Module Core.Set
Core - Define collections of objects to perform bulk actions and logically group objects.
Features:
- Dynamically maintain collections of objects.
- Manually modify the collection, by adding or removing objects.
- Collections of different types.
- Validate the presence of objects in the collection.
- Perform bulk actions on collection.
Group objects or data of the same type into a collection, which is either:
- Manually managed using the :Add...() or :Remove...() methods. The initial SET can be filtered with the **SET_BASE.FilterOnce()** method.
- Dynamically updated when new objects are created or objects are destroyed using the **SET_BASE.FilterStart()** method.
Various types of SET_ classes are available:
- #SET_GROUP: Defines a collection of Wrapper.Groups filtered by filter criteria.
- #SET_UNIT: Defines a colleciton of Wrapper.Units filtered by filter criteria.
- #SET_STATIC: Defines a collection of Wrapper.Statics filtered by filter criteria.
- #SET_CLIENT: Defines a collection of Clients filterd by filter criteria.
- #SET_AIRBASE: Defines a collection of Wrapper.Airbases filtered by filter criteria.
- #SET_CARGO: Defines a collection of Cargo.Cargos filtered by filter criteria.
- #SET_ZONE: Defines a collection of Core.Zones filtered by filter criteria.
These classes are derived from #SET_BASE, which contains the main methods to manage the collections.
A multitude of other methods are available in the individual set classes that allow to:
- Validate the presence of objects in the SET.
- Trigger events when objects in the SET change a zone presence.
Author: FlightControl
Contributions: funkyfranky
Global(s)
Global SET_AIRBASE |
Mission designers can use the Core.Set#SET_AIRBASE class to build sets of airbases optionally belonging to certain:
SET_AIRBASE constructorCreate a new SET_AIRBASE object with the SET_AIRBASE.New method:
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Mission designers can use the Core.Set#SET_AIRBASE class to build sets of airbases optionally belonging to certain:
- Coalitions
SET_AIRBASE constructor
Create a new SET_AIRBASE object with the SET_AIRBASE.New method:
- SET_AIRBASE.New: Creates a new SET_AIRBASE object.
Add or Remove AIRBASEs from SET_AIRBASE
AIRBASEs can be added and removed using the Core.Set#SET_AIRBASE.AddAirbasesByName and Core.Set#SET_AIRBASE.RemoveAirbasesByName respectively. These methods take a single AIRBASE name or an array of AIRBASE names to be added or removed from SET_AIRBASE.
SET_AIRBASE filter criteria
You can set filter criteria to define the set of clients within the SET_AIRBASE. Filter criteria are defined by:
- SET_AIRBASE.FilterCoalitions: Builds the SET_AIRBASE with the airbases belonging to the coalition(s).
Once the filter criteria have been set for the SET_AIRBASE, you can start filtering using:
- SET_AIRBASE.FilterStart: Starts the filtering of the airbases within the SET_AIRBASE.
SET_AIRBASE iterators
Once the filters have been defined and the SET_AIRBASE has been built, you can iterate the SET_AIRBASE with the available iterator methods. The iterator methods will walk the SET_AIRBASE set, and call for each airbase within the set a function that you provide. The following iterator methods are currently available within the SET_AIRBASE:
- SET_AIRBASE.ForEachAirbase: Calls a function for each airbase it finds within the SET_AIRBASE.
Global SET_BASE |
The Core.Set#SET_BASE class defines the core functions that define a collection of objects. |
The Core.Set#SET_BASE class defines the core functions that define a collection of objects.
A SET provides iterators to iterate the SET, but will temporarily yield the ForEach interator loop at defined "intervals" to the mail simulator loop. In this way, large loops can be done while not blocking the simulator main processing loop. The default "yield interval" is after 10 objects processed. The default "time interval" is after 0.001 seconds.
Add or remove objects from the SET
Some key core functions are Core.Set#SET_BASE.Add and Core.Set#SET_BASE.Remove to add or remove objects from the SET in your logic.
Define the SET iterator "yield interval" and the "time interval"
Modify the iterator intervals with the Core.Set#SET_BASE.SetInteratorIntervals method. You can set the "yield interval", and the "time interval". (See above).
Global SET_CARGO |
Mission designers can use the Core.Set#SET_CARGO class to build sets of cargos optionally belonging to certain:
SET_CARGO constructorCreate a new SET_CARGO object with the SET_CARGO.New method:
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Mission designers can use the Core.Set#SET_CARGO class to build sets of cargos optionally belonging to certain:
- Coalitions
- Types
- Name or Prefix
SET_CARGO constructor
Create a new SET_CARGO object with the SET_CARGO.New method:
- SET_CARGO.New: Creates a new SET_CARGO object.
Add or Remove CARGOs from SET_CARGO
CARGOs can be added and removed using the Core.Set#SET_CARGO.AddCargosByName and Core.Set#SET_CARGO.RemoveCargosByName respectively. These methods take a single CARGO name or an array of CARGO names to be added or removed from SET_CARGO.
SET_CARGO filter criteria
You can set filter criteria to automatically maintain the SET_CARGO contents. Filter criteria are defined by:
- SET_CARGO.FilterCoalitions: Builds the SET_CARGO with the cargos belonging to the coalition(s).
- SET_CARGO.FilterPrefixes: Builds the SET_CARGO with the cargos containing the same string(s). ATTENTION Bad naming convention as this does not only filter prefixes.
- SET_CARGO.FilterTypes: Builds the SET_CARGO with the cargos belonging to the cargo type(s).
- SET_CARGO.FilterCountries: Builds the SET_CARGO with the cargos belonging to the country(ies).
Once the filter criteria have been set for the SET_CARGO, you can start filtering using:
- SET_CARGO.FilterStart: Starts the filtering of the cargos within the SET_CARGO.
SET_CARGO iterators
Once the filters have been defined and the SET_CARGO has been built, you can iterate the SET_CARGO with the available iterator methods. The iterator methods will walk the SET_CARGO set, and call for each cargo within the set a function that you provide. The following iterator methods are currently available within the SET_CARGO:
- SET_CARGO.ForEachCargo: Calls a function for each cargo it finds within the SET_CARGO.
Global SET_CLIENT |
Mission designers can use the Core.Set#SET_CLIENT class to build sets of units belonging to certain:
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Mission designers can use the Core.Set#SET_CLIENT class to build sets of units belonging to certain:
- Coalitions
- Categories
- Countries
- Client types
- Starting with certain prefix strings.
1) SET_CLIENT constructor
Create a new SET_CLIENT object with the SET_CLIENT.New method:
- SET_CLIENT.New: Creates a new SET_CLIENT object.
2) Add or Remove CLIENT(s) from SET_CLIENT
CLIENTs can be added and removed using the Core.Set#SET_CLIENT.AddClientsByName and Core.Set#SET_CLIENT.RemoveClientsByName respectively. These methods take a single CLIENT name or an array of CLIENT names to be added or removed from SET_CLIENT.
3) SET_CLIENT filter criteria
You can set filter criteria to define the set of clients within the SET_CLIENT. Filter criteria are defined by:
- SET_CLIENT.FilterCoalitions: Builds the SET_CLIENT with the clients belonging to the coalition(s).
- SET_CLIENT.FilterCategories: Builds the SET_CLIENT with the clients belonging to the category(ies).
- SET_CLIENT.FilterTypes: Builds the SET_CLIENT with the clients belonging to the client type(s).
- SET_CLIENT.FilterCountries: Builds the SET_CLIENT with the clients belonging to the country(ies).
- SET_CLIENT.FilterPrefixes: Builds the SET_CLIENT with the clients containing the same string(s) in their unit/pilot name. ATTENTION! Bad naming convention as this does not only filter prefixes.
- SET_CLIENT.FilterActive: Builds the SET_CLIENT with the units that are only active. Units that are inactive (late activation) won't be included in the set!
Once the filter criteria have been set for the SET_CLIENT, you can start filtering using:
- SET_CLIENT.FilterStart: Starts the filtering of the clients dynamically.
- SET_CLIENT.FilterOnce: Filters the clients once.
Planned filter criteria within development are (so these are not yet available):
- SET_CLIENT.FilterZones: Builds the SET_CLIENT with the clients within a Core.Zone#ZONE.
4) SET_CLIENT iterators
Once the filters have been defined and the SET_CLIENT has been built, you can iterate the SET_CLIENT with the available iterator methods. The iterator methods will walk the SET_CLIENT set, and call for each element within the set a function that you provide. The following iterator methods are currently available within the SET_CLIENT:
- SET_CLIENT.ForEachClient: Calls a function for each alive client it finds within the SET_CLIENT.
Global SET_GROUP |
Mission designers can use the Core.Set#SET_GROUP class to build sets of groups belonging to certain:
|
Mission designers can use the Core.Set#SET_GROUP class to build sets of groups belonging to certain:
- Coalitions
- Categories
- Countries
- Starting with certain prefix strings.
SET_GROUP constructor
Create a new SET_GROUP object with the SET_GROUP.New method:
- SET_GROUP.New: Creates a new SET_GROUP object.
Add or Remove GROUP(s) from SET_GROUP
GROUPS can be added and removed using the Core.Set#SET_GROUP.AddGroupsByName and Core.Set#SET_GROUP.RemoveGroupsByName respectively. These methods take a single GROUP name or an array of GROUP names to be added or removed from SET_GROUP.
SET_GROUP filter criteria
You can set filter criteria to define the set of groups within the SET_GROUP. Filter criteria are defined by:
- SET_GROUP.FilterCoalitions: Builds the SET_GROUP with the groups belonging to the coalition(s).
- SET_GROUP.FilterCategories: Builds the SET_GROUP with the groups belonging to the category(ies).
- SET_GROUP.FilterCountries: Builds the SET_GROUP with the groups belonging to the country(ies).
- SET_GROUP.FilterPrefixes: Builds the SET_GROUP with the groups containing the given string in the group name. Attention! Bad naming convention, as this not really filtering prefixes.
- SET_GROUP.FilterActive: Builds the SET_GROUP with the groups that are only active. Groups that are inactive (late activation) won't be included in the set!
For the Category Filter, extra methods have been added:
- SET_GROUP.FilterCategoryAirplane: Builds the SET_GROUP from airplanes.
- SET_GROUP.FilterCategoryHelicopter: Builds the SET_GROUP from helicopters.
- SET_GROUP.FilterCategoryGround: Builds the SET_GROUP from ground vehicles or infantry.
- SET_GROUP.FilterCategoryShip: Builds the SET_GROUP from ships.
- SET_GROUP.FilterCategoryStructure: Builds the SET_GROUP from structures.
Once the filter criteria have been set for the SET_GROUP, you can start filtering using:
- SET_GROUP.FilterStart: Starts the filtering of the groups within the SET_GROUP and add or remove GROUP objects dynamically.
- SET_GROUP.FilterOnce: Filters of the groups once.
Planned filter criteria within development are (so these are not yet available):
- SET_GROUP.FilterZones: Builds the SET_GROUP with the groups within a Core.Zone#ZONE.
SET_GROUP iterators
Once the filters have been defined and the SET_GROUP has been built, you can iterate the SET_GROUP with the available iterator methods. The iterator methods will walk the SET_GROUP set, and call for each element within the set a function that you provide. The following iterator methods are currently available within the SET_GROUP:
- SET_GROUP.ForEachGroup: Calls a function for each alive group it finds within the SET_GROUP.
- SET_GROUP.ForEachGroupCompletelyInZone: Iterate the SET_GROUP and call an iterator function for each alive GROUP presence completely in a Zone, providing the GROUP and optional parameters to the called function.
- SET_GROUP.ForEachGroupPartlyInZone: Iterate the SET_GROUP and call an iterator function for each alive GROUP presence partly in a Zone, providing the GROUP and optional parameters to the called function.
- SET_GROUP.ForEachGroupNotInZone: Iterate the SET_GROUP and call an iterator function for each alive GROUP presence not in a Zone, providing the GROUP and optional parameters to the called function.
SET_GROUP trigger events on the GROUP objects.
The SET is derived from the FSM class, which provides extra capabilities to track the contents of the GROUP objects in the SET_GROUP.
When a GROUP object crashes or is dead, the SET_GROUP will trigger a Dead event.
You can handle the event using the OnBefore and OnAfter event handlers. The event handlers need to have the paramters From, Event, To, GroupObject. The GroupObject is the GROUP object that is dead and within the SET_GROUP, and is passed as a parameter to the event handler. See the following example:
-- Create the SetCarrier SET_GROUP collection.
local SetHelicopter = SET_GROUP:New():FilterPrefixes( "Helicopter" ):FilterStart()
-- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset.
function SetHelicopter:OnAfterDead( From, Event, To, GroupObject )
self:F( { GroupObject = GroupObject:GetName() } )
end
While this is a good example, there is a catch.
Imageine you want to execute the code above, the the self would need to be from the object declared outside (above) the OnAfterDead method.
So, the self would need to contain another object. Fortunately, this can be done, but you must use then the .
notation for the method.
See the modified example:
-- Now we have a constructor of the class AI_CARGO_DISPATCHER, that receives the SetHelicopter as a parameter.
-- Within that constructor, we want to set an enclosed event handler OnAfterDead for SetHelicopter.
-- But within the OnAfterDead method, we want to refer to the self variable of the AI_CARGO_DISPATCHER.
function AI_CARGO_DISPATCHER:New( SetCarrier, SetCargo, SetDeployZones )
local self = BASE:Inherit( self, FSM:New() ) -- #AI_CARGO_DISPATCHER
-- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset.
-- Note the "." notation, and the explicit declaration of SetHelicopter, which would be using the ":" notation the implicit self variable declaration.
function SetHelicopter.OnAfterDead( SetHelicopter, From, Event, To, GroupObject )
SetHelicopter:F( { GroupObject = GroupObject:GetName() } )
self.PickupCargo[GroupObject] = nil -- So here I clear the PickupCargo table entry of the self object AI_CARGO_DISPATCHER.
self.CarrierHome[GroupObject] = nil
end
end
Global SET_PLAYER |
Mission designers can use the Core.Set#SET_PLAYER class to build sets of units belonging to alive players: SET_PLAYER constructorCreate a new SET_PLAYER object with the SET_PLAYER.New method:
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Mission designers can use the Core.Set#SET_PLAYER class to build sets of units belonging to alive players:
SET_PLAYER constructor
Create a new SET_PLAYER object with the SET_PLAYER.New method:
- SET_PLAYER.New: Creates a new SET_PLAYER object.
