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Module Core.Timer

Core - Timer scheduler.

Main Features:

  • Delay function calls
  • Easy set up and little overhead
  • Set start, stop and time interval
  • Define max function calls

Author: funkyfranky

Global(s)

Global TIMER

Better three hours too soon than a minute too late. - William Shakespeare


The TIMER Concept

The TIMER class is the little sister of the Core.Scheduler#SCHEDULER class.

#TIMER TIMER

Better three hours too soon than a minute too late. - William Shakespeare


The TIMER Concept

The TIMER class is the little sister of the Core.Scheduler#SCHEDULER class.

It does the same thing but is a bit easier to use and has less overhead. It should be sufficient in many cases.

It provides an easy interface to the DCS timer.scheduleFunction.

Construction

A new TIMER is created by the TIMER.New(func, ...) function

local mytimer=TIMER:New(myfunction, a, b)

The first parameter func is the function that is called followed by the necessary comma separeted parameters that are passed to that function.

Starting the Timer

The timer is started by the TIMER.Start(Tstart, dT, Duration) function

mytimer:Start(5, 1, 20)

where

  • Tstart is the relative start time in seconds. In the example, the first function call happens after 5 sec.
  • dT is the time interval between function calls in seconds. Above, the function is called once per second.
  • Duration is the duration in seconds after which the timer is stopped. This is relative to the start time. Here, the timer will run for 20 seconds.

Note that

  • if Tstart is not specified (nil), the first function call happens immediately, i.e. after one millisecond.
  • if dT is not specified (nil), the function is called only once.
  • if Duration is not specified (nil), the timer runs forever or until stopped manually or until the max function calls are reached (see below).

For example,

mytimer:Start(3)            -- Will call the function once after 3 seconds.
mytimer:Start(nil, 0.5)     -- Will call right now and then every 0.5 sec until all eternity.
mytimer:Start(nil, 2.0, 20) -- Will call right now and then every 2.0 sec for 20 sec.
mytimer:Start(1.0, nil, 10) -- Does not make sense as the function is only called once anyway. 

Stopping the Timer

The timer can be stopped manually by the TIMER.Stop(Delay) function

mytimer:Stop()

If the optional paramter Delay is specified, the timer is stopped after delay seconds.

Limit Function Calls

The timer can be stopped after a certain amount of function calles with the TIMER.SetMaxFunctionCalls(Nmax) function

mytimer:SetMaxFunctionCalls(20)

where Nmax is the number of calls after which the timer is stopped, here 20.

For example,

mytimer:SetMaxFunctionCalls(66):Start(1.0, 0.1)

will start the timer after one second and call the function every 0.1 seconds. Once the function has been called 66 times, the timer is stopped.

Global _TIMERID

Timer ID.

#number _TIMERID

Timer ID.

Type(s)

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

TIMER.ClassName

Name of the class.

TIMER:IsRunning()

Check if the timer has been started and was not stopped.

TIMER:New(Function, ...)

Create a new TIMER object.

TIMER:SetMaxFunctionCalls(Nmax)

Set max number of function calls.

TIMER:SetTimeInterval(dT)

Set time interval.

TIMER:Start(Tstart, dT, Duration)

Start TIMER object.

TIMER:StartIf(Condition, Tstart, dT, Duration)

Start TIMER object if a condition is met.

TIMER:Stop(Delay)

Stop the timer by removing the timer function.

TIMER.Tstart

Relative start time in seconds.

TIMER.Tstop

Relative stop time in seconds.

TIMER:_Function(time)

Call timer function.

TIMER.dT

Time interval between function calls in seconds.

TIMER.func

Timer function.

TIMER.isrunning

If true, timer is running. Else it was not started yet or was stopped.

TIMER.lid

Class id string for output to DCS log file.

TIMER.ncalls

Counter of function calls.

TIMER.ncallsMax

Max number of function calls. If reached, timer is stopped.

TIMER.para

Parameters passed to the timer function.

TIMER.tid

Timer ID returned by the DCS API function.

TIMER.uid

Unique ID of the timer.

