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Module Wrapper.Marker

Wrapper - Markers On the F10 map.

Main Features:

  • Convenient handling of markers via multiple user API functions.
  • Update text and position of marker easily via scripting.
  • Delay creation and removal of markers via (optional) parameters.
  • Retrieve data such as text and coordinate.
  • Marker specific FSM events when a marker is added, removed or changed.
  • Additional FSM events when marker text or position is changed.

Author: funkyfranky

Global(s)

Global MARKER

Just because...

#MARKER MARKER

Just because...


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The MARKER Class Idea

The MARKER class simplifies creating, updating and removing of markers on the F10 map.

Create a Marker

-- Create a MARKER object at Batumi with a trivial text.
local Coordinate=AIRBASE:FindByName("Batumi"):GetCoordinate()
mymarker=MARKER:New(Coordinate, "I am Batumi Airfield")

Now this does not show the marker yet. We still need to specifiy to whom it is shown. There are several options, i.e. show the marker to everyone, to a speficic coaliton only, or only to a specific group.

For Everyone

If the marker should be visible to everyone, you can use the :ToAll() function.

mymarker=MARKER:New(Coordinate, "I am Batumi Airfield"):ToAll()

For a Coaliton

If the maker should be visible to a specific coalition, you can use the :ToCoalition() function.

mymarker=MARKER:New(Coordinate, "I am Batumi Airfield"):ToCoaliton(coaliton.side.BLUE)

To Blue Coaliton

To Red Coalition

This would show the marker only to the Blue coaliton.

For a Group

Removing a Marker

Updating a Marker

The marker text and coordinate can be updated easily as shown below.

However, note that updateing involves to remove and recreate the marker if either text or its coordinate is changed. This is a DCS scripting engine limitation.

Update Text

If you created a marker "mymarker" as shown above, you can update the dispayed test by

mymarker:UpdateText("I am the new text at Batumi")

The update can also be delayed by, e.g. 90 seconds, using

mymarker:UpdateText("I am the new text at Batumi", 90)

Update Coordinate

If you created a marker "mymarker" as shown above, you can update its coordinate on the F10 map by

mymarker:UpdateCoordinate(NewCoordinate)

The update can also be delayed by, e.g. 60 seconds, using

mymarker:UpdateCoordinate(NewCoordinate, 60)

Retrieve Data

The important data as the displayed text and the coordinate of the marker can be retrieved easily.

Text

local text=mymarker:GetText()
env.info("Marker Text = " .. text)

Coordinate

local Coordinate=mymarker:GetCoordinate()
env.info("Marker Coordinate LL DSM = " .. Coordinate:ToStringLLDMS())

FSM Events

Moose creates addditonal events, so called FSM event, when markers are added, changed, removed, and text or the coordianteis updated.

These events can be captured and used for processing via OnAfter functions as shown below.

Added

Changed

Removed

TextUpdate

CoordUpdate

Examples

Global _MARKERID

Marker ID.

#number _MARKERID

Marker ID.

Running number.

Type(s)

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

MARKER:Added(EventData)

Triggers the FSM event "Added".

MARKER:Changed(EventData)

Triggers the FSM event "Changed".

MARKER.ClassName

Name of the class.

MARKER:CoordUpdate(Coordinate)

Triggers the FSM event "CoordUpdate".

MARKER.Debug

Debug mode. Messages to all about status.

MARKER:GetCoordinate()

Get position of the marker.

MARKER:GetText()

Get text that is displayed in the marker panel.

MARKER:IsInvisible()

Check if marker is currently invisible on the F10 map.

MARKER:IsVisible()

Check if marker is currently visible on the F10 map.

MARKER:Message(Text)

Set message that is displayed on screen if the marker is added.

MARKER:New(Coordinate, Text)

Create a new MARKER class object.

MARKER:OnAfterAdded(From, Event, To, EventData)

On after "Added" event user function.

MARKER:OnAfterChanged(From, Event, To, EventData)

On after "Changed" event user function.

