClassID()

Get the ClassID of the class instance.

MENU_GROUP_COMMAND_DELAYED:GetClassName()

Get the ClassName of the class instance.

MENU_GROUP_COMMAND_DELAYED:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

MENU_GROUP_COMMAND_DELAYED:GetEventPriority()

Get the Class Event processing Priority.

MENU_GROUP_COMMAND_DELAYED:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

MENU_GROUP_COMMAND_DELAYED:GetState(Object, Key)

Get a Value given a Key from the Object.

MENU_GROUP_COMMAND_DELAYED:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

MENU_GROUP_COMMAND_DELAYED:I(Arguments)

Log an information which will be traced always.

MENU_GROUP_COMMAND_DELAYED:Inherit(Child, Parent)

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

MENU_GROUP_COMMAND_DELAYED:IsInstanceOf(ClassName)

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

MENU_GROUP_COMMAND_DELAYED:IsTrace()

Enquires if tracing is on (for the class).

MENU_GROUP_COMMAND_DELAYED:New()

BASE constructor.

MENU_GROUP_COMMAND_DELAYED:OnEvent(EventData)

Occurs when an Event for an object is triggered.

MENU_GROUP_COMMAND_DELAYED:OnEventBDA(EventData)

BDA.

MENU_GROUP_COMMAND_DELAYED:OnEventBaseCaptured(EventData)

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

MENU_GROUP_COMMAND_DELAYED:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

MENU_GROUP_COMMAND_DELAYED:OnEventCrash(EventData)

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

MENU_GROUP_COMMAND_DELAYED:OnEventDead(EventData)

Occurs when an object is dead.

MENU_GROUP_COMMAND_DELAYED:OnEventDetailedFailure(EventData)

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

MENU_GROUP_COMMAND_DELAYED:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

MENU_GROUP_COMMAND_DELAYED: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.

MENU_GROUP_COMMAND_DELAYED:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

MENU_GROUP_COMMAND_DELAYED:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

MENU_GROUP_COMMAND_DELAYED:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

MENU_GROUP_COMMAND_DELAYED:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

MENU_GROUP_COMMAND_DELAYED:OnEventKill(EventData)

Occurs on the death of a unit.

MENU_GROUP_COMMAND_DELAYED: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.

MENU_GROUP_COMMAND_DELAYED:OnEventLandingAfterEjection(EventData)

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

MENU_GROUP_COMMAND_DELAYED:OnEventLandingQualityMark(EventData)

Landing quality mark.

MENU_GROUP_COMMAND_DELAYED:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

MENU_GROUP_COMMAND_DELAYED:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

MENU_GROUP_COMMAND_DELAYED:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

MENU_GROUP_COMMAND_DELAYED:OnEventMissionEnd(EventData)

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

MENU_GROUP_COMMAND_DELAYED:OnEventMissionStart(EventData)

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

MENU_GROUP_COMMAND_DELAYED:OnEventParatrooperLanding(EventData)

Weapon add.

MENU_GROUP_COMMAND_DELAYED:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

MENU_GROUP_COMMAND_DELAYED:OnEventPlayerEnterAircraft(EventData)

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

MENU_GROUP_COMMAND_DELAYED:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

MENU_GROUP_COMMAND_DELAYED:OnEventPlayerLeaveUnit(EventData)

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

MENU_GROUP_COMMAND_DELAYED:OnEventRefueling(EventData)

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

MENU_GROUP_COMMAND_DELAYED:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

MENU_GROUP_COMMAND_DELAYED:OnEventScore(EventData)

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

MENU_GROUP_COMMAND_DELAYED:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

MENU_GROUP_COMMAND_DELAYED:OnEventShootingStart(EventData)

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

MENU_GROUP_COMMAND_DELAYED:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

MENU_GROUP_COMMAND_DELAYED:OnEventTakeoff(EventData)

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

MENU_GROUP_COMMAND_DELAYED:OnEventTriggerZone(EventData)

Trigger zone.

MENU_GROUP_COMMAND_DELAYED:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

MENU_GROUP_COMMAND_DELAYED:ScheduleStop(SchedulerID)

Stops the Schedule.

MENU_GROUP_COMMAND_DELAYED.Scheduler

MENU_GROUP_COMMAND_DELAYED:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

MENU_GROUP_COMMAND_DELAYED:SetState(Object, Key, Value)

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

MENU_GROUP_COMMAND_DELAYED:T(Arguments)

Trace a function logic level 1.

MENU_GROUP_COMMAND_DELAYED:T2(Arguments)

Trace a function logic level 2.

MENU_GROUP_COMMAND_DELAYED:T3(Arguments)

Trace a function logic level 3.