SET_PLAYER filter criteria
You can set filter criteria to define the set of clients within the SET_PLAYER. Filter criteria are defined by:
- SET_PLAYER.FilterCoalitions: Builds the SET_PLAYER with the clients belonging to the coalition(s).
- SET_PLAYER.FilterCategories: Builds the SET_PLAYER with the clients belonging to the category(ies).
- SET_PLAYER.FilterTypes: Builds the SET_PLAYER with the clients belonging to the client type(s).
- SET_PLAYER.FilterCountries: Builds the SET_PLAYER with the clients belonging to the country(ies).
- SET_PLAYER.FilterPrefixes: Builds the SET_PLAYER with the clients sharing the same string(s) in their unit/pilot name. ATTENTION Bad naming convention as this does not only filter prefixes.
Once the filter criteria have been set for the SET_PLAYER, you can start filtering using:
- SET_PLAYER.FilterStart: Starts the filtering of the clients within the SET_PLAYER.
Planned filter criteria within development are (so these are not yet available):
- SET_PLAYER.FilterZones: Builds the SET_PLAYER with the clients within a Core.Zone#ZONE.
SET_PLAYER iterators
Once the filters have been defined and the SET_PLAYER has been built, you can iterate the SET_PLAYER with the available iterator methods. The iterator methods will walk the SET_PLAYER set, and call for each element within the set a function that you provide. The following iterator methods are currently available within the SET_PLAYER:
- SET_PLAYER.ForEachClient: Calls a function for each alive client it finds within the SET_PLAYER.
Global SET_STATIC |
Mission designers can use the SET_STATIC class to build sets of Statics belonging to certain:
|
Mission designers can use the SET_STATIC class to build sets of Statics belonging to certain:
- Coalitions
- Categories
- Countries
- Static types
- Starting with certain prefix strings.
SET_STATIC constructor
Create a new SET_STATIC object with the SET_STATIC.New method:
- SET_STATIC.New: Creates a new SET_STATIC object.
Add or Remove STATIC(s) from SET_STATIC
STATICs can be added and removed using the Core.Set#SET_STATIC.AddStaticsByName and Core.Set#SET_STATIC.RemoveStaticsByName respectively. These methods take a single STATIC name or an array of STATIC names to be added or removed from SET_STATIC.
SET_STATIC filter criteria
You can set filter criteria to define the set of units within the SET_STATIC. Filter criteria are defined by:
- SET_STATIC.FilterCoalitions: Builds the SET_STATIC with the units belonging to the coalition(s).
- SET_STATIC.FilterCategories: Builds the SET_STATIC with the units belonging to the category(ies).
- SET_STATIC.FilterTypes: Builds the SET_STATIC with the units belonging to the unit type(s).
- SET_STATIC.FilterCountries: Builds the SET_STATIC with the units belonging to the country(ies).
- SET_STATIC.FilterPrefixes: Builds the SET_STATIC with the units containing the same string(s) in their name. ATTENTION bad naming convention as this does not* only filter prefixes.
Once the filter criteria have been set for the SET_STATIC, you can start filtering using:
- SET_STATIC.FilterStart: Starts the filtering of the units within the SET_STATIC.
Planned filter criteria within development are (so these are not yet available):
- SET_STATIC.FilterZones: Builds the SET_STATIC with the units within a Core.Zone#ZONE.
SET_STATIC iterators
Once the filters have been defined and the SET_STATIC has been built, you can iterate the SET_STATIC with the available iterator methods. The iterator methods will walk the SET_STATIC set, and call for each element within the set a function that you provide. The following iterator methods are currently available within the SET_STATIC:
- SET_STATIC.ForEachStatic: Calls a function for each alive unit it finds within the SET_STATIC.
- SET_GROUP.ForEachGroupCompletelyInZone: Iterate the SET_GROUP and call an iterator function for each alive GROUP presence completely in a Zone, providing the GROUP and optional parameters to the called function.
- SET_GROUP.ForEachGroupNotInZone: Iterate the SET_GROUP and call an iterator function for each alive GROUP presence not in a Zone, providing the GROUP and optional parameters to the called function.
Planned iterators methods in development are (so these are not yet available):
- SET_STATIC.ForEachStaticInZone: Calls a function for each unit contained within the SET_STATIC.
- SET_STATIC.ForEachStaticCompletelyInZone: Iterate and call an iterator function for each alive STATIC presence completely in a Zone, providing the STATIC and optional parameters to the called function.
- SET_STATIC.ForEachStaticNotInZone: Iterate and call an iterator function for each alive STATIC presence not in a Zone, providing the STATIC and optional parameters to the called function.
SET_STATIC atomic methods
Various methods exist for a SET_STATIC to perform actions or calculations and retrieve results from the SET_STATIC:
- SET_STATIC.GetTypeNames(): Retrieve the type names of the Statics in the SET, delimited by a comma.
Global SET_UNIT |
Mission designers can use the SET_UNIT class to build sets of units belonging to certain:
|
Mission designers can use the SET_UNIT class to build sets of units belonging to certain:
- Coalitions
- Categories
- Countries
- Unit types
- Starting with certain prefix strings.
1) SET_UNIT constructor
Create a new SET_UNIT object with the SET_UNIT.New method:
- SET_UNIT.New: Creates a new SET_UNIT object.
2) Add or Remove UNIT(s) from SET_UNIT
UNITs can be added and removed using the Core.Set#SET_UNIT.AddUnitsByName and Core.Set#SET_UNIT.RemoveUnitsByName respectively. These methods take a single UNIT name or an array of UNIT names to be added or removed from SET_UNIT.
3) SET_UNIT filter criteria
You can set filter criteria to define the set of units within the SET_UNIT. Filter criteria are defined by:
- SET_UNIT.FilterCoalitions: Builds the SET_UNIT with the units belonging to the coalition(s).
- SET_UNIT.FilterCategories: Builds the SET_UNIT with the units belonging to the category(ies).
- SET_UNIT.FilterTypes: Builds the SET_UNIT with the units belonging to the unit type(s).
- SET_UNIT.FilterCountries: Builds the SET_UNIT with the units belonging to the country(ies).
- SET_UNIT.FilterPrefixes: Builds the SET_UNIT with the units sharing the same string(s) in their name. ATTENTION! Bad naming convention as this does not only filter prefixes.
- SET_UNIT.FilterActive: Builds the SET_UNIT with the units that are only active. Units that are inactive (late activation) won't be included in the set!
Once the filter criteria have been set for the SET_UNIT, you can start filtering using:
- SET_UNIT.FilterStart: Starts the filtering of the units dynamically.
- SET_UNIT.FilterOnce: Filters of the units once.
Planned filter criteria within development are (so these are not yet available):
- SET_UNIT.FilterZones: Builds the SET_UNIT with the units within a Core.Zone#ZONE.
4) SET_UNIT iterators
Once the filters have been defined and the SET_UNIT has been built, you can iterate the SET_UNIT with the available iterator methods. The iterator methods will walk the SET_UNIT set, and call for each element within the set a function that you provide. The following iterator methods are currently available within the SET_UNIT:
- SET_UNIT.ForEachUnit: Calls a function for each alive unit it finds within the SET_UNIT.
- SET_UNIT.ForEachUnitInZone: Iterate the SET_UNIT and call an iterator function for each alive UNIT object presence completely in a Zone, providing the UNIT object and optional parameters to the called function.
- SET_UNIT.ForEachUnitNotInZone: Iterate the SET_UNIT and call an iterator function for each alive UNIT object presence not in a Zone, providing the UNIT object and optional parameters to the called function.
Planned iterators methods in development are (so these are not yet available):
- SET_UNIT.ForEachUnitInUnit: Calls a function for each unit contained within the SET_UNIT.
- SET_UNIT.ForEachUnitCompletelyInZone: Iterate and call an iterator function for each alive UNIT presence completely in a Zone, providing the UNIT and optional parameters to the called function.
- SET_UNIT.ForEachUnitNotInZone: Iterate and call an iterator function for each alive UNIT presence not in a Zone, providing the UNIT and optional parameters to the called function.
5) SET_UNIT atomic methods
Various methods exist for a SET_UNIT to perform actions or calculations and retrieve results from the SET_UNIT:
- SET_UNIT.GetTypeNames(): Retrieve the type names of the Wrapper.Units in the SET, delimited by a comma.
6) SET_UNIT trigger events on the UNIT objects.
The SET is derived from the FSM class, which provides extra capabilities to track the contents of the UNIT objects in the SET_UNIT.
6.1) When a UNIT object crashes or is dead, the SET_UNIT will trigger a Dead event.
You can handle the event using the OnBefore and OnAfter event handlers. The event handlers need to have the paramters From, Event, To, GroupObject. The GroupObject is the UNIT object that is dead and within the SET_UNIT, and is passed as a parameter to the event handler. See the following example:
-- Create the SetCarrier SET_UNIT collection.
local SetHelicopter = SET_UNIT:New():FilterPrefixes( "Helicopter" ):FilterStart()
-- Put a Dead event handler on SetCarrier, to ensure that when a carrier unit is destroyed, that all internal parameters are reset.
function SetHelicopter:OnAfterDead( From, Event, To, UnitObject )
self:F( { UnitObject = UnitObject:GetName() } )
end
While this is a good example, there is a catch.
Imageine you want to execute the code above, the the self would need to be from the object declared outside (above) the OnAfterDead method.
So, the self would need to contain another object. Fortunately, this can be done, but you must use then the .
notation for the method.
See the modified example:
-- Now we have a constructor of the class AI_CARGO_DISPATCHER, that receives the SetHelicopter as a parameter.
-- Within that constructor, we want to set an enclosed event handler OnAfterDead for SetHelicopter.
-- But within the OnAfterDead method, we want to refer to the self variable of the AI_CARGO_DISPATCHER.
function ACLASS:New( SetCarrier, SetCargo, SetDeployZones )
local self = BASE:Inherit( self, FSM:New() ) -- #AI_CARGO_DISPATCHER
-- Put a Dead event handler on SetCarrier, to ensure that when a carrier is destroyed, that all internal parameters are reset.
-- Note the "." notation, and the explicit declaration of SetHelicopter, which would be using the ":" notation the implicit self variable declaration.
function SetHelicopter.OnAfterDead( SetHelicopter, From, Event, To, UnitObject )
SetHelicopter:F( { UnitObject = UnitObject:GetName() } )
self.array[UnitObject] = nil -- So here I clear the array table entry of the self object ACLASS.
end
end
Global SET_ZONE |
Mission designers can use the Core.Set#SET_ZONE class to build sets of zones of various types. |
Mission designers can use the Core.Set#SET_ZONE class to build sets of zones of various types.
SET_ZONE constructor
Create a new SET_ZONE object with the SET_ZONE.New method:
- SET_ZONE.New: Creates a new SET_ZONE object.
Add or Remove ZONEs from SET_ZONE
ZONEs can be added and removed using the Core.Set#SET_ZONE.AddZonesByName and Core.Set#SET_ZONE.RemoveZonesByName respectively. These methods take a single ZONE name or an array of ZONE names to be added or removed from SET_ZONE.
SET_ZONE filter criteria
You can set filter criteria to build the collection of zones in SET_ZONE. Filter criteria are defined by:
- SET_ZONE.FilterPrefixes: Builds the SET_ZONE with the zones having a certain text pattern in their name. ATTENTION! Bad naming convention as this does not only filter prefixes.
Once the filter criteria have been set for the SET_ZONE, you can start filtering using:
- SET_ZONE.FilterStart: Starts the filtering of the zones within the SET_ZONE.
SET_ZONE iterators
Once the filters have been defined and the SET_ZONE has been built, you can iterate the SET_ZONE with the available iterator methods. The iterator methods will walk the SET_ZONE set, and call for each airbase within the set a function that you provide. The following iterator methods are currently available within the SET_ZONE:
- SET_ZONE.ForEachZone: Calls a function for each zone it finds within the SET_ZONE.
Global SET_ZONE_GOAL |
Mission designers can use the Core.Set#SET_ZONE_GOAL class to build sets of zones of various types. |
Mission designers can use the Core.Set#SET_ZONE_GOAL class to build sets of zones of various types.
SET_ZONE_GOAL constructor
Create a new SET_ZONE_GOAL object with the SET_ZONE_GOAL.New method:
- SET_ZONE_GOAL.New: Creates a new SET_ZONE_GOAL object.
Add or Remove ZONEs from SET_ZONE_GOAL
ZONEs can be added and removed using the Core.Set#SET_ZONE_GOAL.AddZonesByName and Core.Set#SET_ZONE_GOAL.RemoveZonesByName respectively. These methods take a single ZONE name or an array of ZONE names to be added or removed from SET_ZONE_GOAL.
SET_ZONE_GOAL filter criteria
You can set filter criteria to build the collection of zones in SET_ZONE_GOAL. Filter criteria are defined by:
- SET_ZONE_GOAL.FilterPrefixes: Builds the SET_ZONE_GOAL with the zones having a certain text pattern in their name. ATTENTION! Bad naming convention as this does not only filter prefixes.
Once the filter criteria have been set for the SET_ZONE_GOAL, you can start filtering using:
- SET_ZONE_GOAL.FilterStart: Starts the filtering of the zones within the SET_ZONE_GOAL.
SET_ZONE_GOAL iterators
Once the filters have been defined and the SET_ZONE_GOAL has been built, you can iterate the SET_ZONE_GOAL with the available iterator methods. The iterator methods will walk the SET_ZONE_GOAL set, and call for each airbase within the set a function that you provide. The following iterator methods are currently available within the SET_ZONE_GOAL:
- SET_ZONE_GOAL.ForEachZone: Calls a function for each zone it finds within the SET_ZONE_GOAL.