TIMER.version

TIMER class version.

Fields and Methods inherited from BASE Description

TIMER.ClassID

The ID number of the class.

TIMER.ClassName

The name of the class.

TIMER.ClassNameAndID

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

TIMER:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

TIMER:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

TIMER:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

TIMER:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

TIMER:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

TIMER:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

TIMER:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

TIMER:E(Arguments)

Log an exception which will be traced always.

TIMER:EventDispatcher()

Returns the event dispatcher

TIMER:EventRemoveAll()

Remove all subscribed events

TIMER:F(Arguments)

Trace a function call.

TIMER:F2(Arguments)

Trace a function call level 2.

TIMER:F3(Arguments)

Trace a function call level 3.

TIMER:GetClassID()

Get the ClassID of the class instance.

TIMER:GetClassName()

Get the ClassName of the class instance.

TIMER:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

TIMER:GetEventPriority()

Get the Class Core.Event processing Priority.

TIMER:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

TIMER:GetState(Object, Key)

Get a Value given a Key from the Object.

TIMER:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

TIMER:I(Arguments)

Log an information which will be traced always.

TIMER:Inherit(Child, Parent)

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

TIMER:IsInstanceOf(ClassName)

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

TIMER:IsTrace()

Enquires if tracing is on (for the class).

TIMER:New()

BASE constructor.

TIMER:OnEvent(EventData)

Occurs when an Event for an object is triggered.

TIMER:OnEventBDA(EventData)

BDA.

TIMER:OnEventBaseCaptured(EventData)

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

TIMER:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

TIMER:OnEventCrash(EventData)

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

TIMER:OnEventDead(EventData)

Occurs when an object is dead.

TIMER:OnEventDetailedFailure(EventData)

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

TIMER:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

TIMER:OnEventEjection(EventData)

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

TIMER:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

TIMER:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

TIMER:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

TIMER:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

TIMER:OnEventKill(EventData)

Occurs on the death of a unit.

TIMER:OnEventLand(EventData)

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

TIMER:OnEventLandingAfterEjection(EventData)

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

TIMER:OnEventLandingQualityMark(EventData)

Landing quality mark.

TIMER:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

TIMER:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

TIMER:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

TIMER:OnEventMissionEnd(EventData)

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

TIMER:OnEventMissionStart(EventData)

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

TIMER:OnEventParatrooperLanding(EventData)

Weapon add.

TIMER:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

TIMER:OnEventPlayerEnterAircraft(EventData)

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

TIMER:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

TIMER:OnEventPlayerLeaveUnit(EventData)

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

TIMER:OnEventRefueling(EventData)

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

TIMER:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

TIMER:OnEventScore(EventData)

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

TIMER:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

TIMER:OnEventShootingStart(EventData)

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

TIMER:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

TIMER:OnEventTakeoff(EventData)

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

TIMER:OnEventTriggerZone(EventData)

Trigger zone.

TIMER:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

TIMER:ScheduleStop(SchedulerID)

Stops the Schedule.

TIMER.Scheduler

TIMER:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

TIMER:SetState(Object, Key, Value)

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

TIMER:T(Arguments)

Trace a function logic level 1.

TIMER:T2(Arguments)

Trace a function logic level 2.

TIMER:T3(Arguments)

Trace a function logic level 3.

TIMER:TraceAll(TraceAll)

Trace all methods in MOOSE

TIMER:TraceClass(Class)

Set tracing for a class

TIMER:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

TIMER:TraceLevel(Level)

Set trace level

TIMER:TraceOff()

Set trace off.

TIMER:TraceOn()

Set trace on.

TIMER:TraceOnOff(TraceOnOff)

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

TIMER:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

TIMER._

TIMER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

TIMER:_Serialize(Arguments)

(Internal) Serialize arguments

TIMER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

TIMER.__

TIMER:onEvent(event)

The main event handling function...

TIMER class.

Field(s)

#string TIMER.ClassName

Name of the class.

#number TIMER.Tstart

Relative start time in seconds.

#number TIMER.Tstop

Relative stop time in seconds.