MENU_GROUP_COMMAND_DELAYED:TraceAll(TraceAll)

Trace all methods in MOOSE

MENU_GROUP_COMMAND_DELAYED:TraceClass(Class)

Set tracing for a class

MENU_GROUP_COMMAND_DELAYED:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

MENU_GROUP_COMMAND_DELAYED:TraceLevel(Level)

Set trace level

MENU_GROUP_COMMAND_DELAYED:TraceOff()

Set trace off.

MENU_GROUP_COMMAND_DELAYED:TraceOn()

Set trace on.

MENU_GROUP_COMMAND_DELAYED: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.

MENU_GROUP_COMMAND_DELAYED:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

MENU_GROUP_COMMAND_DELAYED._

MENU_GROUP_COMMAND_DELAYED:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

MENU_GROUP_COMMAND_DELAYED:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

MENU_GROUP_COMMAND_DELAYED.__

MENU_GROUP_COMMAND_DELAYED:onEvent(event)

The main event handling function...

Fields and Methods inherited from MENU_GROUP_DELAYED Description

MENU_GROUP_DELAYED.Group

MENU_GROUP_DELAYED.GroupID

MENU_GROUP_DELAYED.MenuPath

MENU_GROUP_DELAYED.MenuSet

MENU_GROUP_DELAYED.Menus

MENU_GROUP_DELAYED:New(Group, MenuText, ParentMenu)

MENU_GROUP_DELAYED constructor.

MENU_GROUP_DELAYED:Refresh()

Refreshes a new radio item for a group and submenus

MENU_GROUP_DELAYED:Remove(MenuStamp, MenuTag)

Removes the main menu and sub menus recursively of this MENU_GROUP.

MENU_GROUP_DELAYED:RemoveSubMenus(MenuStamp, MenuTag)

Removes the sub menus recursively of this MENU_GROUP_DELAYED.

MENU_GROUP_DELAYED:Set()

Refreshes a new radio item for a group and submenus

Fields and Methods inherited from MENU_BASE Description

MENU_GROUP_DELAYED:ClearParentMenu(MenuText)

MENU_GROUP_DELAYED:GetMenu(MenuText)

Gets a Menu from a parent Menu

MENU_GROUP_DELAYED:GetStamp()

Gets a menu stamp for later prevention of menu removal.

MENU_GROUP_DELAYED.MenuRemoveParent

MENU_GROUP_DELAYED.MenuStamp

MENU_GROUP_DELAYED.MenuTag

MENU_GROUP_DELAYED:New(MenuText, ParentMenu)

Consructor

MENU_GROUP_DELAYED:SetParentMenu(MenuText, Menu)

MENU_GROUP_DELAYED:SetRemoveParent(RemoveParent)

Sets a Menu to remove automatically the parent menu when the menu removed is the last child menu of that parent Menu.

MENU_GROUP_DELAYED:SetStamp(MenuStamp)

Sets a menu stamp for later prevention of menu removal.

MENU_GROUP_DELAYED:SetTag(MenuTag)

Sets a tag for later selection of menu refresh.

MENU_GROUP_DELAYED:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

Fields and Methods inherited from BASE Description

MENU_GROUP_DELAYED.ClassID

The ID number of the class.

MENU_GROUP_DELAYED.ClassName

The name of the class.

MENU_GROUP_DELAYED.ClassNameAndID

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

MENU_GROUP_DELAYED:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

MENU_GROUP_DELAYED:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

MENU_GROUP_DELAYED:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

MENU_GROUP_DELAYED:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

MENU_GROUP_DELAYED:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

MENU_GROUP_DELAYED:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

MENU_GROUP_DELAYED:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

MENU_GROUP_DELAYED:E(Arguments)

Log an exception which will be traced always.

MENU_GROUP_DELAYED:EventDispatcher()

Returns the event dispatcher

MENU_GROUP_DELAYED:EventRemoveAll()

Remove all subscribed events

MENU_GROUP_DELAYED:F(Arguments)

Trace a function call.

MENU_GROUP_DELAYED:F2(Arguments)

Trace a function call level 2.

MENU_GROUP_DELAYED:F3(Arguments)

Trace a function call level 3.

MENU_GROUP_DELAYED:GetClassID()

Get the ClassID of the class instance.

MENU_GROUP_DELAYED:GetClassName()

Get the ClassName of the class instance.

MENU_GROUP_DELAYED:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

MENU_GROUP_DELAYED:GetEventPriority()

Get the Class Event processing Priority.

MENU_GROUP_DELAYED:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

MENU_GROUP_DELAYED:GetState(Object, Key)

Get a Value given a Key from the Object.

MENU_GROUP_DELAYED:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

MENU_GROUP_DELAYED:I(Arguments)

Log an information which will be traced always.