Type(s)
Fields and Methods inherited from SET_AIRBASE | Description |
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Add an AIRBASE object to SET_AIRBASE. |
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Add AIRBASEs to SET_AIRBASE. |
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Handles the Database to check on an event (birth) that the Object was added in the Database. |
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Builds a set of airbases out of categories. |
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Builds a set of airbases of coalitions. |
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Starts the filtering. |
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Finds a Airbase based on the Airbase Name. |
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Finds an Airbase in range of a coordinate. |
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Handles the Database to check on any event that Object exists in the Database. |
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Iterate the SET_AIRBASE while identifying the nearest Wrapper.Airbase#AIRBASE from a Core.Point#POINT_VEC2. |
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Iterate the SET_AIRBASE and call an interator function for each AIRBASE, providing the AIRBASE and optional parameters. |
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Finds a random Airbase in the set. |
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Creates a new SET_AIRBASE object, building a set of airbases belonging to a coalitions and categories. |
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Base capturing event. |
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Dead event. |
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Remove AIRBASEs from SET_AIRBASE. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
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Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
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Clear the Objects in the Set. |
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Compare two sets. |
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Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
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Table of filters. |
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Starts the filtering of the Crash events for the collection. |
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Starts the filtering of the Dead events for the collection. |
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Filters for the defined collection. |
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Stops the filtering for the defined collection. |
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Iterate the SET_BASE while identifying the nearest object from a Core.Point#POINT_VEC2. |
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Flushes the current SET_BASE contents in the log ... |
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SET_AIRBASE:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_AIRBASE:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
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Gets the first object from the Core.Set#SET_BASE and derived classes. |
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Gets the last object from the Core.Set#SET_BASE and derived classes. |
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Gets a string with all the object names. |
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Gets a random object from the Core.Set#SET_BASE and derived classes. |
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Gets the Set. |
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Get the complement of two sets. |
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Get the intersection of this set, called A , and another set. |
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Gets a list of the Names of the Objects in the Set. |
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Gets a list of the Objects in the Set. |
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Get the union of two sets. |
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Get the SET iterator "limit". |
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Table of indicies. |
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Decides whether to include the Object. |
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Decides whether to include the Object. |
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Unused table. |
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Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
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SET_AIRBASE:OnAfterAdded(From, Event, To, ObjectName, Object) |
Added Handler OnAfter for SET_BASE |
SET_AIRBASE:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
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Table of objects. |
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Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
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SET_AIRBASE:SetIteratorIntervals(YieldInterval, TimeInterval) |
Define the SET iterator "yield interval" and the "time interval". |
Define the SET iterator "limit". |
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Handles the OnBirth event for the Set. |
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Handles the OnDead or OnCrash event for alive units set. |
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Starts the filtering for the defined collection. |
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Finds an Core.Base#BASE object based on the object Name. |
Fields and Methods inherited from BASE | Description |
---|---|
The ID number of the class. |
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The name of the class. |
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The name of the class concatenated with the ID number of the class. |
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Clear the state of an object. |
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SET_AIRBASE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
Creation of a Crash Event. |
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Creation of a Dead Event. |
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Creation of a |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Creation of a Crash Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
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Log an information which will be traced always. |
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This is the worker method to inherit from a parent class. |
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This is the worker method to check if an object is an (sub)instance of a class. |
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Enquires if tracing is on (for the class). |
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BASE constructor. |
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Occurs when an object is completely destroyed. |
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Occurs when a ground unit captures either an airbase or a farp. |
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Occurs when any object is spawned into the mission. |
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Occurs when any aircraft crashes into the ground and is completely destroyed. |
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Occurs when an object is dead. |
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Unknown precisely what creates this event, likely tied into newer damage model. |
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Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected |
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Occurs when any aircraft shuts down its engines. |
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Occurs when any aircraft starts its engines. |
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Occurs whenever an object is hit by a weapon. |
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Occurs when any system fails on a human controlled aircraft. |
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Occurs on the death of a unit. |
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Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on. |
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Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
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Occurs when a new mark was added. |
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Occurs when a mark text was changed. |
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Occurs when a mark was removed. |
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Occurs when a mission ends |
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Occurs when a mission starts |
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Occurs when the pilot of an aircraft is killed. |
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Occurs when a player enters a slot and takes control of an aircraft. |
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Occurs when any player assumes direct control of a unit. |
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Occurs when any player relieves control of a unit to the AI. |
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Occurs when an aircraft connects with a tanker and begins taking on fuel. |
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Occurs when an aircraft is finished taking fuel. |
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Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
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Occurs when any unit stops firing its weapon. |
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Occurs when any unit begins firing a weapon that has a high rate of fire. |
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Occurs whenever any unit in a mission fires a weapon. |
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Occurs when an aircraft takes off from an airbase, farp, or ship. |
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Occurs when the game thinks an object is destroyed. |
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Schedule a new time event. |
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SET_AIRBASE:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
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Set the Class Event processing Priority. |
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Set a state or property of the Object given a Key and a Value. |
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Trace a function logic level 1. |
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Trace a function logic level 2. |
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Trace a function logic level 3. |
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Trace all methods in MOOSE |
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Set tracing for a class |
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Set tracing for a specific method of class |
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Set trace level |
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Set trace off. |
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Set trace on. |
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Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
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UnSubscribe to a DCS event. |
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SET_AIRBASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
SET_AIRBASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
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Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
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Clear the Objects in the Set. |
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Compare two sets. |
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Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
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Table of filters. |
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Starts the filtering of the Crash events for the collection. |
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Starts the filtering of the Dead events for the collection. |
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Filters for the defined collection. |
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Stops the filtering for the defined collection. |
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Iterate the SET_BASE while identifying the nearest object from a Core.Point#POINT_VEC2. |
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Flushes the current SET_BASE contents in the log ... |
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SET_BASE:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_BASE:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
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Gets the first object from the Core.Set#SET_BASE and derived classes. |
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Gets the last object from the Core.Set#SET_BASE and derived classes. |
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Gets a string with all the object names. |
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Gets a random object from the Core.Set#SET_BASE and derived classes. |
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Gets the Set. |
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Get the complement of two sets. |
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Get the intersection of this set, called A , and another set. |
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Gets a list of the Names of the Objects in the Set. |
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Gets a list of the Objects in the Set. |
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Get the union of two sets. |
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Get the SET iterator "limit". |
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Table of indicies. |
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Decides whether to include the Object. |
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Decides whether to include the Object. |
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Unused table. |
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Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
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Added Handler OnAfter for SET_BASE |
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SET_BASE:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
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Table of objects. |
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Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
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Define the SET iterator "yield interval" and the "time interval". |
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Define the SET iterator "limit". |
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Handles the OnBirth event for the Set. |
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Handles the OnDead or OnCrash event for alive units set. |
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Starts the filtering for the defined collection. |
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Finds an Core.Base#BASE object based on the object Name. |
Fields and Methods inherited from BASE | Description |
---|---|
The ID number of the class. |
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The name of the class. |
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The name of the class concatenated with the ID number of the class. |
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Clear the state of an object. |
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SET_BASE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
Creation of a Crash Event. |
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Creation of a Dead Event. |
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Creation of a |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Creation of a Crash Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
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Log an information which will be traced always. |
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This is the worker method to inherit from a parent class. |
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This is the worker method to check if an object is an (sub)instance of a class. |
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Enquires if tracing is on (for the class). |
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BASE constructor. |
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Occurs when an object is completely destroyed. |
|
Occurs when a ground unit captures either an airbase or a farp. |
|
Occurs when any object is spawned into the mission. |
|
Occurs when any aircraft crashes into the ground and is completely destroyed. |
|
Occurs when an object is dead. |
|
Unknown precisely what creates this event, likely tied into newer damage model. |
|
Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected |
|
Occurs when any aircraft shuts down its engines. |
|
Occurs when any aircraft starts its engines. |
|
Occurs whenever an object is hit by a weapon. |
|
Occurs when any system fails on a human controlled aircraft. |
|
Occurs on the death of a unit. |
|
Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on. |
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Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
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Occurs when a new mark was added. |
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Occurs when a mark text was changed. |
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Occurs when a mark was removed. |
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Occurs when a mission ends |
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Occurs when a mission starts |
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Occurs when the pilot of an aircraft is killed. |
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Occurs when a player enters a slot and takes control of an aircraft. |
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Occurs when any player assumes direct control of a unit. |
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Occurs when any player relieves control of a unit to the AI. |
|
Occurs when an aircraft connects with a tanker and begins taking on fuel. |
|
Occurs when an aircraft is finished taking fuel. |
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Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
|
Occurs when any unit stops firing its weapon. |
|
Occurs when any unit begins firing a weapon that has a high rate of fire. |
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Occurs whenever any unit in a mission fires a weapon. |
|
Occurs when an aircraft takes off from an airbase, farp, or ship. |
|
Occurs when the game thinks an object is destroyed. |
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Schedule a new time event. |
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SET_BASE:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
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Set the Class Event processing Priority. |
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Set a state or property of the Object given a Key and a Value. |
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Trace a function logic level 1. |
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Trace a function logic level 2. |
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Trace a function logic level 3. |
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Trace all methods in MOOSE |
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Set tracing for a class |
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Set tracing for a specific method of class |
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Set trace level |
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Set trace off. |
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Set trace on. |
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Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
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UnSubscribe to a DCS event. |
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SET_BASE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
SET_BASE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
Fields and Methods inherited from SET_CARGO | Description |
---|---|
(R2.1) Add CARGO to SET_CARGO. |
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(R2.1) Add CARGOs to SET_CARGO. |
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(R2.1) Handles the Database to check on an event (birth) that the Object was added in the Database. |
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(R2.1) Builds a set of cargos of coalitions. |
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(R2.1) Builds a set of cargos of defined countries. |
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Builds a set of CARGOs that contain a given string in their name. |
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(R2.1) Starts the filtering. |
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Stops the filtering for the defined collection. |
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(R2.1) Builds a set of cargos of defined cargo types. |
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(R2.1) Finds a Cargo based on the Cargo Name. |
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(R2.1) Handles the Database to check on any event that Object exists in the Database. |
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(R2.1) Iterate the SET_CARGO while identifying the nearest Cargo.Cargo#CARGO from a Core.Point#POINT_VEC2. |
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Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is Deployed. |
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Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is Loaded. |
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Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is UnLoaded. |
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Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is UnLoaded and not Deployed. |
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(R2.1) Iterate the SET_CARGO and call an interator function for each CARGO, providing the CARGO and optional parameters. |
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(R2.1) |
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Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories. |
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(R2.1) Handles the OnDead or OnCrash event for alive units set. |