MARKER:OnAfterCoordUpdate(From, Event, To, Coordinate)

On after "CoordUpdate" event user function.

MARKER:OnAfterRemoved(From, Event, To, EventData)

On after "Removed" event user function.

MARKER:OnAfterTextUpdate(From, Event, To, Text)

On after "TextUpdate" event user function.

MARKER:OnEventMarkAdded(EventData)

Event function when a MARKER is added.

MARKER:OnEventMarkChange(EventData)

Event function when a MARKER changed.

MARKER:OnEventMarkRemoved(EventData)

Event function when a MARKER is removed.

MARKER:ReadOnly()

Marker is readonly.

MARKER:Refresh(Delay)

Refresh the marker.

MARKER:Remove(Delay)

Remove a marker.

MARKER:Removed(EventData)

Triggers the FSM event "Removed".

MARKER:SetText(Text)

Set text that is displayed in the marker panel.

MARKER:TextUpdate(Text)

Triggers the FSM event "TextUpdate".

MARKER:ToAll(Delay)

Place marker visible for everyone.

MARKER:ToBlue(Delay)

Place marker visible for the blue coalition only.

MARKER:ToCoalition(Coalition, Delay)

Place marker visible for a specific coalition only.

MARKER:ToGroup(Group, Delay)

Place marker visible for a specific group only.

MARKER:ToNeutral(Delay)

Place marker visible for the neutral coalition only.

MARKER:ToRed(Delay)

Place marker visible for the blue coalition only.

MARKER:UpdateCoordinate(Coordinate, Delay)

Update the coordinate where the marker is displayed.

MARKER:UpdateText(Text, Delay)

Update the text displayed on the mark panel.

MARKER:__Added(EventData)

Triggers the delayed FSM event "Added".

MARKER:__Changed(EventData)

Triggers the delayed FSM event "Changed".

MARKER:__CoordUpdate(Coordinate)

Triggers the delayed FSM event "CoordUpdate".

MARKER:__Removed(EventData)

Triggers the delayed FSM event "Removed".

MARKER:__TextUpdate(Text)

Triggers the delayed FSM event "TextUpdate".

MARKER.coalition

Coalition to which the marker is displayed.

MARKER.coordinate

Coordinate of the mark.

MARKER.groupid

MARKER.groupname

MARKER.lid

Class id string for output to DCS log file.

MARKER.message

Message dispayed when the mark is added.

MARKER.mid

Marker ID.

MARKER.myid

MARKER:onafterAdded(From, Event, To, EventData)

On after "Added" event.

MARKER:onafterChanged(From, Event, To, EventData)

On after "Changed" event.

MARKER:onafterCoordUpdate(From, Event, To, Coordinate)

On after "CoordUpdate" event.

MARKER:onafterRemoved(From, Event, To, EventData)

On after "Removed" event.

MARKER:onafterTextUpdate(From, Event, To, Text)

On after "TextUpdate" event.

MARKER.readonly

Marker is read-only.

MARKER.shown

MARKER.text

Text displayed in the mark panel.

MARKER.toall

MARKER.tocoaliton

MARKER.togroup

MARKER.version

Marker class version.

Fields and Methods inherited from FSM Description

MARKER:AddEndState(State)

Adds an End state.

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

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

MARKER:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

MARKER:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

MARKER.CallScheduler

MARKER.Events

MARKER:GetCurrentState()

MARKER:GetEndStates()

Returns the End states.

MARKER:GetProcess(From, Event)

MARKER:GetProcesses()

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

MARKER:GetScores()

Returns a table with the scores defined.

MARKER:GetStartState()

Returns the start state of the FSM.

MARKER:GetState()

MARKER:GetSubs()

Returns a table with the Subs defined.

MARKER:GetTransitions()

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

MARKER:Is(State)

MARKER:LoadCallBacks(CallBackTable)

MARKER:New()

Creates a new FSM object.