MENU_GROUP_DELAYED:Inherit(Child, Parent)

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

MENU_GROUP_DELAYED:IsInstanceOf(ClassName)

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

MENU_GROUP_DELAYED:IsTrace()

Enquires if tracing is on (for the class).

MENU_GROUP_DELAYED:New()

BASE constructor.

MENU_GROUP_DELAYED:OnEvent(EventData)

Occurs when an Event for an object is triggered.

MENU_GROUP_DELAYED:OnEventBDA(EventData)

BDA.

MENU_GROUP_DELAYED:OnEventBaseCaptured(EventData)

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

MENU_GROUP_DELAYED:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

MENU_GROUP_DELAYED:OnEventCrash(EventData)

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

MENU_GROUP_DELAYED:OnEventDead(EventData)

Occurs when an object is dead.

MENU_GROUP_DELAYED:OnEventDetailedFailure(EventData)

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

MENU_GROUP_DELAYED:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

MENU_GROUP_DELAYED: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.

MENU_GROUP_DELAYED:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

MENU_GROUP_DELAYED:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

MENU_GROUP_DELAYED:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

MENU_GROUP_DELAYED:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

MENU_GROUP_DELAYED:OnEventKill(EventData)

Occurs on the death of a unit.

MENU_GROUP_DELAYED: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.

MENU_GROUP_DELAYED:OnEventLandingAfterEjection(EventData)

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

MENU_GROUP_DELAYED:OnEventLandingQualityMark(EventData)

Landing quality mark.

MENU_GROUP_DELAYED:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

MENU_GROUP_DELAYED:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

MENU_GROUP_DELAYED:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

MENU_GROUP_DELAYED:OnEventMissionEnd(EventData)

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

MENU_GROUP_DELAYED:OnEventMissionStart(EventData)

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

MENU_GROUP_DELAYED:OnEventParatrooperLanding(EventData)

Weapon add.

MENU_GROUP_DELAYED:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

MENU_GROUP_DELAYED:OnEventPlayerEnterAircraft(EventData)

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

MENU_GROUP_DELAYED:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

MENU_GROUP_DELAYED:OnEventPlayerLeaveUnit(EventData)

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

MENU_GROUP_DELAYED:OnEventRefueling(EventData)

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

MENU_GROUP_DELAYED:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

MENU_GROUP_DELAYED:OnEventScore(EventData)

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

MENU_GROUP_DELAYED:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

MENU_GROUP_DELAYED:OnEventShootingStart(EventData)

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

MENU_GROUP_DELAYED:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

MENU_GROUP_DELAYED:OnEventTakeoff(EventData)

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

MENU_GROUP_DELAYED:OnEventTriggerZone(EventData)

Trigger zone.

MENU_GROUP_DELAYED:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

MENU_GROUP_DELAYED:ScheduleStop(SchedulerID)

Stops the Schedule.

MENU_GROUP_DELAYED.Scheduler

MENU_GROUP_DELAYED:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

MENU_GROUP_DELAYED:SetState(Object, Key, Value)

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

MENU_GROUP_DELAYED:T(Arguments)

Trace a function logic level 1.

MENU_GROUP_DELAYED:T2(Arguments)

Trace a function logic level 2.

MENU_GROUP_DELAYED:T3(Arguments)

Trace a function logic level 3.

MENU_GROUP_DELAYED:TraceAll(TraceAll)

Trace all methods in MOOSE

MENU_GROUP_DELAYED:TraceClass(Class)

Set tracing for a class

MENU_GROUP_DELAYED:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

MENU_GROUP_DELAYED:TraceLevel(Level)

Set trace level

MENU_GROUP_DELAYED:TraceOff()

Set trace off.

MENU_GROUP_DELAYED:TraceOn()

Set trace on.

MENU_GROUP_DELAYED: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.

MENU_GROUP_DELAYED:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

MENU_GROUP_DELAYED._

MENU_GROUP_DELAYED:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

MENU_GROUP_DELAYED:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

MENU_GROUP_DELAYED.__

MENU_GROUP_DELAYED:onEvent(event)

The main event handling function...

Fields and Methods inherited from MENU_MISSION Description

MENU_MISSION.MenuPath

MENU_MISSION.Menus

MENU_MISSION:New(MenuText, ParentMenu)

MENU_MISSION constructor.

MENU_MISSION:Refresh()

Refreshes a radio item for a mission

MENU_MISSION:Remove(MenuStamp, MenuTag)

Removes the main menu and the sub menus recursively of this MENU_MISSION.

MENU_MISSION:RemoveSubMenus()

Removes the sub menus recursively of this MENU_MISSION.

Fields and Methods inherited from MENU_BASE Description

MENU_MISSION:ClearParentMenu(MenuText)

MENU_MISSION:GetMenu(MenuText)

Gets a Menu from a parent Menu

MENU_MISSION:GetStamp()

Gets a menu stamp for later prevention of menu removal.