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(R2.1) Handles the OnEventNewCargo event for the Set. |
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(R2.1) Remove CARGOs from SET_CARGO. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
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Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
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Clear the Objects in the Set. |
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Compare two sets. |
|
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Table of filters. |
|
Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
|
Filters for the defined collection. |
|
Stops the filtering for the defined collection. |
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Iterate the SET_BASE while identifying the nearest object from a Core.Point#POINT_VEC2. |
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Flushes the current SET_BASE contents in the log ... |
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SET_CARGO:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_CARGO:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Gets the first object from the Core.Set#SET_BASE and derived classes. |
|
Gets the last object from the Core.Set#SET_BASE and derived classes. |
|
Gets a string with all the object names. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets the Set. |
|
Get the complement of two sets. |
|
Get the intersection of this set, called A , and another set. |
|
Gets a list of the Names of the Objects in the Set. |
|
Gets a list of the Objects in the Set. |
|
Get the union of two sets. |
|
Get the SET iterator "limit". |
|
Table of indicies. |
|
Decides whether to include the Object. |
|
Decides whether to include the Object. |
|
Unused table. |
|
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
Added Handler OnAfter for SET_BASE |
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SET_CARGO:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Table of objects. |
|
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
|
Define the SET iterator "yield interval" and the "time interval". |
|
Define the SET iterator "limit". |
|
Handles the OnBirth event for the Set. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Starts the filtering for the defined collection. |
|
Finds an Core.Base#BASE object based on the object Name. |
Fields and Methods inherited from BASE | Description |
---|---|
The ID number of the class. |
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The name of the class. |
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The name of the class concatenated with the ID number of the class. |
|
Clear the state of an object. |
|
SET_CARGO:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
Creation of a Crash Event. |
|
Creation of a Dead Event. |
|
Creation of a |
|
Creation of a Remove Unit Event. |
|
Creation of a Takeoff Event. |
|
Creation of a Crash Event. |
|
Log an exception which will be traced always. |
|
Returns the event dispatcher |
|
Remove all subscribed events |
|
Trace a function call. |
|
Trace a function call level 2. |
|
Trace a function call level 3. |
|
Get the ClassID of the class instance. |
|
Get the ClassName of the class instance. |
|
Get the ClassName + ClassID of the class instance. |
|
Get the Class Event processing Priority. |
|
This is the worker method to retrieve the Parent class. |
|
Get a Value given a Key from the Object. |
|
Subscribe to a DCS Event. |
|
Log an information which will be traced always. |
|
This is the worker method to inherit from a parent class. |
|
This is the worker method to check if an object is an (sub)instance of a class. |
|
Enquires if tracing is on (for the class). |
|
BASE constructor. |
|
Occurs when an object is completely destroyed. |
|
Occurs when a ground unit captures either an airbase or a farp. |
|
Occurs when any object is spawned into the mission. |
|
Occurs when any aircraft crashes into the ground and is completely destroyed. |
|
Occurs when an object is dead. |
|
Unknown precisely what creates this event, likely tied into newer damage model. |
|
Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected |
|
Occurs when any aircraft shuts down its engines. |
|
Occurs when any aircraft starts its engines. |
|
Occurs whenever an object is hit by a weapon. |
|
Occurs when any system fails on a human controlled aircraft. |
|
Occurs on the death of a unit. |
|
Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on. |
|
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
|
Occurs when a new mark was added. |
|
Occurs when a mark text was changed. |
|
Occurs when a mark was removed. |
|
Occurs when a mission ends |
|
Occurs when a mission starts |
|
Occurs when the pilot of an aircraft is killed. |
|
Occurs when a player enters a slot and takes control of an aircraft. |
|
Occurs when any player assumes direct control of a unit. |
|
Occurs when any player relieves control of a unit to the AI. |
|
Occurs when an aircraft connects with a tanker and begins taking on fuel. |
|
Occurs when an aircraft is finished taking fuel. |
|
Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
|
Occurs when any unit stops firing its weapon. |
|
Occurs when any unit begins firing a weapon that has a high rate of fire. |
|
Occurs whenever any unit in a mission fires a weapon. |
|
Occurs when an aircraft takes off from an airbase, farp, or ship. |
|
Occurs when the game thinks an object is destroyed. |
|
Schedule a new time event. |
|
SET_CARGO:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
|
Set the Class Event processing Priority. |
|
Set a state or property of the Object given a Key and a Value. |
|
Trace a function logic level 1. |
|
Trace a function logic level 2. |
|
Trace a function logic level 3. |
|
Trace all methods in MOOSE |
|
Set tracing for a class |
|
Set tracing for a specific method of class |
|
Set trace level |
|
Set trace off. |
|
Set trace on. |
|
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
|
UnSubscribe to a DCS event. |
|
SET_CARGO:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
SET_CARGO:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
Fields and Methods inherited from SET_CLIENT | Description |
---|---|
Add CLIENT(s) to SET_CLIENT. |
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Handles the Database to check on an event (birth) that the Object was added in the Database. |
|
Builds a set of clients that are only active. |
|
Builds a set of clients out of categories. |
|
Builds a set of clients of coalitions. |
|
Builds a set of clients of defined countries. |
|
Builds a set of CLIENTs that contain the given string in their unit/pilot name. |
|
Starts the filtering. |
|
Builds a set of clients of defined client types. |
|
Finds a Client based on the Client Name. |
|
Handles the Database to check on any event that Object exists in the Database. |
|
Iterate the SET_CLIENT and call an interator function for each alive CLIENT, providing the CLIENT and optional parameters. |
|
SET_CLIENT:ForEachClientInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_CLIENT and call an iterator function for each alive CLIENT presence completely in a Zone, providing the CLIENT and optional parameters to the called function. |
SET_CLIENT:ForEachClientNotInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_CLIENT and call an iterator function for each alive CLIENT presence not in a Zone, providing the CLIENT and optional parameters to the called function. |
Creates a new SET_CLIENT object, building a set of clients belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
Remove CLIENT(s) from SET_CLIENT. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
|
Clear the Objects in the Set. |
|
Compare two sets. |
|
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Table of filters. |
|
Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
|
Filters for the defined collection. |
|
Stops the filtering for the defined collection. |
|
Iterate the SET_BASE while identifying the nearest object from a Core.Point#POINT_VEC2. |
|
Flushes the current SET_BASE contents in the log ... |
|
SET_CLIENT:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_CLIENT:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
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Gets the first object from the Core.Set#SET_BASE and derived classes. |
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Gets the last object from the Core.Set#SET_BASE and derived classes. |
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Gets a string with all the object names. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
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Gets the Set. |
|
Get the complement of two sets. |
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Get the intersection of this set, called A , and another set. |
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Gets a list of the Names of the Objects in the Set. |
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Gets a list of the Objects in the Set. |
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Get the union of two sets. |
|
Get the SET iterator "limit". |
|
Table of indicies. |
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Decides whether to include the Object. |
|
Decides whether to include the Object. |
|
Unused table. |
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Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
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SET_CLIENT:OnAfterAdded(From, Event, To, ObjectName, Object) |
Added Handler OnAfter for SET_BASE |
SET_CLIENT:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
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Table of objects. |
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Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
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SET_CLIENT:SetIteratorIntervals(YieldInterval, TimeInterval) |
Define the SET iterator "yield interval" and the "time interval". |
Define the SET iterator "limit". |
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Handles the OnBirth event for the Set. |
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Handles the OnDead or OnCrash event for alive units set. |
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Starts the filtering for the defined collection. |
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Finds an Core.Base#BASE object based on the object Name. |
Fields and Methods inherited from BASE | Description |
---|---|
The ID number of the class. |
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The name of the class. |
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The name of the class concatenated with the ID number of the class. |
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Clear the state of an object. |
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SET_CLIENT:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
Creation of a Crash Event. |
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Creation of a Dead Event. |
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Creation of a |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Creation of a Crash Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
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Log an information which will be traced always. |
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This is the worker method to inherit from a parent class. |
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This is the worker method to check if an object is an (sub)instance of a class. |
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Enquires if tracing is on (for the class). |
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BASE constructor. |
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Occurs when an object is completely destroyed. |
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Occurs when a ground unit captures either an airbase or a farp. |
|
Occurs when any object is spawned into the mission. |
|
Occurs when any aircraft crashes into the ground and is completely destroyed. |
|
Occurs when an object is dead. |
|
Unknown precisely what creates this event, likely tied into newer damage model. |
|
Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected |
|
Occurs when any aircraft shuts down its engines. |
|
Occurs when any aircraft starts its engines. |
|
Occurs whenever an object is hit by a weapon. |
|
Occurs when any system fails on a human controlled aircraft. |
|
Occurs on the death of a unit. |
|
Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on. |
|
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
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Occurs when a new mark was added. |
|
Occurs when a mark text was changed. |
|
Occurs when a mark was removed. |
|
Occurs when a mission ends |
|
Occurs when a mission starts |
|
Occurs when the pilot of an aircraft is killed. |
|
Occurs when a player enters a slot and takes control of an aircraft. |
|
Occurs when any player assumes direct control of a unit. |
|
Occurs when any player relieves control of a unit to the AI. |
|
Occurs when an aircraft connects with a tanker and begins taking on fuel. |
|
Occurs when an aircraft is finished taking fuel. |
|
Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
|
Occurs when any unit stops firing its weapon. |
|
Occurs when any unit begins firing a weapon that has a high rate of fire. |
|
Occurs whenever any unit in a mission fires a weapon. |
|
Occurs when an aircraft takes off from an airbase, farp, or ship. |
|
Occurs when the game thinks an object is destroyed. |
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Schedule a new time event. |
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SET_CLIENT:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
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Set the Class Event processing Priority. |
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Set a state or property of the Object given a Key and a Value. |
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Trace a function logic level 1. |
|
Trace a function logic level 2. |
|
Trace a function logic level 3. |
|
Trace all methods in MOOSE |
|
Set tracing for a class |
|
Set tracing for a specific method of class |
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Set trace level |
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Set trace off. |
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Set trace on. |
|
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
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UnSubscribe to a DCS event. |
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SET_CLIENT:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
SET_CLIENT:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
Fields and Methods inherited from SET_GROUP | Description |
---|---|
Add a GROUP to SET_GROUP. |
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Add GROUP(s) to SET_GROUP. |
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Handles the Database to check on an event (birth) that the Object was added in the Database. |
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Iterate the SET_GROUP and return true if all the Wrapper.Group#GROUP are completely in the Core.Zone#ZONE |
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Iterate the SET_GROUP and return true if at least one of the Wrapper.Group#GROUP is completely inside the Core.Zone#ZONE |
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Iterate the SET_GROUP and return true if at least one #UNIT of one GROUP of the SET_GROUP is in ZONE |
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Iterate the SET_GROUP and return true if at least one GROUP of the SET_GROUP is partly in ZONE. |
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Iterate the SET_GROUP and count how many GROUPs and UNITs are alive. |
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Iterate the SET_GROUP and count how many GROUPs are completely in the Zone That could easily be done with SET_GROUP:ForEachGroupCompletelyInZone(), but this function provides an easy to use shortcut... |
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Iterate the SET_GROUP and count how many UNITs are completely in the Zone |
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Builds a set of groups that are only active. |
|
Builds a set of groups out of categories. |
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Builds a set of groups out of airplane category. |
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Builds a set of groups out of ground category. |
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Builds a set of groups out of helicopter category. |
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Builds a set of groups out of ship category. |
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Builds a set of groups out of structure category. |
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Builds a set of groups of coalitions. |
|
Builds a set of groups of defined countries. |
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Builds a set of groups that contain the given string in their group name. |
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Starts the filtering. |
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Finds a Group based on the Group Name. |
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Handles the Database to check on any event that Object exists in the Database. |
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Iterate the SET_GROUP while identifying the nearest object from a Core.Point#POINT_VEC2. |
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Iterate the SET_GROUP and call an iterator function for each GROUP object, providing the GROUP and optional parameters. |
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Iterate the SET_GROUP and call an iterator function for each alive GROUP object, providing the GROUP and optional parameters. |
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SET_GROUP:ForEachGroupAnyInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_GROUP and call an iterator function for each alive GROUP that has any unit in the Core.Zone, providing the GROUP and optional parameters to the called function. |
SET_GROUP:ForEachGroupCompletelyInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_GROUP and call an iterator function for each alive GROUP presence completely in a Zone, providing the GROUP and optional parameters to the called function. |
SET_GROUP:ForEachGroupNotInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_GROUP and call an iterator function for each alive GROUP presence not in a Zone, providing the GROUP and optional parameters to the called function. |
SET_GROUP:ForEachGroupPartlyInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_GROUP and call an iterator function for each alive GROUP presence partly in a Zone, providing the GROUP and optional parameters to the called function. |
Iterate the SET_GROUP and call an iterator function for some GROUP objects, providing the GROUP and optional parameters. |
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Iterate the SET_GROUP and call an iterator function for some alive GROUP objects, providing the GROUP and optional parameters. |
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Gets the Set. |
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Returns a report of of unit types. |
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Creates a new SET_GROUP object, building a set of groups belonging to a coalitions, categories, countries, types or with defined prefix names. |
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Iterate the SET_GROUP and return true if no GROUP of the SET_GROUP is in ZONE
This could also be achieved with |
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Remove GROUP(s) from SET_GROUP. |
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Iterate the SET_GROUP and set for each unit the default cargo bay weight limit. |
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Handles the OnDead or OnCrash event for alive groups set. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
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Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
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Clear the Objects in the Set. |
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Compare two sets. |
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Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Table of filters. |
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Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
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Filters for the defined collection. |
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Stops the filtering for the defined collection. |
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Iterate the SET_BASE while identifying the nearest object from a Core.Point#POINT_VEC2. |
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Flushes the current SET_BASE contents in the log ... |
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SET_GROUP:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_GROUP:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
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Gets the first object from the Core.Set#SET_BASE and derived classes. |
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Gets the last object from the Core.Set#SET_BASE and derived classes. |
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Gets a string with all the object names. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets the Set. |
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Get the complement of two sets. |
|
Get the intersection of this set, called A , and another set. |
|
Gets a list of the Names of the Objects in the Set. |
|
Gets a list of the Objects in the Set. |
|
Get the union of two sets. |
|
Get the SET iterator "limit". |
|
Table of indicies. |
|
Decides whether to include the Object. |
|
Decides whether to include the Object. |
|
Unused table. |
|
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
Added Handler OnAfter for SET_BASE |
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SET_GROUP:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Table of objects. |
|
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
|
Define the SET iterator "yield interval" and the "time interval". |
|
Define the SET iterator "limit". |
|
Handles the OnBirth event for the Set. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Starts the filtering for the defined collection. |
|
Finds an Core.Base#BASE object based on the object Name. |
Fields and Methods inherited from BASE | Description |
---|---|
The ID number of the class. |
|
The name of the class. |
|
The name of the class concatenated with the ID number of the class. |
|
Clear the state of an object. |