MARKER.Scores

MARKER:SetProcess(From, Event, Fsm)

MARKER:SetStartState(State)

Sets the start state of the FSM.

MARKER._EndStates

MARKER._EventSchedules

MARKER._Processes

MARKER._Scores

MARKER._StartState

MARKER._Transitions

MARKER:_add_to_map(Map, Event)

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

MARKER:_create_transition(EventName)

MARKER:_delayed_transition(EventName)

MARKER:_eventmap(Events, EventStructure)

MARKER:_gosub(ParentFrom, ParentEvent)

MARKER:_handler(EventName, ...)

MARKER:_isendstate(Current)

MARKER:_submap(subs, sub, name)

MARKER:can(e)

MARKER:cannot(e)

MARKER.current

MARKER.endstates

MARKER:is(state)

MARKER.options

MARKER.subs

Fields and Methods inherited from BASE Description

MARKER.ClassID

The ID number of the class.

MARKER.ClassName

The name of the class.

MARKER.ClassNameAndID

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

MARKER:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

MARKER:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

MARKER:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

MARKER:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

MARKER:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

MARKER:E(Arguments)

Log an exception which will be traced always.

MARKER:EventDispatcher()

Returns the event dispatcher

MARKER:EventRemoveAll()

Remove all subscribed events

MARKER:F(Arguments)

Trace a function call.

MARKER:F2(Arguments)

Trace a function call level 2.

MARKER:F3(Arguments)

Trace a function call level 3.

MARKER:GetClassID()

Get the ClassID of the class instance.

MARKER:GetClassName()

Get the ClassName of the class instance.

MARKER:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

MARKER:GetEventPriority()

Get the Class Event processing Priority.

MARKER:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

MARKER:GetState(Object, Key)

Get a Value given a Key from the Object.

MARKER:HandleEvent(Event, EventFunction)

Subscribe to a DCS Event.

MARKER:I(Arguments)

Log an information which will be traced always.

MARKER:Inherit(Child, Parent)

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

MARKER:IsInstanceOf(ClassName)

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

MARKER:IsTrace()

Enquires if tracing is on (for the class).

MARKER:New()

BASE constructor.

MARKER:OnEvent(EventData)

Occurs when an object is completely destroyed.

MARKER:OnEventBaseCaptured(EventData)

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

MARKER:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

MARKER:OnEventCrash(EventData)

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

MARKER:OnEventDead(EventData)

Occurs when an object is dead.

MARKER:OnEventDetailedFailure(EventData)

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

MARKER:OnEventEjection(EventData)

Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected

MARKER:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

MARKER:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

MARKER:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

MARKER:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

MARKER:OnEventKill(EventData)

Occurs on the death of a unit.

MARKER:OnEventLand(EventData)

Occurs when an aircraft lands at an airbase, farp or ship initiator : The unit that has landed place: Object that the unit landed on.

MARKER:OnEventLandingAfterEjection(EventData)

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

MARKER:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

MARKER:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

MARKER:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

MARKER:OnEventMissionEnd(EventData)

Occurs when a mission ends

MARKER:OnEventMissionStart(EventData)

Occurs when a mission starts

MARKER:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

MARKER:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

MARKER:OnEventPlayerLeaveUnit(EventData)

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

MARKER:OnEventRefueling(EventData)

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

MARKER:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

MARKER:OnEventScore(EventData)

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

MARKER:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

MARKER:OnEventShootingStart(EventData)

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

MARKER:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

MARKER:OnEventTakeoff(EventData)

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

MARKER:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

MARKER:ScheduleStop(SchedulerFunction)

Stops the Schedule.

MARKER.Scheduler

MARKER:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

MARKER:SetState(Object, Key, Value)

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

MARKER:T(Arguments)

Trace a function logic level 1.

MARKER:T2(Arguments)

Trace a function logic level 2.

MARKER:T3(Arguments)

Trace a function logic level 3.