MENU_MISSION.MenuRemoveParent

MENU_MISSION.MenuStamp

MENU_MISSION.MenuTag

MENU_MISSION:New(MenuText, ParentMenu)

Consructor

MENU_MISSION:SetParentMenu(MenuText, Menu)

MENU_MISSION:SetRemoveParent(RemoveParent)

Sets a Menu to remove automatically the parent menu when the menu removed is the last child menu of that parent Menu.

MENU_MISSION:SetStamp(MenuStamp)

Sets a menu stamp for later prevention of menu removal.

MENU_MISSION:SetTag(MenuTag)

Sets a tag for later selection of menu refresh.

MENU_MISSION:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

Fields and Methods inherited from BASE Description

MENU_MISSION.ClassID

The ID number of the class.

MENU_MISSION.ClassName

The name of the class.

MENU_MISSION.ClassNameAndID

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

MENU_MISSION:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

MENU_MISSION:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

MENU_MISSION:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

MENU_MISSION:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

MENU_MISSION:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

MENU_MISSION:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

MENU_MISSION:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

MENU_MISSION:E(Arguments)

Log an exception which will be traced always.

MENU_MISSION:EventDispatcher()

Returns the event dispatcher

MENU_MISSION:EventRemoveAll()

Remove all subscribed events

MENU_MISSION:F(Arguments)

Trace a function call.

MENU_MISSION:F2(Arguments)

Trace a function call level 2.

MENU_MISSION:F3(Arguments)

Trace a function call level 3.

MENU_MISSION:GetClassID()

Get the ClassID of the class instance.

MENU_MISSION:GetClassName()

Get the ClassName of the class instance.

MENU_MISSION:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

MENU_MISSION:GetEventPriority()

Get the Class Event processing Priority.

MENU_MISSION:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

MENU_MISSION:GetState(Object, Key)

Get a Value given a Key from the Object.

MENU_MISSION:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

MENU_MISSION:I(Arguments)

Log an information which will be traced always.

MENU_MISSION:Inherit(Child, Parent)

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

MENU_MISSION:IsInstanceOf(ClassName)

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

MENU_MISSION:IsTrace()

Enquires if tracing is on (for the class).

MENU_MISSION:New()

BASE constructor.

MENU_MISSION:OnEvent(EventData)

Occurs when an Event for an object is triggered.

MENU_MISSION:OnEventBDA(EventData)

BDA.

MENU_MISSION:OnEventBaseCaptured(EventData)

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

MENU_MISSION:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

MENU_MISSION:OnEventCrash(EventData)

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

MENU_MISSION:OnEventDead(EventData)

Occurs when an object is dead.

MENU_MISSION:OnEventDetailedFailure(EventData)

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

MENU_MISSION:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

MENU_MISSION: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.

MENU_MISSION:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

MENU_MISSION:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

MENU_MISSION:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

MENU_MISSION:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

MENU_MISSION:OnEventKill(EventData)

Occurs on the death of a unit.

MENU_MISSION: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.

MENU_MISSION:OnEventLandingAfterEjection(EventData)

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

MENU_MISSION:OnEventLandingQualityMark(EventData)

Landing quality mark.

MENU_MISSION:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

MENU_MISSION:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

MENU_MISSION:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

MENU_MISSION:OnEventMissionEnd(EventData)

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

MENU_MISSION:OnEventMissionStart(EventData)

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

MENU_MISSION:OnEventParatrooperLanding(EventData)

Weapon add.

MENU_MISSION:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

MENU_MISSION:OnEventPlayerEnterAircraft(EventData)

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

MENU_MISSION:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

MENU_MISSION:OnEventPlayerLeaveUnit(EventData)

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

MENU_MISSION:OnEventRefueling(EventData)

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

MENU_MISSION:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

MENU_MISSION:OnEventScore(EventData)

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

MENU_MISSION:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

MENU_MISSION:OnEventShootingStart(EventData)

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

MENU_MISSION:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

MENU_MISSION:OnEventTakeoff(EventData)

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

MENU_MISSION:OnEventTriggerZone(EventData)

Trigger zone.

MENU_MISSION:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

MENU_MISSION:ScheduleStop(SchedulerID)

Stops the Schedule.

MENU_MISSION.Scheduler

MENU_MISSION:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

MENU_MISSION:SetState(Object, Key, Value)

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

MENU_MISSION:T(Arguments)

Trace a function logic level 1.

MENU_MISSION:T2(Arguments)

Trace a function logic level 2.

MENU_MISSION:T3(Arguments)

Trace a function logic level 3.