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SET_GROUP:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
Creation of a Crash Event. |
|
Creation of a Dead Event. |
|
Creation of a |
|
Creation of a Remove Unit Event. |
|
Creation of a Takeoff Event. |
|
Creation of a Crash Event. |
|
Log an exception which will be traced always. |
|
Returns the event dispatcher |
|
Remove all subscribed events |
|
Trace a function call. |
|
Trace a function call level 2. |
|
Trace a function call level 3. |
|
Get the ClassID of the class instance. |
|
Get the ClassName of the class instance. |
|
Get the ClassName + ClassID of the class instance. |
|
Get the Class Event processing Priority. |
|
This is the worker method to retrieve the Parent class. |
|
Get a Value given a Key from the Object. |
|
Subscribe to a DCS Event. |
|
Log an information which will be traced always. |
|
This is the worker method to inherit from a parent class. |
|
This is the worker method to check if an object is an (sub)instance of a class. |
|
Enquires if tracing is on (for the class). |
|
BASE constructor. |
|
Occurs when an object is completely destroyed. |
|
Occurs when a ground unit captures either an airbase or a farp. |
|
Occurs when any object is spawned into the mission. |
|
Occurs when any aircraft crashes into the ground and is completely destroyed. |
|
Occurs when an object is dead. |
|
Unknown precisely what creates this event, likely tied into newer damage model. |
|
Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected |
|
Occurs when any aircraft shuts down its engines. |
|
Occurs when any aircraft starts its engines. |
|
Occurs whenever an object is hit by a weapon. |
|
Occurs when any system fails on a human controlled aircraft. |
|
Occurs on the death of a unit. |
|
Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on. |
|
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
|
Occurs when a new mark was added. |
|
Occurs when a mark text was changed. |
|
Occurs when a mark was removed. |
|
Occurs when a mission ends |
|
Occurs when a mission starts |
|
Occurs when the pilot of an aircraft is killed. |
|
Occurs when a player enters a slot and takes control of an aircraft. |
|
Occurs when any player assumes direct control of a unit. |
|
Occurs when any player relieves control of a unit to the AI. |
|
Occurs when an aircraft connects with a tanker and begins taking on fuel. |
|
Occurs when an aircraft is finished taking fuel. |
|
Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
|
Occurs when any unit stops firing its weapon. |
|
Occurs when any unit begins firing a weapon that has a high rate of fire. |
|
Occurs whenever any unit in a mission fires a weapon. |
|
Occurs when an aircraft takes off from an airbase, farp, or ship. |
|
Occurs when the game thinks an object is destroyed. |
|
Schedule a new time event. |
|
SET_GROUP:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
|
Set the Class Event processing Priority. |
|
Set a state or property of the Object given a Key and a Value. |
|
Trace a function logic level 1. |
|
Trace a function logic level 2. |
|
Trace a function logic level 3. |
|
Trace all methods in MOOSE |
|
Set tracing for a class |
|
Set tracing for a specific method of class |
|
Set trace level |
|
Set trace off. |
|
Set trace on. |
|
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
|
UnSubscribe to a DCS event. |
|
SET_GROUP:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
SET_GROUP:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
Fields and Methods inherited from SET_PLAYER | Description |
---|---|
Add CLIENT(s) to SET_PLAYER. |
|
Handles the Database to check on an event (birth) that the Object was added in the Database. |
|
Builds a set of clients out of categories joined by players. |
|
Builds a set of clients of coalitions joined by specific players. |
|
Builds a set of clients of defined countries. |
|
Builds a set of PLAYERs that contain the given string in their unit/pilot name. |
|
Starts the filtering. |
|
Builds a set of clients of defined client types joined by players. |
|
Finds a Client based on the Player Name. |
|
Handles the Database to check on any event that Object exists in the Database. |
|
Iterate the SET_PLAYER and call an interator function for each alive CLIENT, providing the CLIENT and optional parameters. |
|
SET_PLAYER:ForEachPlayerInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_PLAYER and call an iterator function for each alive CLIENT presence completely in a Zone, providing the CLIENT and optional parameters to the called function. |
SET_PLAYER:ForEachPlayerNotInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_PLAYER and call an iterator function for each alive CLIENT presence not in a Zone, providing the CLIENT and optional parameters to the called function. |
Creates a new SET_PLAYER object, building a set of clients belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
Remove CLIENT(s) from SET_PLAYER. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
|
Clear the Objects in the Set. |
|
Compare two sets. |
|
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Table of filters. |
|
Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
|
Filters for the defined collection. |
|
Stops the filtering for the defined collection. |
|
Iterate the SET_BASE while identifying the nearest object from a Core.Point#POINT_VEC2. |
|
Flushes the current SET_BASE contents in the log ... |
|
SET_PLAYER:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_PLAYER:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Gets the first object from the Core.Set#SET_BASE and derived classes. |
|
Gets the last object from the Core.Set#SET_BASE and derived classes. |
|
Gets a string with all the object names. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets the Set. |
|
Get the complement of two sets. |
|
Get the intersection of this set, called A , and another set. |
|
Gets a list of the Names of the Objects in the Set. |
|
Gets a list of the Objects in the Set. |
|
Get the union of two sets. |
|
Get the SET iterator "limit". |
|
Table of indicies. |
|
Decides whether to include the Object. |
|
Decides whether to include the Object. |
|
Unused table. |
|
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
SET_PLAYER:OnAfterAdded(From, Event, To, ObjectName, Object) |
Added Handler OnAfter for SET_BASE |
SET_PLAYER:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Table of objects. |
|
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
|
SET_PLAYER:SetIteratorIntervals(YieldInterval, TimeInterval) |
Define the SET iterator "yield interval" and the "time interval". |
Define the SET iterator "limit". |
|
Handles the OnBirth event for the Set. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Starts the filtering for the defined collection. |
|
Finds an Core.Base#BASE object based on the object Name. |
Fields and Methods inherited from BASE | Description |
---|---|
The ID number of the class. |
|
The name of the class. |
|
The name of the class concatenated with the ID number of the class. |
|
Clear the state of an object. |
|
SET_PLAYER:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
Creation of a Crash Event. |
|
Creation of a Dead Event. |
|
Creation of a |
|
Creation of a Remove Unit Event. |
|
Creation of a Takeoff Event. |
|
Creation of a Crash Event. |
|
Log an exception which will be traced always. |
|
Returns the event dispatcher |
|
Remove all subscribed events |
|
Trace a function call. |
|
Trace a function call level 2. |
|
Trace a function call level 3. |
|
Get the ClassID of the class instance. |
|
Get the ClassName of the class instance. |
|
Get the ClassName + ClassID of the class instance. |
|
Get the Class Event processing Priority. |
|
This is the worker method to retrieve the Parent class. |
|
Get a Value given a Key from the Object. |
|
Subscribe to a DCS Event. |
|
Log an information which will be traced always. |
|
This is the worker method to inherit from a parent class. |
|
This is the worker method to check if an object is an (sub)instance of a class. |
|
Enquires if tracing is on (for the class). |
|
BASE constructor. |
|
Occurs when an object is completely destroyed. |
|
Occurs when a ground unit captures either an airbase or a farp. |
|
Occurs when any object is spawned into the mission. |
|
Occurs when any aircraft crashes into the ground and is completely destroyed. |
|
Occurs when an object is dead. |
|
Unknown precisely what creates this event, likely tied into newer damage model. |
|
Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected |
|
Occurs when any aircraft shuts down its engines. |
|
Occurs when any aircraft starts its engines. |
|
Occurs whenever an object is hit by a weapon. |
|
Occurs when any system fails on a human controlled aircraft. |
|
Occurs on the death of a unit. |
|
Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on. |
|
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
|
Occurs when a new mark was added. |
|
Occurs when a mark text was changed. |
|
Occurs when a mark was removed. |
|
Occurs when a mission ends |
|
Occurs when a mission starts |
|
Occurs when the pilot of an aircraft is killed. |
|
Occurs when a player enters a slot and takes control of an aircraft. |
|
Occurs when any player assumes direct control of a unit. |
|
Occurs when any player relieves control of a unit to the AI. |
|
Occurs when an aircraft connects with a tanker and begins taking on fuel. |
|
Occurs when an aircraft is finished taking fuel. |
|
Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
|
Occurs when any unit stops firing its weapon. |
|
Occurs when any unit begins firing a weapon that has a high rate of fire. |
|
Occurs whenever any unit in a mission fires a weapon. |
|
Occurs when an aircraft takes off from an airbase, farp, or ship. |
|
Occurs when the game thinks an object is destroyed. |
|
Schedule a new time event. |
|
SET_PLAYER:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
|
Set the Class Event processing Priority. |
|
Set a state or property of the Object given a Key and a Value. |
|
Trace a function logic level 1. |
|
Trace a function logic level 2. |
|
Trace a function logic level 3. |
|
Trace all methods in MOOSE |
|
Set tracing for a class |
|
Set tracing for a specific method of class |
|
Set trace level |
|
Set trace off. |
|
Set trace on. |
|
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
|
UnSubscribe to a DCS event. |
|
SET_PLAYER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
SET_PLAYER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
Fields and Methods inherited from SET_STATIC | Description |
---|---|
Handles the Database to check on an event (birth) that the Object was added in the Database. |
|
Add STATIC(s) to SET_STATIC. |
|
Add STATIC(s) to SET_STATIC. |
|
Calculate the maxium A2G threat level of the SET_STATIC. |
|
Iterate the SET_STATIC and count how many STATICSs are alive. |
|
Builds a set of units out of categories. |
|
Builds a set of units of coalitions. |
|
Builds a set of units of defined countries. |
|
Builds a set of STATICs that contain the given string in their name. |
|
Starts the filtering. |
|
Builds a set of units of defined unit types. |
|
Handles the Database to check on any event that Object exists in the Database. |
|
Finds a Static based on the Static Name. |
|
Iterate the SET_STATIC and call an interator function for each alive STATIC, providing the STATIC and optional parameters. |
|
SET_STATIC:ForEachStaticCompletelyInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_STATIC and call an iterator function for each alive STATIC presence completely in a Zone, providing the STATIC and optional parameters to the called function. |
Check if minimal one element of the SET_STATIC is in the Zone. |
|
SET_STATIC:ForEachStaticNotInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_STATIC and call an iterator function for each alive STATIC presence not in a Zone, providing the STATIC and optional parameters to the called function. |
Get the center coordinate of the SET_STATIC. |
|
Get the first unit from the set. |
|
Get the average heading of the SET_STATIC. |
|
Returns map of unit types. |
|
Returns a comma separated string of the unit types with a count in the Set. |
|
Retrieve the type names of the Statics in the SET, delimited by an optional delimiter. |
|
Get the maximum velocity of the SET_STATIC. |
|
Check if no element of the SET_STATIC is in the Zone. |
|
Check if minimal one element of the SET_STATIC is in the Zone. |
|
Creates a new SET_STATIC object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
Remove STATIC(s) from SET_STATIC. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
|
Clear the Objects in the Set. |
|
Compare two sets. |
|
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Table of filters. |
|
Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
|
Filters for the defined collection. |
|
Stops the filtering for the defined collection. |
|
Iterate the SET_BASE while identifying the nearest object from a Core.Point#POINT_VEC2. |
|
Flushes the current SET_BASE contents in the log ... |
|
SET_STATIC:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_STATIC:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Gets the first object from the Core.Set#SET_BASE and derived classes. |
|
Gets the last object from the Core.Set#SET_BASE and derived classes. |
|
Gets a string with all the object names. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets the Set. |
|
Get the complement of two sets. |
|
Get the intersection of this set, called A , and another set. |
|
Gets a list of the Names of the Objects in the Set. |
|
Gets a list of the Objects in the Set. |
|
Get the union of two sets. |
|
Get the SET iterator "limit". |
|
Table of indicies. |
|
Decides whether to include the Object. |
|
Decides whether to include the Object. |
|
Unused table. |
|
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
SET_STATIC:OnAfterAdded(From, Event, To, ObjectName, Object) |
Added Handler OnAfter for SET_BASE |
SET_STATIC:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Table of objects. |
|
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
|
SET_STATIC:SetIteratorIntervals(YieldInterval, TimeInterval) |
Define the SET iterator "yield interval" and the "time interval". |
Define the SET iterator "limit". |
|
Handles the OnBirth event for the Set. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Starts the filtering for the defined collection. |
|
Finds an Core.Base#BASE object based on the object Name. |
Fields and Methods inherited from BASE | Description |
---|---|
The ID number of the class. |
|
The name of the class. |
|
The name of the class concatenated with the ID number of the class. |
|
Clear the state of an object. |
|
SET_STATIC:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
Creation of a Crash Event. |
|
Creation of a Dead Event. |
|
Creation of a |
|
Creation of a Remove Unit Event. |
|
Creation of a Takeoff Event. |
|
Creation of a Crash Event. |
|
Log an exception which will be traced always. |
|
Returns the event dispatcher |
|
Remove all subscribed events |
|
Trace a function call. |
|
Trace a function call level 2. |
|
Trace a function call level 3. |
|
Get the ClassID of the class instance. |
|
Get the ClassName of the class instance. |
|
Get the ClassName + ClassID of the class instance. |
|
Get the Class Event processing Priority. |
|
This is the worker method to retrieve the Parent class. |
|
Get a Value given a Key from the Object. |
|
Subscribe to a DCS Event. |
|
Log an information which will be traced always. |
|
This is the worker method to inherit from a parent class. |
|
This is the worker method to check if an object is an (sub)instance of a class. |
|
Enquires if tracing is on (for the class). |
|
BASE constructor. |
|
Occurs when an object is completely destroyed. |
|
Occurs when a ground unit captures either an airbase or a farp. |
|
Occurs when any object is spawned into the mission. |
|
Occurs when any aircraft crashes into the ground and is completely destroyed. |
|
Occurs when an object is dead. |
|
Unknown precisely what creates this event, likely tied into newer damage model. |
|
Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected |
|
Occurs when any aircraft shuts down its engines. |
|
Occurs when any aircraft starts its engines. |
|
Occurs whenever an object is hit by a weapon. |
|
Occurs when any system fails on a human controlled aircraft. |
|
Occurs on the death of a unit. |
|
Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on. |
|
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
|
Occurs when a new mark was added. |
|
Occurs when a mark text was changed. |
|
Occurs when a mark was removed. |
|
Occurs when a mission ends |
|
Occurs when a mission starts |
|
Occurs when the pilot of an aircraft is killed. |
|
Occurs when a player enters a slot and takes control of an aircraft. |
|
Occurs when any player assumes direct control of a unit. |
|
Occurs when any player relieves control of a unit to the AI. |
|
Occurs when an aircraft connects with a tanker and begins taking on fuel. |
|
Occurs when an aircraft is finished taking fuel. |
|
Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
|
Occurs when any unit stops firing its weapon. |
|
Occurs when any unit begins firing a weapon that has a high rate of fire. |
|
Occurs whenever any unit in a mission fires a weapon. |
|
Occurs when an aircraft takes off from an airbase, farp, or ship. |
|
Occurs when the game thinks an object is destroyed. |
|
Schedule a new time event. |
|
SET_STATIC:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
|
Set the Class Event processing Priority. |
|
Set a state or property of the Object given a Key and a Value. |
|
Trace a function logic level 1. |
|
Trace a function logic level 2. |
|
Trace a function logic level 3. |
|
Trace all methods in MOOSE |
|
Set tracing for a class |
|
Set tracing for a specific method of class |
|
Set trace level |
|
Set trace off. |
|
Set trace on. |
|
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
|
UnSubscribe to a DCS event. |
|
SET_STATIC:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
SET_STATIC:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
Fields and Methods inherited from SET_UNIT | Description |
---|---|
Handles the Database to check on an event (birth) that the Object was added in the Database. |
|
Add UNIT(s) to SET_UNIT. |
|
Add UNIT(s) to SET_UNIT. |
|
Calculate the maxium A2G threat level of the SET_UNIT. |
|
Iterate the SET_UNIT and count how many UNITs are alive. |
|
Builds a set of units that are only active. |
|
Builds a set of units out of categories. |
|
Builds a set of units of coalitions. |
|
Builds a set of units of defined countries. |
|
Builds a set of units having a radar of give types. |
|
Builds a set of SEADable units. |
|
Builds a set of UNITs that contain a given string in their unit name. |
|
Starts the filtering. |
|
Builds a set of units of defined unit types. |
|
Handles the Database to check on any event that Object exists in the Database. |
|
Finds a Unit based on the Unit Name. |
|
Iterate the SET_UNIT and call an interator function for each alive UNIT, providing the UNIT and optional parameters. |
|
SET_UNIT:ForEachUnitCompletelyInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_UNIT and call an iterator function for each alive UNIT presence completely in a Zone, providing the UNIT and optional parameters to the called function. |
SET_UNIT:ForEachUnitNotInZone(ZoneObject, IteratorFunction, ...) |
Iterate the SET_UNIT and call an iterator function for each alive UNIT presence not in a Zone, providing the UNIT and optional parameters to the called function. |
SET_UNIT:ForEachUnitPerThreatLevel(FromThreatLevel, ToThreatLevel, IteratorFunction, ...) |
Iterate the SET_UNIT sorted *per Threat Level and call an interator function for each alive UNIT, providing the UNIT and optional parameters. |
Get the center coordinate of the SET_UNIT. |
|
Get the first unit from the set. |
|
Get the average heading of the SET_UNIT. |
|
SET_UNIT:GetSetPerThreatLevel(FromThreatLevel, ToThreatLevel) |
Get the SET of the SET_UNIT sorted per Threat Level. |
Retrieve the type names of the Wrapper.Units in the SET, delimited by an optional delimiter. |
|
Returns map of unit threat levels. |
|
Returns map of unit types. |
|
Returns a comma separated string of the unit types with a count in the Set. |
|
Get the maximum velocity of the SET_UNIT. |
|
Returns if the Set has air targets. |
|
Returns if the Set has friendly ground units. |
|
Returns if the Set has ground targets. |
|
Returns if the Set has targets having a radar (of a given type). |
|
Returns if the Set has targets that can be SEADed. |
|
Check if no element of the SET_UNIT is in the Zone. |
|
Check if minimal one element of the SET_UNIT is in the Zone. |
|
Creates a new SET_UNIT object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
Remove UNIT(s) from SET_UNIT. |
|
Iterate the SET_UNIT and set for each unit the default cargo bay weight limit. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
|
Clear the Objects in the Set. |
|
Compare two sets. |
|
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Table of filters. |
|
Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
|
Filters for the defined collection. |
|
Stops the filtering for the defined collection. |
|
Iterate the SET_BASE while identifying the nearest object from a Core.Point#POINT_VEC2. |
|
Flushes the current SET_BASE contents in the log ... |
|
SET_UNIT:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_UNIT:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Gets the first object from the Core.Set#SET_BASE and derived classes. |
|
Gets the last object from the Core.Set#SET_BASE and derived classes. |
|
Gets a string with all the object names. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets the Set. |
|
Get the complement of two sets. |
|
Get the intersection of this set, called A , and another set. |
|
Gets a list of the Names of the Objects in the Set. |
|
Gets a list of the Objects in the Set. |
|
Get the union of two sets. |
|
Get the SET iterator "limit". |
|
Table of indicies. |
|
Decides whether to include the Object. |
|
Decides whether to include the Object. |
|
Unused table. |
|
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
Added Handler OnAfter for SET_BASE |
|
SET_UNIT:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Table of objects. |
|
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
|
Define the SET iterator "yield interval" and the "time interval". |
|
Define the SET iterator "limit". |
|
Handles the OnBirth event for the Set. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Starts the filtering for the defined collection. |
|
Finds an Core.Base#BASE object based on the object Name. |
Fields and Methods inherited from BASE | Description |
---|---|
The ID number of the class. |
|
The name of the class. |
|
The name of the class concatenated with the ID number of the class. |
|
Clear the state of an object. |
|
SET_UNIT:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
Creation of a Crash Event. |
|
Creation of a Dead Event. |
|
Creation of a |
|
Creation of a Remove Unit Event. |