#number TIMER.dT

Time interval between function calls in seconds.

#function TIMER.func

Timer function.

#boolean TIMER.isrunning

If true, timer is running. Else it was not started yet or was stopped.

#string TIMER.lid

Class id string for output to DCS log file.

#number TIMER.ncalls

Counter of function calls.

#number TIMER.ncallsMax

Max number of function calls. If reached, timer is stopped.

#table TIMER.para

Parameters passed to the timer function.

#number TIMER.tid

Timer ID returned by the DCS API function.

#number TIMER.uid

Unique ID of the timer.

#string TIMER.version

TIMER class version.

Function(s)

Check if the timer has been started and was not stopped.

Defined in:

TIMER

Return value:

#boolean:

If true, the timer is running.

Create a new TIMER object.

Defined in:

TIMER

Parameters:

#function Function

The function to call.

...

Parameters passed to the function if any.

Return value:

self

Set max number of function calls.

When the function has been called this many times, the TIMER is stopped.

Defined in:

TIMER

Parameter:

#number Nmax

Set number of max function calls.

Return value:

self

Set time interval.

Can also be set when the timer is already running and is applied after the next function call.

Defined in:

TIMER

Parameter:

#number dT

Time interval in seconds.

Return value:

self

Start TIMER object.

Defined in:

TIMER

Parameters:

#number Tstart

Relative start time in seconds.

#number dT

Interval between function calls in seconds. If not specified nil, the function is called only once.

#number Duration

Time in seconds for how long the timer is running. If not specified nil, the timer runs forever or until stopped manually by the TIMER:Stop() function.

Return value:

self

Start TIMER object if a condition is met.

Useful for e.g. debugging.

Defined in:

TIMER

Parameters:

#boolean Condition

Must be true for the TIMER to start

#number Tstart

Relative start time in seconds.

#number dT

Interval between function calls in seconds. If not specified nil, the function is called only once.

#number Duration

Time in seconds for how long the timer is running. If not specified nil, the timer runs forever or until stopped manually by the TIMER:Stop() function.

Return value:

self

Stop the timer by removing the timer function.

Defined in:

TIMER

Parameter:

#number Delay

(Optional) Delay in seconds, before the timer is stopped.

Return value:

self

Call timer function.

Defined in:

TIMER

Parameter:

#number time

DCS model time in seconds.

Return value:

#number:

Time when the function is called again or nil if the timer is stopped.

Field(s)

#string TIMER.ClassName

Name of the class.

#number TIMER.Tstart

Relative start time in seconds.

#number TIMER.Tstop

Relative stop time in seconds.

#number TIMER.dT

Time interval between function calls in seconds.

#function TIMER.func

Timer function.

#boolean TIMER.isrunning

If true, timer is running. Else it was not started yet or was stopped.

#string TIMER.lid

Class id string for output to DCS log file.

#number TIMER.ncalls

Counter of function calls.

#number TIMER.ncallsMax

Max number of function calls. If reached, timer is stopped.

#table TIMER.para

Parameters passed to the timer function.

#number TIMER.tid

Timer ID returned by the DCS API function.

#number TIMER.uid

Unique ID of the timer.

#string TIMER.version

TIMER class version.

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

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

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.Event processing Priority.

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

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

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

Return value:

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

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

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

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

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

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

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

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

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

Defined in:

Parameter:

ClassName

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

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

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

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

Defined in:

Return value:

Occurs when an Event for an object is triggered.

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

Defined in:

Parameter:

The EventData structure.

BDA.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

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

Defined in:

Parameter:

The EventData structure.

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

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

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

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

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

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

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

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

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

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Weapon add.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

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

Defined in:

Parameter:

The EventData structure.

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

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

Defined in:

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

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

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Schedule a new time event.

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

Defined in:

Parameters:

#number Start

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

#number Repeat

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

#number RandomizeFactor

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

#number Stop

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

#function SchedulerFunction

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

#table ...

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

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

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

Set the Class Core.Event processing Priority.

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

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

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

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

Defined in:

Parameters:

Object

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

Key

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

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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

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

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


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

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

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event