MENU_MISSION:TraceAll(TraceAll)

Trace all methods in MOOSE

MENU_MISSION:TraceClass(Class)

Set tracing for a class

MENU_MISSION:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

MENU_MISSION:TraceLevel(Level)

Set trace level

MENU_MISSION:TraceOff()

Set trace off.

MENU_MISSION:TraceOn()

Set trace on.

MENU_MISSION: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.

MENU_MISSION:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

MENU_MISSION._

MENU_MISSION:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

MENU_MISSION:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

MENU_MISSION.__

MENU_MISSION:onEvent(event)

The main event handling function...

Fields and Methods inherited from MENU_MISSION_COMMAND Description

MENU_MISSION_COMMAND:New(MenuText, ParentMenu, CommandMenuFunction, CommandMenuArgument, ...)

MENU_MISSION constructor.

MENU_MISSION_COMMAND:Refresh()

Refreshes a radio item for a mission

MENU_MISSION_COMMAND:Remove()

Removes a radio command item for a coalition

Fields and Methods inherited from MENU_COMMAND_BASE Description

MENU_MISSION_COMMAND.MenuCallHandler

MENU_MISSION_COMMAND:New(MenuText, ParentMenu, CommandMenuFunction, CommandMenuArguments)

Constructor

MENU_MISSION_COMMAND:SetCommandMenuArguments(CommandMenuArguments)

This sets the new command arguments of a menu, so that if a menu is regenerated, or if command arguments change, that the arguments set for the menu are loosely coupled with the menu itself!!! If the arguments change, no new menu needs to be generated if the menu text is the same!!!

MENU_MISSION_COMMAND:SetCommandMenuFunction(CommandMenuFunction)

This sets the new command function of a menu, so that if a menu is regenerated, or if command function changes, that the function set for the menu is loosely coupled with the menu itself!!! If the function changes, no new menu needs to be generated if the menu text is the same!!!

Fields and Methods inherited from MENU_BASE Description

MENU_MISSION_COMMAND:ClearParentMenu(MenuText)

MENU_MISSION_COMMAND:GetMenu(MenuText)

Gets a Menu from a parent Menu

MENU_MISSION_COMMAND:GetStamp()

Gets a menu stamp for later prevention of menu removal.

MENU_MISSION_COMMAND.MenuRemoveParent

MENU_MISSION_COMMAND.MenuStamp

MENU_MISSION_COMMAND.MenuTag

MENU_MISSION_COMMAND:New(MenuText, ParentMenu)

Consructor

MENU_MISSION_COMMAND:SetParentMenu(MenuText, Menu)

MENU_MISSION_COMMAND:SetRemoveParent(RemoveParent)

Sets a Menu to remove automatically the parent menu when the menu removed is the last child menu of that parent Menu.

MENU_MISSION_COMMAND:SetStamp(MenuStamp)

Sets a menu stamp for later prevention of menu removal.

MENU_MISSION_COMMAND:SetTag(MenuTag)

Sets a tag for later selection of menu refresh.

MENU_MISSION_COMMAND:SetTime(MenuStamp)

Sets a time stamp for later prevention of menu removal.

Fields and Methods inherited from BASE Description

MENU_MISSION_COMMAND.ClassID

The ID number of the class.

MENU_MISSION_COMMAND.ClassName

The name of the class.

MENU_MISSION_COMMAND.ClassNameAndID

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

MENU_MISSION_COMMAND:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

MENU_MISSION_COMMAND:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

MENU_MISSION_COMMAND:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

MENU_MISSION_COMMAND:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

MENU_MISSION_COMMAND:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

MENU_MISSION_COMMAND:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

MENU_MISSION_COMMAND:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

MENU_MISSION_COMMAND:E(Arguments)

Log an exception which will be traced always.

MENU_MISSION_COMMAND:EventDispatcher()

Returns the event dispatcher

MENU_MISSION_COMMAND:EventRemoveAll()

Remove all subscribed events

MENU_MISSION_COMMAND:F(Arguments)

Trace a function call.

MENU_MISSION_COMMAND:F2(Arguments)

Trace a function call level 2.

MENU_MISSION_COMMAND:F3(Arguments)

Trace a function call level 3.

MENU_MISSION_COMMAND:GetClassID()

Get the ClassID of the class instance.

MENU_MISSION_COMMAND:GetClassName()

Get the ClassName of the class instance.

MENU_MISSION_COMMAND:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

MENU_MISSION_COMMAND:GetEventPriority()

Get the Class Event processing Priority.

MENU_MISSION_COMMAND:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

MENU_MISSION_COMMAND:GetState(Object, Key)

Get a Value given a Key from the Object.

MENU_MISSION_COMMAND:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

MENU_MISSION_COMMAND:I(Arguments)

Log an information which will be traced always.