MARKER:TraceAll(TraceAll)

Trace all methods in MOOSE

MARKER:TraceClass(Class)

Set tracing for a class

MARKER:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

MARKER:TraceLevel(Level)

Set trace level

MARKER:TraceOff()

Set trace off.

MARKER:TraceOn()

Set trace on.

MARKER: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.

MARKER:UnHandleEvent(Event)

UnSubscribe to a DCS event.

MARKER._

MARKER:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

MARKER:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

MARKER.__

MARKER:onEvent(event)

Marker class.

Field(s)

#string MARKER.ClassName

Name of the class.

#boolean MARKER.Debug

Debug mode. Messages to all about status.

#number MARKER.coalition

Coalition to which the marker is displayed.

Core.Point#COORDINATE MARKER.coordinate

Coordinate of the mark.

#string MARKER.lid

Class id string for output to DCS log file.

#string MARKER.message

Message dispayed when the mark is added.

#number MARKER.mid

Marker ID.

#boolean MARKER.readonly

Marker is read-only.

#boolean MARKER.shown
#string MARKER.text

Text displayed in the mark panel.

#boolean MARKER.toall
#string MARKER.version

Marker class version.

Function(s)

Triggers the FSM event "Added".

Defined in:

MARKER

Parameter:

Event data table.

Triggers the FSM event "Changed".

Defined in:

MARKER

Parameter:

Event data table.

Triggers the FSM event "CoordUpdate".

Defined in:

MARKER

Parameter:

The new Coordinate.

Get position of the marker.

Defined in:

MARKER

Return value:

The coordinate of the marker.

Get text that is displayed in the marker panel.

Defined in:

MARKER

Return value:

#string:

Marker text.

Check if marker is currently invisible on the F10 map.

Defined in:

MARKER

Return value:

Check if marker is currently visible on the F10 map.

Defined in:

MARKER

Return value:

#boolean:

True if the marker is currently visible.

Set message that is displayed on screen if the marker is added.

Defined in:

MARKER

Parameter:

#string Text

Message displayed when the marker is added.

Return value:

self

Create a new MARKER class object.

Defined in:

MARKER

Parameters:

Coordinate where to place the marker.

#string Text

Text displayed on the mark panel.

Return value:

self

On after "Added" event user function.

Defined in:

MARKER

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Event data table.

On after "Changed" event user function.

Defined in:

MARKER

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Event data table.

On after "CoordUpdate" event user function.

Defined in:

MARKER

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The updated Coordinate.

On after "Removed" event user function.

Defined in:

MARKER

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Event data table.

On after "TextUpdate" event user function.

Defined in:

MARKER

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#string Text

The new text.

Event function when a MARKER is added.

Defined in:

MARKER

Parameter:

Event function when a MARKER changed.

Defined in:

MARKER

Parameter:

Event function when a MARKER is removed.

Defined in:

MARKER

Parameter:

Marker is readonly.

Text cannot be changed and marker cannot be removed.

Defined in:

MARKER

Return value:

self

Refresh the marker.

Defined in:

MARKER

Parameter:

#number Delay

(Optional) Delay in seconds, before the marker is created.

Return value:

self

Remove a marker.

Defined in:

MARKER

Parameter:

#number Delay

(Optional) Delay in seconds, before the marker is removed.

Return value:

self

Triggers the FSM event "Removed".

Defined in:

MARKER

Parameter:

Event data table.

Set text that is displayed in the marker panel.

Note this does not show the marker.

Defined in:

MARKER

Parameter:

#string Text

Marker text. Default is an empty sting "".

Return value:

self

Triggers the FSM event "TextUpdate".

Defined in:

MARKER

Parameter:

#string Text

The new text.

Place marker visible for everyone.

Defined in:

MARKER

Parameter:

#number Delay

(Optional) Delay in seconds, before the marker is created.

Return value:

self

Place marker visible for the blue coalition only.

Defined in:

MARKER

Parameter:

#number Delay

(Optional) Delay in seconds, before the marker is created.