|
Creation of a Takeoff Event. |
|
Creation of a Crash Event. |
|
Log an exception which will be traced always. |
|
Returns the event dispatcher |
|
Remove all subscribed events |
|
Trace a function call. |
|
Trace a function call level 2. |
|
Trace a function call level 3. |
|
Get the ClassID of the class instance. |
|
Get the ClassName of the class instance. |
|
Get the ClassName + ClassID of the class instance. |
|
Get the Class Event processing Priority. |
|
This is the worker method to retrieve the Parent class. |
|
Get a Value given a Key from the Object. |
|
Subscribe to a DCS Event. |
|
Log an information which will be traced always. |
|
This is the worker method to inherit from a parent class. |
|
This is the worker method to check if an object is an (sub)instance of a class. |
|
Enquires if tracing is on (for the class). |
|
BASE constructor. |
|
Occurs when an object is completely destroyed. |
|
Occurs when a ground unit captures either an airbase or a farp. |
|
Occurs when any object is spawned into the mission. |
|
Occurs when any aircraft crashes into the ground and is completely destroyed. |
|
Occurs when an object is dead. |
|
Unknown precisely what creates this event, likely tied into newer damage model. |
|
Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected |
|
Occurs when any aircraft shuts down its engines. |
|
Occurs when any aircraft starts its engines. |
|
Occurs whenever an object is hit by a weapon. |
|
Occurs when any system fails on a human controlled aircraft. |
|
Occurs on the death of a unit. |
|
Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on. |
|
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
|
Occurs when a new mark was added. |
|
Occurs when a mark text was changed. |
|
Occurs when a mark was removed. |
|
Occurs when a mission ends |
|
Occurs when a mission starts |
|
Occurs when the pilot of an aircraft is killed. |
|
Occurs when a player enters a slot and takes control of an aircraft. |
|
Occurs when any player assumes direct control of a unit. |
|
Occurs when any player relieves control of a unit to the AI. |
|
Occurs when an aircraft connects with a tanker and begins taking on fuel. |
|
Occurs when an aircraft is finished taking fuel. |
|
Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
|
Occurs when any unit stops firing its weapon. |
|
Occurs when any unit begins firing a weapon that has a high rate of fire. |
|
Occurs whenever any unit in a mission fires a weapon. |
|
Occurs when an aircraft takes off from an airbase, farp, or ship. |
|
Occurs when the game thinks an object is destroyed. |
|
Schedule a new time event. |
|
SET_UNIT:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
|
Set the Class Event processing Priority. |
|
Set a state or property of the Object given a Key and a Value. |
|
Trace a function logic level 1. |
|
Trace a function logic level 2. |
|
Trace a function logic level 3. |
|
Trace all methods in MOOSE |
|
Set tracing for a class |
|
Set tracing for a specific method of class |
|
Set trace level |
|
Set trace off. |
|
Set trace on. |
|
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
|
UnSubscribe to a DCS event. |
|
SET_UNIT:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
SET_UNIT:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
Fields and Methods inherited from SET_ZONE | Description |
---|---|
Handles the Database to check on an event (birth) that the Object was added in the Database. |
|
Add ZONEs to SET_ZONE. |
|
Add ZONEs by a search name to SET_ZONE. |
|
Builds a set of ZONEs that contain the given string in their name. |
|
Starts the filtering. |
|
Stops the filtering for the defined collection. |
|
Handles the Database to check on any event that Object exists in the Database. |
|
Finds a Zone based on the Zone Name. |
|
Iterate the SET_ZONE and call an interator function for each ZONE, providing the ZONE and optional parameters. |
|
Get a random zone from the set. |
|
Validate if a coordinate is in one of the zones in the set. |
|
Creates a new SET_ZONE object, building a set of zones. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Handles the OnEventNewZone event for the Set. |
|
Remove ZONEs from SET_ZONE. |
|
Set a zone probability. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
|
Clear the Objects in the Set. |
|
Compare two sets. |
|
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
|
Table of filters. |
|
Starts the filtering of the Crash events for the collection. |
|
Starts the filtering of the Dead events for the collection. |
|
Filters for the defined collection. |
|
Stops the filtering for the defined collection. |
|
Iterate the SET_BASE while identifying the nearest object from a Core.Point#POINT_VEC2. |
|
Flushes the current SET_BASE contents in the log ... |
|
SET_ZONE:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_ZONE:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Gets the first object from the Core.Set#SET_BASE and derived classes. |
|
Gets the last object from the Core.Set#SET_BASE and derived classes. |
|
Gets a string with all the object names. |
|
Gets a random object from the Core.Set#SET_BASE and derived classes. |
|
Gets the Set. |
|
Get the complement of two sets. |
|
Get the intersection of this set, called A , and another set. |
|
Gets a list of the Names of the Objects in the Set. |
|
Gets a list of the Objects in the Set. |
|
Get the union of two sets. |
|
Get the SET iterator "limit". |
|
Table of indicies. |
|
Decides whether to include the Object. |
|
Decides whether to include the Object. |
|
Unused table. |
|
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
|
Added Handler OnAfter for SET_BASE |
|
SET_ZONE:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
|
Table of objects. |
|
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
|
Define the SET iterator "yield interval" and the "time interval". |
|
Define the SET iterator "limit". |
|
Handles the OnBirth event for the Set. |
|
Handles the OnDead or OnCrash event for alive units set. |
|
Starts the filtering for the defined collection. |
|
Finds an Core.Base#BASE object based on the object Name. |
Fields and Methods inherited from BASE | Description |
---|---|
The ID number of the class. |
|
The name of the class. |
|
The name of the class concatenated with the ID number of the class. |
|
Clear the state of an object. |
|
SET_ZONE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
Creation of a Crash Event. |
|
Creation of a Dead Event. |
|
Creation of a |
|
Creation of a Remove Unit Event. |
|
Creation of a Takeoff Event. |
|
Creation of a Crash Event. |
|
Log an exception which will be traced always. |
|
Returns the event dispatcher |
|
Remove all subscribed events |
|
Trace a function call. |
|
Trace a function call level 2. |
|
Trace a function call level 3. |
|
Get the ClassID of the class instance. |
|
Get the ClassName of the class instance. |
|
Get the ClassName + ClassID of the class instance. |
|
Get the Class Event processing Priority. |
|
This is the worker method to retrieve the Parent class. |
|
Get a Value given a Key from the Object. |
|
Subscribe to a DCS Event. |
|
Log an information which will be traced always. |
|
This is the worker method to inherit from a parent class. |
|
This is the worker method to check if an object is an (sub)instance of a class. |
|
Enquires if tracing is on (for the class). |
|
BASE constructor. |
|
Occurs when an object is completely destroyed. |
|
Occurs when a ground unit captures either an airbase or a farp. |
|
Occurs when any object is spawned into the mission. |
|
Occurs when any aircraft crashes into the ground and is completely destroyed. |
|
Occurs when an object is dead. |
|
Unknown precisely what creates this event, likely tied into newer damage model. |
|
Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected |
|
Occurs when any aircraft shuts down its engines. |
|
Occurs when any aircraft starts its engines. |
|
Occurs whenever an object is hit by a weapon. |
|
Occurs when any system fails on a human controlled aircraft. |
|
Occurs on the death of a unit. |
|
Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on. |
|
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
|
Occurs when a new mark was added. |
|
Occurs when a mark text was changed. |
|
Occurs when a mark was removed. |
|
Occurs when a mission ends |
|
Occurs when a mission starts |
|
Occurs when the pilot of an aircraft is killed. |
|
Occurs when a player enters a slot and takes control of an aircraft. |
|
Occurs when any player assumes direct control of a unit. |
|
Occurs when any player relieves control of a unit to the AI. |
|
Occurs when an aircraft connects with a tanker and begins taking on fuel. |
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Occurs when an aircraft is finished taking fuel. |
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Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
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Occurs when any unit stops firing its weapon. |
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Occurs when any unit begins firing a weapon that has a high rate of fire. |
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Occurs whenever any unit in a mission fires a weapon. |
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Occurs when an aircraft takes off from an airbase, farp, or ship. |
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Occurs when the game thinks an object is destroyed. |
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Schedule a new time event. |
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SET_ZONE:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
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Set the Class Event processing Priority. |
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Set a state or property of the Object given a Key and a Value. |
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Trace a function logic level 1. |
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Trace a function logic level 2. |
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Trace a function logic level 3. |
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Trace all methods in MOOSE |
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Set tracing for a class |
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Set tracing for a specific method of class |
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Set trace level |
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Set trace off. |
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Set trace on. |
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Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
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UnSubscribe to a DCS event. |
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SET_ZONE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
SET_ZONE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
Fields and Methods inherited from SET_ZONE_GOAL | Description |
---|---|
Handles the Database to check on an event (birth) that the Object was added in the Database. |
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Add ZONEs to SET_ZONE_GOAL. |
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Builds a set of ZONE_GOALs that contain the given string in their name. |
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Starts the filtering. |
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Stops the filtering for the defined collection. |
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Handles the Database to check on any event that Object exists in the Database. |
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Finds a Zone based on the Zone Name. |
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Iterate the SET_ZONE_GOAL and call an interator function for each ZONE, providing the ZONE and optional parameters. |
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Get a random zone from the set. |
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Validate if a coordinate is in one of the zones in the set. |
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Creates a new SET_ZONE_GOAL object, building a set of zones. |
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Handles the OnDead or OnCrash event for alive units set. |
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Handles the OnEventNewZone event for the Set. |
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Remove ZONEs from SET_ZONE_GOAL. |
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Set a zone probability. |
Fields and Methods inherited from SET_BASE | Description |
---|---|
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index. |
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Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index. |
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Clear the Objects in the Set. |
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Compare two sets. |
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Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes. |
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Table of filters. |
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Starts the filtering of the Crash events for the collection. |
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Starts the filtering of the Dead events for the collection. |
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Filters for the defined collection. |
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Stops the filtering for the defined collection. |
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Iterate the SET_BASE while identifying the nearest object from a Core.Point#POINT_VEC2. |
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Flushes the current SET_BASE contents in the log ... |
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SET_ZONE_GOAL:ForEach(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
SET_ZONE_GOAL:ForSome(IteratorFunction, arg, Set, Function, FunctionArguments) |
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters. |
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
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Gets the first object from the Core.Set#SET_BASE and derived classes. |
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Gets the last object from the Core.Set#SET_BASE and derived classes. |
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Gets a string with all the object names. |
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Gets a random object from the Core.Set#SET_BASE and derived classes. |
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Gets the Set. |
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Get the complement of two sets. |
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Get the intersection of this set, called A , and another set. |
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Gets a list of the Names of the Objects in the Set. |
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Gets a list of the Objects in the Set. |
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Get the union of two sets. |
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Get the SET iterator "limit". |
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Table of indicies. |
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Decides whether to include the Object. |
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Decides whether to include the Object. |
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Unused table. |
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Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names. |
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SET_ZONE_GOAL:OnAfterAdded(From, Event, To, ObjectName, Object) |
Added Handler OnAfter for SET_BASE |
SET_ZONE_GOAL:OnAfterRemoved(From, Event, To, ObjectName, Object) |
Removed Handler OnAfter for SET_BASE |
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name. |
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Table of objects. |
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Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set). |
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SET_ZONE_GOAL:SetIteratorIntervals(YieldInterval, TimeInterval) |
Define the SET iterator "yield interval" and the "time interval". |
Define the SET iterator "limit". |
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Handles the OnBirth event for the Set. |
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Handles the OnDead or OnCrash event for alive units set. |
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Starts the filtering for the defined collection. |
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Finds an Core.Base#BASE object based on the object Name. |
Fields and Methods inherited from BASE | Description |
---|---|
The ID number of the class. |
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The name of the class. |
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The name of the class concatenated with the ID number of the class. |
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Clear the state of an object. |
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SET_ZONE_GOAL:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
Creation of a Crash Event. |
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Creation of a Dead Event. |
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Creation of a |
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Creation of a Remove Unit Event. |
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Creation of a Takeoff Event. |
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Creation of a Crash Event. |
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Log an exception which will be traced always. |
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Returns the event dispatcher |
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Remove all subscribed events |
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Trace a function call. |
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Trace a function call level 2. |
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Trace a function call level 3. |
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Get the ClassID of the class instance. |
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Get the ClassName of the class instance. |
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Get the ClassName + ClassID of the class instance. |
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Get the Class Event processing Priority. |
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This is the worker method to retrieve the Parent class. |
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Get a Value given a Key from the Object. |
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Subscribe to a DCS Event. |
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Log an information which will be traced always. |
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This is the worker method to inherit from a parent class. |
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This is the worker method to check if an object is an (sub)instance of a class. |
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Enquires if tracing is on (for the class). |
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BASE constructor. |
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Occurs when an object is completely destroyed. |
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Occurs when a ground unit captures either an airbase or a farp. |
|
Occurs when any object is spawned into the mission. |
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Occurs when any aircraft crashes into the ground and is completely destroyed. |
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Occurs when an object is dead. |
|
Unknown precisely what creates this event, likely tied into newer damage model. |
|
Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected |
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Occurs when any aircraft shuts down its engines. |
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Occurs when any aircraft starts its engines. |
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Occurs whenever an object is hit by a weapon. |
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Occurs when any system fails on a human controlled aircraft. |
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Occurs on the death of a unit. |
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Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on. |
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Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
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Occurs when a new mark was added. |
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Occurs when a mark text was changed. |
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Occurs when a mark was removed. |
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Occurs when a mission ends |
|
Occurs when a mission starts |
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Occurs when the pilot of an aircraft is killed. |
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Occurs when a player enters a slot and takes control of an aircraft. |
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Occurs when any player assumes direct control of a unit. |
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Occurs when any player relieves control of a unit to the AI. |
|
Occurs when an aircraft connects with a tanker and begins taking on fuel. |
|
Occurs when an aircraft is finished taking fuel. |
|
Occurs when any modification to the "Score" as seen on the debrief menu would occur. |
|
Occurs when any unit stops firing its weapon. |
|
Occurs when any unit begins firing a weapon that has a high rate of fire. |
|
Occurs whenever any unit in a mission fires a weapon. |
|
Occurs when an aircraft takes off from an airbase, farp, or ship. |
|
Occurs when the game thinks an object is destroyed. |
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Schedule a new time event. |
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SET_ZONE_GOAL:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
|
Set the Class Event processing Priority. |
|
Set a state or property of the Object given a Key and a Value. |
|
Trace a function logic level 1. |
|
Trace a function logic level 2. |
|
Trace a function logic level 3. |
|
Trace all methods in MOOSE |
|
Set tracing for a class |
|
Set tracing for a specific method of class |
|
Set trace level |
|
Set trace off. |
|
Set trace on. |
|
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default. |
|
UnSubscribe to a DCS event. |
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SET_ZONE_GOAL:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
SET_ZONE_GOAL:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
Field(s)
Function(s)
Add an AIRBASE object to SET_AIRBASE.