MENU_MISSION_COMMAND:Inherit(Child, Parent)

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

MENU_MISSION_COMMAND:IsInstanceOf(ClassName)

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

MENU_MISSION_COMMAND:IsTrace()

Enquires if tracing is on (for the class).

MENU_MISSION_COMMAND:New()

BASE constructor.

MENU_MISSION_COMMAND:OnEvent(EventData)

Occurs when an Event for an object is triggered.

MENU_MISSION_COMMAND:OnEventBDA(EventData)

BDA.

MENU_MISSION_COMMAND:OnEventBaseCaptured(EventData)

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

MENU_MISSION_COMMAND:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

MENU_MISSION_COMMAND:OnEventCrash(EventData)

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

MENU_MISSION_COMMAND:OnEventDead(EventData)

Occurs when an object is dead.

MENU_MISSION_COMMAND:OnEventDetailedFailure(EventData)

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

MENU_MISSION_COMMAND:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

MENU_MISSION_COMMAND: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.

MENU_MISSION_COMMAND:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

MENU_MISSION_COMMAND:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

MENU_MISSION_COMMAND:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

MENU_MISSION_COMMAND:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

MENU_MISSION_COMMAND:OnEventKill(EventData)

Occurs on the death of a unit.

MENU_MISSION_COMMAND: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.

MENU_MISSION_COMMAND:OnEventLandingAfterEjection(EventData)

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

MENU_MISSION_COMMAND:OnEventLandingQualityMark(EventData)

Landing quality mark.

MENU_MISSION_COMMAND:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

MENU_MISSION_COMMAND:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

MENU_MISSION_COMMAND:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

MENU_MISSION_COMMAND:OnEventMissionEnd(EventData)

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

MENU_MISSION_COMMAND:OnEventMissionStart(EventData)

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

MENU_MISSION_COMMAND:OnEventParatrooperLanding(EventData)

Weapon add.

MENU_MISSION_COMMAND:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

MENU_MISSION_COMMAND:OnEventPlayerEnterAircraft(EventData)

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

MENU_MISSION_COMMAND:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

MENU_MISSION_COMMAND:OnEventPlayerLeaveUnit(EventData)

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

MENU_MISSION_COMMAND:OnEventRefueling(EventData)

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

MENU_MISSION_COMMAND:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

MENU_MISSION_COMMAND:OnEventScore(EventData)

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

MENU_MISSION_COMMAND:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

MENU_MISSION_COMMAND:OnEventShootingStart(EventData)

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

MENU_MISSION_COMMAND:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

MENU_MISSION_COMMAND:OnEventTakeoff(EventData)

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

MENU_MISSION_COMMAND:OnEventTriggerZone(EventData)

Trigger zone.

MENU_MISSION_COMMAND:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

MENU_MISSION_COMMAND:ScheduleStop(SchedulerID)

Stops the Schedule.

MENU_MISSION_COMMAND.Scheduler

MENU_MISSION_COMMAND:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

MENU_MISSION_COMMAND:SetState(Object, Key, Value)

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

MENU_MISSION_COMMAND:T(Arguments)

Trace a function logic level 1.

MENU_MISSION_COMMAND:T2(Arguments)

Trace a function logic level 2.

MENU_MISSION_COMMAND:T3(Arguments)

Trace a function logic level 3.

MENU_MISSION_COMMAND:TraceAll(TraceAll)

Trace all methods in MOOSE

MENU_MISSION_COMMAND:TraceClass(Class)

Set tracing for a class

MENU_MISSION_COMMAND:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

MENU_MISSION_COMMAND:TraceLevel(Level)

Set trace level

MENU_MISSION_COMMAND:TraceOff()

Set trace off.

MENU_MISSION_COMMAND:TraceOn()

Set trace on.

MENU_MISSION_COMMAND: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.

MENU_MISSION_COMMAND:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

MENU_MISSION_COMMAND._

MENU_MISSION_COMMAND:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

MENU_MISSION_COMMAND:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

MENU_MISSION_COMMAND.__

MENU_MISSION_COMMAND:onEvent(event)

The main event handling function...

Field(s)

MENU_BASE.MenuRemoveParent

self:F( { RemoveParent } )

Function(s)

Defined in:

MENU_BASE

Parameter:

MenuText

Gets a Menu from a parent Menu

Defined in:

MENU_BASE

Parameter:

#string MenuText

The text of the child menu.

Return value:

Gets a menu stamp for later prevention of menu removal.

Defined in:

MENU_BASE

Return value:

MenuStamp

Consructor

Defined in:

MENU_BASE

Parameters:

MenuText

ParentMenu

Return value:

Defined in:

MENU_BASE

Parameters:

MenuText

Menu

Sets a Menu to remove automatically the parent menu when the menu removed is the last child menu of that parent Menu.