Return value:

self

Place marker visible for a specific coalition only.

Defined in:

MARKER

Parameters:

#number Coalition

Coalition 1=Red, 2=Blue, 0=Neutral. See coaliton.side.RED.

#number Delay

(Optional) Delay in seconds, before the marker is created.

Return value:

self

Place marker visible for a specific group only.

Defined in:

MARKER

Parameters:

The group to which the marker is displayed.

#number Delay

(Optional) Delay in seconds, before the marker is created.

Return value:

self

Place marker visible for the neutral coalition only.

Defined in:

MARKER

Parameter:

#number Delay

(Optional) Delay in seconds, before the marker is created.

Return value:

self

Place marker visible for the blue coalition only.

Defined in:

MARKER

Parameter:

#number Delay

(Optional) Delay in seconds, before the marker is created.

Return value:

self

Update the coordinate where the marker is displayed.

Defined in:

MARKER

Parameters:

The new coordinate.

#number Delay

(Optional) Delay in seconds, before the marker is created.

Return value:

self

Update the text displayed on the mark panel.

Defined in:

MARKER

Parameters:

#string Text

Updated text.

#number Delay

(Optional) Delay in seconds, before the marker is created.

Return value:

self

Triggers the delayed FSM event "Added".

Defined in:

MARKER

Parameter:

Event data table.

Triggers the delayed FSM event "Changed".

Defined in:

MARKER

Parameter:

Event data table.

Triggers the delayed FSM event "CoordUpdate".

Defined in:

MARKER

Parameter:

The updated Coordinate.

Triggers the delayed FSM event "Removed".

Defined in:

MARKER

Parameter:

Event data table.

Triggers the delayed FSM event "TextUpdate".

Defined in:

MARKER

Parameter:

#string Text

The new text.

On after "Added" event.

Defined in:

MARKER

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Event data table.

On after "Changed" event.

Defined in:

MARKER

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Event data table.

On after "CoordUpdate" event.

Defined in:

MARKER

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The updated coordinates.

On after "Removed" event.

Defined in:

MARKER

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Event data table.

On after "TextUpdate" event.

Defined in:

MARKER

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#string Text

The updated text, displayed in the mark panel.

Field(s)

#string MARKER.ClassName

Name of the class.

#boolean MARKER.Debug

Debug mode. Messages to all about status.

#number MARKER.coalition

Coalition to which the marker is displayed.

Core.Point#COORDINATE MARKER.coordinate

Coordinate of the mark.

#string MARKER.lid

Class id string for output to DCS log file.

#string MARKER.message

Message dispayed when the mark is added.

#number MARKER.mid

Marker ID.

#boolean MARKER.readonly

Marker is read-only.

#boolean MARKER.shown
#string MARKER.text

Text displayed in the mark panel.

#boolean MARKER.toall
#string MARKER.version

Marker class version.

Function(s)

Adds an End state.

Defined in:

Parameter:

State

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

An sub-process FSM.

#table ReturnEvents

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

Return value:

The SubFSM.

Adds a score for the FSM to be achieved.

Defined in:

Parameters:

#string State

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

#string ScoreText

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

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Adds a score for the FSM_PROCESS to be achieved.

Defined in:

Parameters:

#string From

is the From State of the main process.

#string Event

is the Event of the main process.

#string State

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

#string ScoreText

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

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Add a new transition rule to the FSM.

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

Defined in:

Parameters:

#table From

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

#string Event

The Event name.

#string To

The To state.

Returns the End states.

Defined in:

Defined in:

Parameters:

From

Event

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

Defined in:

Return value:

#table:

Returns a table with the scores defined.

Defined in:

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Returns a table with the Subs defined.

Defined in:

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

Defined in:

Return value:

#table:

Defined in:

Parameter:

State

Defined in:

Parameter:

CallBackTable

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Defined in:

Parameters:

From

Event

Fsm

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Defined in:

Parameters:

Map

Event

Defined in:

Parameters:

step

trigger

params

EventName

Defined in:

Parameter:

EventName

Defined in:

Parameter:

EventName

Defined in:

Parameters:

Events

EventStructure

Defined in:

Parameters:

ParentFrom

ParentEvent

Defined in:

Parameters:

EventName

...