Defined in:
SET_AIRBASE
Parameter:
Wrapper.Airbase#AIRBASE airbase
Airbase that should be added to the set.
Return value:
self
Add AIRBASEs to SET_AIRBASE.
Defined in:
SET_AIRBASE
Parameter:
#string AddAirbaseNames
A single name or an array of AIRBASE names.
Return value:
self
Handles the Database to check on an event (birth) that the Object was added in the Database.
This is required, because sometimes the DATABASE birth event gets called later than the SETBASE birth event!
Builds a set of airbases out of categories.
Possible current categories are plane, helicopter, ground, ship.
Defined in:
SET_AIRBASE
Parameter:
#string Categories
Can take the following values: "airdrome", "helipad", "ship".
Return value:
self
Builds a set of airbases of coalitions.
Possible current coalitions are red, blue and neutral.
Defined in:
SET_AIRBASE
Parameter:
#string Coalitions
Can take the following values: "red", "blue", "neutral".
Return value:
self
Starts the filtering.
Finds a Airbase based on the Airbase Name.
Defined in:
SET_AIRBASE
Parameter:
#string AirbaseName
Return value:
The found Airbase.
Finds an Airbase in range of a coordinate.
Defined in:
SET_AIRBASE
Parameters:
Core.Point#COORDINATE Coordinate
#number Range
Return value:
The found Airbase.
Handles the Database to check on any event that Object exists in the Database.
This is required, because sometimes the DATABASE event gets called later than the SETBASE event or vise versa!
Iterate the SET_AIRBASE while identifying the nearest Wrapper.Airbase#AIRBASE from a Core.Point#POINT_VEC2.
Defined in:
SET_AIRBASE
Parameter:
Core.Point#POINT_VEC2 PointVec2
A Core.Point#POINT_VEC2 object from where to evaluate the closest Wrapper.Airbase#AIRBASE.
Return value:
The closest Wrapper.Airbase#AIRBASE.
Iterate the SET_AIRBASE and call an interator function for each AIRBASE, providing the AIRBASE and optional parameters.
Defined in:
SET_AIRBASE
Parameters:
#function IteratorFunction
The function that will be called when there is an alive AIRBASE in the SET_AIRBASE. The function needs to accept a AIRBASE parameter.
...
Return value:
self
Finds a random Airbase in the set.
Creates a new SET_AIRBASE object, building a set of airbases belonging to a coalitions and categories.
Defined in:
SET_AIRBASE
Return value:
self
Usage:
-- Define a new SET_AIRBASE Object. The DatabaseSet will contain a reference to all Airbases.
DatabaseSet = SET_AIRBASE:New()
Base capturing event.
Dead event.
Remove AIRBASEs from SET_AIRBASE.
Defined in:
SET_AIRBASE
Parameter:
Wrapper.Airbase#AIRBASE RemoveAirbaseNames
A single name or an array of AIRBASE names.
Return value:
self
Field(s)
Function(s)
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index.
Defined in:
Parameters:
#string ObjectName
The name of the object.
Core.Base#BASE Object
The object itself.
Return value:
The added BASE Object.
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.
Clear the Objects in the Set.
Compare two sets.
Defined in:
Parameters:
Core.Set#SET_BASE SetA
First set.
Core.Set#SET_BASE SetB
Set to be merged into first set.
Return value:
The set of objects that are included in SetA and SetB.
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes.
Starts the filtering of the Crash events for the collection.
Starts the filtering of the Dead events for the collection.
Filters for the defined collection.
Stops the filtering for the defined collection.
Iterate the SET_BASE while identifying the nearest object from a Core.Point#POINT_VEC2.
Defined in:
Parameter:
Core.Point#POINT_VEC2 PointVec2
A Core.Point#POINT_VEC2 object from where to evaluate the closest object in the set.
Return value:
The closest object.
Flushes the current SET_BASE contents in the log ...
(for debugging reasons).
Defined in:
Parameter:
Core.Base#BASE MasterObject
(optional) The master object as a reference.
Return value:
#string:
A string with the names of the objects.
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters.
Defined in:
Parameters:
#function IteratorFunction
The function that will be called.
#table arg
Arguments of the IteratorFunction.
#SET_BASE Set
(Optional) The set to use. Default self:GetSet().
#function Function
(Optional) A function returning a #boolean true/false. Only if true, the IteratorFunction is called.
#table FunctionArguments
(Optional) Function arguments.
Return value:
self
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters.
Defined in:
Parameters:
#function IteratorFunction
The function that will be called.
arg
Set
Function
FunctionArguments
Return value:
self
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name.
Gets the first object from the Core.Set#SET_BASE and derived classes.
Gets the last object from the Core.Set#SET_BASE and derived classes.
Gets a string with all the object names.
Gets a random object from the Core.Set#SET_BASE and derived classes.
Get the complement of two sets.
Defined in:
Parameter:
Core.Set#SET_BASE SetB
Set other set, called B .
Return value:
The set of objects that are in set B but not in this set A .
Get the intersection of this set, called A , and another set.
Defined in:
Parameter:
Core.Set#SET_BASE SetB
Set other set, called B .
Return value:
A set of objects that is included in set A and in set B .
Gets a list of the Names of the Objects in the Set.
Gets a list of the Objects in the Set.
Get the union of two sets.
Defined in:
Parameter:
Core.Set#SET_BASE SetB
Set B .
Return value:
The union set, i.e. contains objects that are in set A or in set B .
Get the SET iterator "limit".
Defined in:
Return value:
#number:
Defines how many objects are evaluated of the set as part of the Some iterators.
Decides whether to include the Object.
Decides whether to include the Object.
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
Defined in:
Parameter:
Database
Return value:
Usage:
-- Define a new SET_BASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
DBObject = SET_BASE:New()
Added Handler OnAfter for SET_BASE
Defined in:
Parameters:
#string From
#string Event
#string To
#string ObjectName
The name of the object.
Object
The object.
Removed Handler OnAfter for SET_BASE
Defined in:
Parameters:
#string From
#string Event
#string To
#string ObjectName
The name of the object.
Object
The object.
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name.
Defined in:
Parameters:
#string ObjectName
NoTriggerEvent
(optional) When true
, the :Remove() method will not trigger a Removed event.
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
Define the SET iterator "yield interval" and the "time interval".
Defined in:
Parameters:
#number YieldInterval
Sets the frequency when the iterator loop will yield after the number of objects processed. The default frequency is 10 objects processed.
#number TimeInterval
Sets the time in seconds when the main logic will resume the iterator loop. The default time is 0.001 seconds.
Return value:
self
Define the SET iterator "limit".
Defined in:
Parameter:
#number Limit
Defines how many objects are evaluated of the set as part of the Some iterators. The default is 1.
Return value:
self
Handles the OnBirth event for the Set.
Handles the OnDead or OnCrash event for alive units set.
Starts the filtering for the defined collection.
Finds an Core.Base#BASE object based on the object Name.
Defined in:
Parameter:
#string ObjectName
Return value:
The Object found.
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.
Creation of a Remove Unit Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Takeoff Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Log an exception which will be traced always.
Can be anywhere within the function logic.
Returns the event dispatcher
Remove all subscribed events
Trace a function call.
Must be at the beginning of the function logic.
Trace a function call level 2.
Must be at the beginning of the function logic.
Trace a function call level 3.
Must be at the beginning of the function logic.
Get the ClassID of the class instance.
Get the ClassName of the class instance.
Get the ClassName + ClassID of the class instance.
The ClassName + ClassID is formatted as '%s#%09d'.
Get the Class Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
This is the worker method to retrieve the Parent class.
Note that the Parent class must be passed to call the parent class method.
self:GetParent(self):ParentMethod()
Get a Value given a Key from the Object.
Note that if the Object is destroyed, 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:
Core.Event#EVENTS EventID
Event ID.
#function EventFunction
(optional) The function to be called when the event occurs for the unit.
Return value:
Log an information which will be traced always.
Can be anywhere within the function logic.
This is the worker method to inherit from a parent class.
Defined in:
Parameters:
Child
is the Child class that inherits.
#BASE Parent
is the Parent class that the Child inherits from.
Return value:
Child
This is the worker method to check if an object is an (sub)instance of a class.
Examples:
ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
Defined in:
Parameter:
ClassName
is the name of the class or the class itself to run the check against
Return value:
#boolean:
Enquires if tracing is on (for the class).
BASE constructor.
This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
function EVENT:New()
local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
return self
end
Occurs when an object is completely destroyed.
initiator : The unit that is was destroyed.
Occurs when a ground unit captures either an airbase or a farp.
initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
Occurs when any object is spawned into the mission.
initiator : The unit that was spawned
Occurs when any aircraft crashes into the ground and is completely destroyed.
initiator : The unit that has crashed
Occurs when an object is dead.
initiator : The unit that is dead.
Unknown precisely what creates this event, likely tied into newer damage model.
Will update this page when new information become available.
- initiator: The unit that had the failure.
Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected
Occurs when any aircraft shuts down its engines.
initiator : The unit that is stopping its engines.
Occurs when any aircraft starts its engines.
initiator : The unit that is starting its engines.
Occurs whenever an object is hit by a weapon.
initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.
Occurs when any system fails on a human controlled aircraft.
initiator : The unit that had the failure
Occurs on the death of a unit.
Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs.
- initiator: The unit that killed the target
- target: Target Object
- weapon: Weapon Object
Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on.
Can be an Airbase Object, FARP, or Ships
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker.
- initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
- place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
- subplace: is always 0 for unknown reasons.
Occurs when a new mark was added.
MarkID: ID of the mark.
Occurs when a mark text was changed.
MarkID: ID of the mark.
Occurs when a mark was removed.
MarkID: ID of the mark.
Occurs when a mission ends
Occurs when a mission starts
Occurs when the pilot of an aircraft is killed.
Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. initiator : The unit that the pilot has died in.
Occurs when a player enters a slot and takes control of an aircraft.
NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.
Occurs when any player assumes direct control of a unit.
initiator : The unit that is being taken control of.
Occurs when any player relieves control of a unit to the AI.
initiator : The unit that the player left.
Occurs when an aircraft connects with a tanker and begins taking on fuel.
initiator : The unit that is receiving fuel.
Occurs when an aircraft is finished taking fuel.
initiator : The unit that was receiving fuel.
Occurs when any modification to the "Score" as seen on the debrief menu would occur.
There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
Occurs when any unit stops firing its weapon.
Event will always correspond with a shooting start event. initiator : The unit that was doing the shooting.
Occurs when any unit begins firing a weapon that has a high rate of fire.
Most common with aircraft cannons (GAU-8), autocannons, and machine guns. initiator : The unit that is doing the shooting. target: The unit that is being targeted.
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.
Occurs when an aircraft takes off from an airbase, farp, or ship.
initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
Occurs when the game thinks an object is destroyed.
- initiator: The unit that is was destroyed.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#number:
The ScheduleID of the planned schedule.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#number Repeat
Specifies the interval in seconds when the scheduler will call the event function.
#number RandomizeFactor
Specifies a randomization factor between 0 and 1 to randomize the Repeat.
#number Stop
Specifies the amount of seconds when the scheduler will be stopped.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#number:
The ScheduleID of the planned schedule.
Stops the Schedule.
Defined in:
Parameter:
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
Set the Class Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
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.
Trace a function logic level 2.
Can be anywhere within the function logic.
Trace a function logic level 3.
Can be anywhere within the function logic.
Trace all methods in MOOSE
Set tracing for a class
Set tracing for a specific method of class
Set trace off.
Set trace on.
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.
So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.
Defined in:
Parameter:
#boolean TraceOnOff
Switch the tracing on or off.
Usage:
-- Switch the tracing On
BASE:TraceOnOff( true )
-- Switch the tracing Off
BASE:TraceOnOff( false )
UnSubscribe to a DCS event.
Trace a function call.
This function is private.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
Trace a function logic.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
TODO: Complete DCS#Event structure.
- The main event handling function... This function captures all events generated for the class.
@param #BASE self
@param DCS#Event event
Field(s)
Now base the new Set on the BaseSet
Table of filters.
Table of indicies.
Unused table.
Table of objects.
Function(s)
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index.
Defined in:
SET_BASE
Parameters:
#string ObjectName
The name of the object.
Core.Base#BASE Object
The object itself.
Return value:
The added BASE Object.
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.
Compare two sets.
Defined in:
SET_BASE
Parameters:
Core.Set#SET_BASE SetA
First set.
Core.Set#SET_BASE SetB
Set to be merged into first set.
Return value:
The set of objects that are included in SetA and SetB.
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes.
Defined in:
SET_BASE
Return value:
#number:
Count
Starts the filtering of the Crash events for the collection.
Starts the filtering of the Dead events for the collection.
Filters for the defined collection.