Defined in:

MENU_BASE

Parameter:

#boolean RemoveParent

If true, the parent menu is automatically removed when this menu is the last child menu of that parent Menu.

Return value:

Sets a menu stamp for later prevention of menu removal.

Defined in:

MENU_BASE

Parameter:

MenuStamp

Return value:

Sets a tag for later selection of menu refresh.

Defined in:

MENU_BASE

Parameter:

#string MenuTag

A Tag or Key that will filter only menu items set with this key.

Return value:

Sets a time stamp for later prevention of menu removal.

Defined in:

MENU_BASE

Parameter:

MenuStamp

Return value:

Field(s)

MENU_BASE.MenuRemoveParent

self:F( { RemoveParent } )

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a 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 Event processing Priority.

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

Defined in:

Return value:

#number:

The Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()


Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

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 Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The Event processing Priority.

Return value:

self

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

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

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

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

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

Field(s)

Function(s)

MENU_COALITION constructor.

Creates a new MENU_COALITION object and creates the menu for a complete coalition.

Defined in:

MENU_COALITION

Parameters:

DCS#coalition.side Coalition

The coalition owning the menu.

#string MenuText

The text for the menu.

#table ParentMenu

The parent menu. This parameter can be ignored if you want the menu to be located at the perent menu of DCS world (under F10 other).

Return value:

Refreshes a radio item for a coalition

Defined in:

MENU_COALITION

Return value:

Removes the main menu and the sub menus recursively of this MENU_COALITION.

Defined in:

MENU_COALITION

Parameters:

MenuStamp

MenuTag

Return value:

#nil:

Removes the sub menus recursively of this MENU_COALITION.

Note that the main menu is kept!

Defined in:

MENU_COALITION

Return value:

Field(s)

Function(s)

Gets a Menu from a parent Menu

Defined in:

Parameter:

#string MenuText

The text of the child menu.

Return value:

Gets a menu stamp for later prevention of menu removal.

Defined in:

Return value:

MenuStamp

Consructor

Defined in:

Parameters:

MenuText

ParentMenu

Return value:

Sets a Menu to remove automatically the parent menu when the menu removed is the last child menu of that parent Menu.

Defined in:

Parameter:

#boolean RemoveParent

If true, the parent menu is automatically removed when this menu is the last child menu of that parent Menu.

Return value:

Sets a menu stamp for later prevention of menu removal.

Defined in:

Parameter:

MenuStamp

Return value:

Sets a tag for later selection of menu refresh.

Defined in:

Parameter:

#string MenuTag

A Tag or Key that will filter only menu items set with this key.

Return value:

Sets a time stamp for later prevention of menu removal.

Defined in:

Parameter:

MenuStamp

Return value:

Field(s)

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a 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 Event processing Priority.

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

Defined in:

Return value:

#number:

The Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()


Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

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 Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The Event processing Priority.

Return value:

self

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

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

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

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

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

Field(s)

Function(s)

MENU_COALITION constructor.

Creates a new radio command item for a coalition, which can invoke a function with parameters.

Defined in:

MENU_COALITION_COMMAND

Parameters:

DCS#coalition.side Coalition

The coalition owning the menu.

#string MenuText

The text for the menu.

The parent menu.

CommandMenuFunction

A function that is called when the menu key is pressed.

CommandMenuArgument

An argument for the function. There can only be ONE argument given. So multiple arguments must be wrapped into a table. See the below example how to do this.

...

Return value:

Refreshes a radio item for a coalition

Defined in:

MENU_COALITION_COMMAND

Return value:

Removes a radio command item for a coalition

Defined in:

MENU_COALITION_COMMAND

Parameters:

MenuStamp

MenuTag

Return value:

#nil:

Field(s)

Function(s)

Constructor

Defined in:

Parameters:

MenuText

ParentMenu

CommandMenuFunction

CommandMenuArguments

Return value:

This sets the new command arguments of a menu, so that if a menu is regenerated, or if command arguments change, that the arguments set for the menu are loosely coupled with the menu itself!!! If the arguments change, no new menu needs to be generated if the menu text is the same!!!

Defined in:

Parameter:

CommandMenuArguments

Return value:

This sets the new command function of a menu, so that if a menu is regenerated, or if command function changes, that the function set for the menu is loosely coupled with the menu itself!!! If the function changes, no new menu needs to be generated if the menu text is the same!!!

Defined in:

Parameter:

CommandMenuFunction

Return value:

Field(s)

Function(s)

Gets a Menu from a parent Menu

Defined in:

Parameter:

#string MenuText

The text of the child menu.

Return value:

Gets a menu stamp for later prevention of menu removal.

Defined in:

Return value:

MenuStamp

Consructor

Defined in:

Parameters:

MenuText

ParentMenu

Return value:

Sets a Menu to remove automatically the parent menu when the menu removed is the last child menu of that parent Menu.