Defined in:

Parameter:

Current

Defined in:

Parameters:

subs

sub

name

Defined in:

Parameter:

e

Defined in:

Parameter:

e

Defined in:

Parameter:

state

Field(s)

#string MARKER.ClassName

Name of the class.

#boolean MARKER.Debug

Debug mode. Messages to all about status.

#number MARKER.coalition

Coalition to which the marker is displayed.

Core.Point#COORDINATE MARKER.coordinate

Coordinate of the mark.

#string MARKER.lid

Class id string for output to DCS log file.

#string MARKER.message

Message dispayed when the mark is added.

#number MARKER.mid

Marker ID.

#boolean MARKER.readonly

Marker is read-only.

#boolean MARKER.shown
#string MARKER.text

Text displayed in the mark panel.

#boolean MARKER.toall
#string MARKER.version

Marker class version.

Function(s)

Clear the state of an object.

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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.

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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.

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Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Dead Event.

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Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Remove Unit Event.

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Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

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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.

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Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

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Return value:

Remove all subscribed events

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Return value:

Trace a function call.

Must be at the beginning of the function logic.

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Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

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Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

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Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

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Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

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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'.

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Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Event processing Priority.

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

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Return value:

#number:

The Event processing Priority.

This is the worker method to retrieve the Parent class.

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

self:GetParent(self):ParentMethod()


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Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

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

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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.

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Parameters:

#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.

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Parameter:

Arguments

A #table or any field.

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

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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

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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).

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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
  

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Return value:

Occurs when an object is completely destroyed.

initiator : The unit that is was destroyed.

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Parameter:

The EventData structure.

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.

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Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

initiator : The unit that was spawned

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Parameter:

The EventData structure.

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

initiator : The unit that has crashed

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Parameter:

The EventData structure.

Occurs when an object is dead.

initiator : The unit that is dead.

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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.

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Parameter:

The EventData structure.

Occurs when a pilot ejects from an aircraft initiator : The unit that has ejected

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Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

initiator : The unit that is stopping its engines.

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Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

initiator : The unit that is starting its engines.

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Parameter:

The EventData structure.

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.

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Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

initiator : The unit that had the failure

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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.

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

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Parameter:

The EventData structure.

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

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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.

  • 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.

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Parameter:

The EventData structure.

Occurs when a new mark was added.

MarkID: ID of the mark.

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Parameter:

The EventData structure.

Occurs when a mark text was changed.

MarkID: ID of the mark.

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Parameter:

The EventData structure.

Occurs when a mark was removed.

MarkID: ID of the mark.

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Parameter:

The EventData structure.

Occurs when a mission ends

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Parameter:

The EventData structure.

Occurs when a mission starts

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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. initiator : The unit that the pilot has died in.

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Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

initiator : The unit that is being taken control of.

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Parameter:

The EventData structure.

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

initiator : The unit that the player left.

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Parameter:

The EventData structure.

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

initiator : The unit that is receiving fuel.

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Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

initiator : The unit that was receiving fuel.

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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.

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Parameter:

The EventData structure.

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.

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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. initiator : The unit that is doing the shooting. target: The unit that is being targeted.

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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.

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Parameter:

The EventData structure.

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

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Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

  • initiator: The unit that is was destroyed.

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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.

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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.

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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.

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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.

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Parameter:

#number EventPriority

The Event processing Priority.

Return value:

self

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

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

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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.

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Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

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Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

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Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

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Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

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Parameter:

#string Class

Set tracing for a specific method of class

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Parameters:

#string Class

#string Method

Set trace level

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Parameter:

#number Level

Set trace off.

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Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

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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.

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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.

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Parameter:

Return value:

Trace a function call.

This function is private.

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Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

Trace a function logic.

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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

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Parameter:

event