Stops the filtering for the defined collection.
Iterate the SET_BASE while identifying the nearest object from a Core.Point#POINT_VEC2.
Defined in:
SET_BASE
Parameter:
Core.Point#POINT_VEC2 PointVec2
A Core.Point#POINT_VEC2 object from where to evaluate the closest object in the set.
Return value:
The closest object.
Flushes the current SET_BASE contents in the log ...
(for debugging reasons).
Defined in:
SET_BASE
Parameter:
Core.Base#BASE MasterObject
(optional) The master object as a reference.
Return value:
#string:
A string with the names of the objects.
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters.
Defined in:
SET_BASE
Parameters:
#function IteratorFunction
The function that will be called.
#table arg
Arguments of the IteratorFunction.
#SET_BASE Set
(Optional) The set to use. Default self:GetSet().
#function Function
(Optional) A function returning a #boolean true/false. Only if true, the IteratorFunction is called.
#table FunctionArguments
(Optional) Function arguments.
Return value:
self
Iterate the SET_BASE and derived classes and call an iterator function for the given SET_BASE, providing the Object for each element within the set and optional parameters.
Defined in:
SET_BASE
Parameters:
#function IteratorFunction
The function that will be called.
arg
Set
Function
FunctionArguments
Return value:
self
Gets a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name.
Gets the first object from the Core.Set#SET_BASE and derived classes.
Gets the last object from the Core.Set#SET_BASE and derived classes.
Gets a string with all the object names.
Defined in:
SET_BASE
Return value:
#string:
A string with the names of the objects.
Gets a random object from the Core.Set#SET_BASE and derived classes.
Get the complement of two sets.
Defined in:
SET_BASE
Parameter:
Core.Set#SET_BASE SetB
Set other set, called B .
Return value:
The set of objects that are in set B but not in this set A .
Get the intersection of this set, called A , and another set.
Defined in:
SET_BASE
Parameter:
Core.Set#SET_BASE SetB
Set other set, called B .
Return value:
A set of objects that is included in set A and in set B .
Gets a list of the Names of the Objects in the Set.
Gets a list of the Objects in the Set.
Get the union of two sets.
Defined in:
SET_BASE
Parameter:
Core.Set#SET_BASE SetB
Set B .
Return value:
The union set, i.e. contains objects that are in set A or in set B .
Get the SET iterator "limit".
Defined in:
SET_BASE
Return value:
#number:
Defines how many objects are evaluated of the set as part of the Some iterators.
Decides whether to include the Object.
Decides whether to include the Object.
Creates a new SET_BASE object, building a set of units belonging to a coalitions, categories, countries, types or with defined prefix names.
Defined in:
SET_BASE
Parameter:
Database
Return value:
Usage:
-- Define a new SET_BASE Object. This DBObject will contain a reference to all Group and Unit Templates defined within the ME and the DCSRTE.
DBObject = SET_BASE:New()
Added Handler OnAfter for SET_BASE
Defined in:
SET_BASE
Parameters:
#string From
#string Event
#string To
#string ObjectName
The name of the object.
Object
The object.
Removed Handler OnAfter for SET_BASE
Defined in:
SET_BASE
Parameters:
#string From
#string Event
#string To
#string ObjectName
The name of the object.
Object
The object.
Removes a Core.Base#BASE object from the Core.Set#SET_BASE and derived classes, based on the Object Name.
Defined in:
SET_BASE
Parameters:
#string ObjectName
NoTriggerEvent
(optional) When true
, the :Remove() method will not trigger a Removed event.
Copies the Filter criteria from a given Set (for rebuilding a new Set based on an existing Set).
Define the SET iterator "yield interval" and the "time interval".
Defined in:
SET_BASE
Parameters:
#number YieldInterval
Sets the frequency when the iterator loop will yield after the number of objects processed. The default frequency is 10 objects processed.
#number TimeInterval
Sets the time in seconds when the main logic will resume the iterator loop. The default time is 0.001 seconds.
Return value:
self
Define the SET iterator "limit".
Defined in:
SET_BASE
Parameter:
#number Limit
Defines how many objects are evaluated of the set as part of the Some iterators. The default is 1.
Return value:
self
Handles the OnBirth event for the Set.
Handles the OnDead or OnCrash event for alive units set.
Starts the filtering for the defined collection.
Finds an Core.Base#BASE object based on the object Name.
Field(s)
Now base the new Set on the BaseSet
Table of filters.
Table of indicies.
Unused table.
Table of objects.
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.
Creation of a Remove Unit Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Takeoff Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Creation of a Crash Event.
Defined in:
Parameters:
DCS#Time EventTime
The time stamp of the event.
DCS#Object Initiator
The initiating object of the event.
Log an exception which will be traced always.
Can be anywhere within the function logic.
Returns the event dispatcher
Remove all subscribed events
Trace a function call.
Must be at the beginning of the function logic.
Trace a function call level 2.
Must be at the beginning of the function logic.
Trace a function call level 3.
Must be at the beginning of the function logic.
Get the ClassID of the class instance.
Get the ClassName of the class instance.
Get the ClassName + ClassID of the class instance.
The ClassName + ClassID is formatted as '%s#%09d'.
Get the Class Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
This is the worker method to retrieve the Parent class.
Note that the Parent class must be passed to call the parent class method.
self:GetParent(self):ParentMethod()
Get a Value given a Key from the Object.
Note that if the Object is destroyed, 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:
Core.Event#EVENTS EventID
Event ID.
#function EventFunction
(optional) The function to be called when the event occurs for the unit.
Return value:
Log an information which will be traced always.
Can be anywhere within the function logic.
This is the worker method to inherit from a parent class.
Defined in:
Parameters:
Child
is the Child class that inherits.
#BASE Parent
is the Parent class that the Child inherits from.
Return value:
Child
This is the worker method to check if an object is an (sub)instance of a class.
Examples:
ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true
ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false
Defined in:
Parameter:
ClassName
is the name of the class or the class itself to run the check against
Return value:
#boolean:
Enquires if tracing is on (for the class).
BASE constructor.
This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.
function EVENT:New()
local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
return self
end
Occurs when an object is completely destroyed.
initiator : The unit that is was destroyed.
Occurs when a ground unit captures either an airbase or a farp.
initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.
Occurs when any object is spawned into the mission.
initiator : The unit that was spawned
Occurs when any aircraft crashes into the ground and is completely destroyed.
initiator : The unit that has crashed
Occurs when an object is dead.
initiator : The unit that is dead.
Unknown precisely what creates this event, likely tied into newer damage model.
Will update this page when new information become available.
- initiator: The unit that had the failure.
Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected
Occurs when any aircraft shuts down its engines.
initiator : The unit that is stopping its engines.
Occurs when any aircraft starts its engines.
initiator : The unit that is starting its engines.
Occurs whenever an object is hit by a weapon.
initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.
Occurs when any system fails on a human controlled aircraft.
initiator : The unit that had the failure
Occurs on the death of a unit.
Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs.
- initiator: The unit that killed the target
- target: Target Object
- weapon: Weapon Object
Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on.
Can be an Airbase Object, FARP, or Ships
Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.
Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker.
- initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
- place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
- subplace: is always 0 for unknown reasons.
Occurs when a new mark was added.
MarkID: ID of the mark.
Occurs when a mark text was changed.
MarkID: ID of the mark.
Occurs when a mark was removed.
MarkID: ID of the mark.
Occurs when a mission ends
Occurs when a mission starts
Occurs when the pilot of an aircraft is killed.
Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. initiator : The unit that the pilot has died in.
Occurs when a player enters a slot and takes control of an aircraft.
NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.
Occurs when any player assumes direct control of a unit.
initiator : The unit that is being taken control of.
Occurs when any player relieves control of a unit to the AI.
initiator : The unit that the player left.
Occurs when an aircraft connects with a tanker and begins taking on fuel.
initiator : The unit that is receiving fuel.
Occurs when an aircraft is finished taking fuel.
initiator : The unit that was receiving fuel.
Occurs when any modification to the "Score" as seen on the debrief menu would occur.
There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard.
Occurs when any unit stops firing its weapon.
Event will always correspond with a shooting start event. initiator : The unit that was doing the shooting.
Occurs when any unit begins firing a weapon that has a high rate of fire.
Most common with aircraft cannons (GAU-8), autocannons, and machine guns. initiator : The unit that is doing the shooting. target: The unit that is being targeted.
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.
Occurs when an aircraft takes off from an airbase, farp, or ship.
initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships
Occurs when the game thinks an object is destroyed.
- initiator: The unit that is was destroyed.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#number:
The ScheduleID of the planned schedule.
Schedule a new time event.
Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.
Defined in:
Parameters:
#number Start
Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.
#number Repeat
Specifies the interval in seconds when the scheduler will call the event function.
#number RandomizeFactor
Specifies a randomization factor between 0 and 1 to randomize the Repeat.
#number Stop
Specifies the amount of seconds when the scheduler will be stopped.
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
#table ...
Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.
Return value:
#number:
The ScheduleID of the planned schedule.
Stops the Schedule.
Defined in:
Parameter:
#function SchedulerFunction
The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.
Set the Class Event processing Priority.
The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.
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.
Trace a function logic level 2.
Can be anywhere within the function logic.
Trace a function logic level 3.
Can be anywhere within the function logic.
Trace all methods in MOOSE
Set tracing for a class
Set tracing for a specific method of class
Set trace off.
Set trace on.
Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.
So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.
Defined in:
Parameter:
#boolean TraceOnOff
Switch the tracing on or off.
Usage:
-- Switch the tracing On
BASE:TraceOnOff( true )
-- Switch the tracing Off
BASE:TraceOnOff( false )
UnSubscribe to a DCS event.
Trace a function call.
This function is private.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
Trace a function logic.
Defined in:
Parameters:
Arguments
A #table or any field.
DebugInfoCurrentParam
DebugInfoFromParam
TODO: Complete DCS#Event structure.
- The main event handling function... This function captures all events generated for the class.
@param #BASE self
@param DCS#Event event
Field(s)
Function(s)
(R2.1) Add CARGO to SET_CARGO.
(R2.1) Add CARGOs to SET_CARGO.
Defined in:
SET_CARGO
Parameter:
#string AddCargoNames
A single name or an array of CARGO names.
Return value:
self
(R2.1) Handles the Database to check on an event (birth) that the Object was added in the Database.
This is required, because sometimes the DATABASE birth event gets called later than the SETBASE birth event!
Defined in:
SET_CARGO
Parameter:
Core.Event#EVENTDATA Event
Return values:
#string:
The name of the CARGO
#table:
The CARGO
(R2.1) Builds a set of cargos of coalitions.
Possible current coalitions are red, blue and neutral.
Defined in:
SET_CARGO
Parameter:
#string Coalitions
Can take the following values: "red", "blue", "neutral".
Return value:
self
(R2.1) Builds a set of cargos of defined countries.
Possible current countries are those known within DCS world.
Defined in:
SET_CARGO
Parameter:
#string Countries
Can take those country strings known within DCS world.
Return value:
self
Builds a set of CARGOs that contain a given string in their name.
Attention! Bad naming convention as this does not filter only prefixes but all cargos that contain the string.
Defined in:
SET_CARGO
Parameter:
#string Prefixes
The string pattern(s) that need to be in the cargo name. Can also be passed as a #table
of strings.
Return value:
self
(R2.1) Starts the filtering.
Stops the filtering for the defined collection.
(R2.1) Builds a set of cargos of defined cargo types.
Possible current types are those types known within DCS world.
Defined in:
SET_CARGO
Parameter:
#string Types
Can take those type strings known within DCS world.
Return value:
self
(R2.1) Finds a Cargo based on the Cargo Name.
Defined in:
SET_CARGO
Parameter:
#string CargoName
Return value:
The found Cargo.
(R2.1) Handles the Database to check on any event that Object exists in the Database.
This is required, because sometimes the DATABASE event gets called later than the SETBASE event or vise versa!
Defined in:
SET_CARGO
Parameter:
Core.Event#EVENTDATA Event
Return values:
#string:
The name of the CARGO
#table:
The CARGO
(R2.1) Iterate the SET_CARGO while identifying the nearest Cargo.Cargo#CARGO from a Core.Point#POINT_VEC2.
Defined in:
SET_CARGO
Parameter:
Core.Point#POINT_VEC2 PointVec2
A Core.Point#POINT_VEC2 object from where to evaluate the closest Cargo.Cargo#CARGO.
Return value:
The closest Cargo.Cargo#CARGO.
Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is Deployed.
Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is Loaded.
Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is UnLoaded.
Iterate the SET_CARGO while identifying the first Cargo.Cargo#CARGO that is UnLoaded and not Deployed.
Defined in:
SET_CARGO
Parameter:
State
Defined in:
SET_CARGO
Parameter:
State
(R2.1) Iterate the SET_CARGO and call an interator function for each CARGO, providing the CARGO and optional parameters.
Defined in:
SET_CARGO
Parameters:
#function IteratorFunction
The function that will be called when there is an alive CARGO in the SET_CARGO. The function needs to accept a CARGO parameter.
...
Return value:
self
(R2.1)
Creates a new SET_CARGO object, building a set of cargos belonging to a coalitions and categories.
Defined in:
SET_CARGO
Return value:
Usage:
-- Define a new SET_CARGO Object. The DatabaseSet will contain a reference to all Cargos.
DatabaseSet = SET_CARGO:New()
(R2.1) Handles the OnDead or OnCrash event for alive units set.
(R2.1) Handles the OnEventNewCargo event for the Set.
(R2.1) Remove CARGOs from SET_CARGO.
Defined in:
SET_CARGO
Parameter:
Wrapper.Cargo#CARGO RemoveCargoNames
A single name or an array of CARGO names.
Return value:
self
Field(s)
Function(s)
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using a given ObjectName as the index.
Defined in:
Parameters:
#string ObjectName
The name of the object.
Core.Base#BASE Object
The object itself.
Return value:
The added BASE Object.
Adds a Core.Base#BASE object in the Core.Set#SET_BASE, using the Object Name as the index.
Clear the Objects in the Set.
Compare two sets.
Defined in:
Parameters:
Core.Set#SET_BASE SetA
First set.
Core.Set#SET_BASE SetB
Set to be merged into first set.
Return value:
The set of objects that are included in SetA and SetB.
Retrieves the amount of objects in the Core.Set#SET_BASE and derived classes.
Starts the filtering of the Crash events for the collection.
Starts the filtering of the Dead events for the collection.
Filters for the defined collection.
Stops the filtering for the defined collection.