Defined in:

Parameter:

#boolean RemoveParent

If true, the parent menu is automatically removed when this menu is the last child menu of that parent Menu.

Return value:

Sets a menu stamp for later prevention of menu removal.

Defined in:

Parameter:

MenuStamp

Return value:

Sets a tag for later selection of menu refresh.

Defined in:

Parameter:

#string MenuTag

A Tag or Key that will filter only menu items set with this key.

Return value:

Sets a time stamp for later prevention of menu removal.

Defined in:

Parameter:

MenuStamp

Return value:

Field(s)

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a 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 Event processing Priority.

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

Defined in:

Return value:

#number:

The Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()


Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

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 Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The Event processing Priority.

Return value:

self

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

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

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

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

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

Field(s)

Function(s)

Constructor

Defined in:

MENU_COMMAND_BASE

Parameters:

MenuText

ParentMenu

CommandMenuFunction

CommandMenuArguments

Return value:

This sets the new command arguments of a menu, so that if a menu is regenerated, or if command arguments change, that the arguments set for the menu are loosely coupled with the menu itself!!! If the arguments change, no new menu needs to be generated if the menu text is the same!!!

Defined in:

MENU_COMMAND_BASE

Parameter:

CommandMenuArguments

Return value:

This sets the new command function of a menu, so that if a menu is regenerated, or if command function changes, that the function set for the menu is loosely coupled with the menu itself!!! If the function changes, no new menu needs to be generated if the menu text is the same!!!

Defined in:

MENU_COMMAND_BASE

Parameter:

CommandMenuFunction

Return value:

Field(s)

Function(s)

Gets a Menu from a parent Menu

Defined in:

Parameter:

#string MenuText

The text of the child menu.

Return value:

Gets a menu stamp for later prevention of menu removal.

Defined in:

Return value:

MenuStamp

Consructor

Defined in:

Parameters:

MenuText

ParentMenu

Return value:

Sets a Menu to remove automatically the parent menu when the menu removed is the last child menu of that parent Menu.

Defined in:

Parameter:

#boolean RemoveParent

If true, the parent menu is automatically removed when this menu is the last child menu of that parent Menu.

Return value:

Sets a menu stamp for later prevention of menu removal.

Defined in:

Parameter:

MenuStamp

Return value:

Sets a tag for later selection of menu refresh.

Defined in:

Parameter:

#string MenuTag

A Tag or Key that will filter only menu items set with this key.

Return value:

Sets a time stamp for later prevention of menu removal.

Defined in:

Parameter:

MenuStamp

Return value:

Field(s)

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a 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 Event processing Priority.

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

Defined in:

Return value:

#number:

The Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()


Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

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 Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The Event processing Priority.

Return value:

self

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

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

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

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

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

Field(s)

Function(s)

MENU_GROUP constructor.

Creates a new radio menu item for a group.

Defined in:

MENU_GROUP

Parameters:

The Group owning the menu.

#string MenuText

The text for the menu.

#table ParentMenu

The parent menu.

Return value:

self

Refreshes a new radio item for a group and submenus

Defined in:

MENU_GROUP

Return value:

Removes the main menu and sub menus recursively of this MENU_GROUP.

Defined in:

MENU_GROUP

Parameters:

MenuStamp

MenuTag

A Tag or Key to filter the menus to be refreshed with the Tag set.

Return value:

#nil:

Removes the sub menus recursively of this MENU_GROUP.

Defined in:

MENU_GROUP

Parameters:

MenuStamp

MenuTag

A Tag or Key to filter the menus to be refreshed with the Tag set.

Return value:

self

Field(s)

Function(s)

Gets a Menu from a parent Menu

Defined in:

Parameter:

#string MenuText

The text of the child menu.

Return value:

Gets a menu stamp for later prevention of menu removal.

Defined in:

Return value:

MenuStamp

Consructor

Defined in:

Parameters:

MenuText

ParentMenu

Return value:

Defined in:

Parameters:

MenuText

Menu

Sets a Menu to remove automatically the parent menu when the menu removed is the last child menu of that parent Menu.

Defined in:

Parameter:

#boolean RemoveParent

If true, the parent menu is automatically removed when this menu is the last child menu of that parent Menu.

Return value:

Sets a menu stamp for later prevention of menu removal.

Defined in:

Parameter:

MenuStamp

Return value:

Sets a tag for later selection of menu refresh.

Defined in:

Parameter:

#string MenuTag

A Tag or Key that will filter only menu items set with this key.

Return value:

Sets a time stamp for later prevention of menu removal.

Defined in:

Parameter:

MenuStamp

Return value:

Field(s)

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a 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 Event processing Priority.

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

Defined in:

Return value:

#number:

The Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()


Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key