Module Wrapper.Storage
Wrapper - Warehouse storage of DCS airbases.
Main Features:
- Convenient access to DCS API functions
Example Missions:
Demo missions can be found on github.
Author: funkyfranky
Global(s)
Global STORAGE |
The capitalist cannot store labour-power in warehouses after he has bought it, as he may do with the raw material. -- Karl Marx The STORAGE ConceptThe STORAGE class offers an easy-to-use wrapper interface to all DCS API functions of DCS warehouses. |
The capitalist cannot store labour-power in warehouses after he has bought it, as he may do with the raw material. -- Karl Marx
The STORAGE Concept
The STORAGE class offers an easy-to-use wrapper interface to all DCS API functions of DCS warehouses.
We named the class STORAGE, because the name WAREHOUSE is already taken by another MOOSE class.
This class allows you to add and remove items to a DCS warehouse, such as aircraft, liquids, weapons and other equipment.
Constructor
A DCS warehouse is associated with an airbase. Therefore, a STORAGE
instance is automatically created, once an airbase is registered and added to the MOOSE database.
You can get the STORAGE
object from the
-- Create a STORAGE instance of the Batumi warehouse
local storage=STORAGE:FindByName("Batumi")
An other way to get the STORAGE
object is to retrieve it from the AIRBASE function AIRBASE:GetStorage()
-- Get storage instance of Batumi airbase
local Batumi=AIRBASE:FindByName("Batumi")
local storage=Batumi:GetStorage()
Aircraft, Weapons and Equipment
Adding Items
To add aircraft, weapons and/or othe equipment, you can use the STORAGE.AddItem() function
storage:AddItem("A-10C", 3)
storage:AddItem("weapons.missiles.AIM_120C", 10)
This will add three A-10Cs and ten AIM-120C missiles to the warehouse inventory.
Setting Items
You can also explicitly set, how many items are in the inventory with the STORAGE.SetItem() function.
Removing Items
Items can be removed from the inventory with the STORAGE.RemoveItem() function.
Getting Amount
The number of items currently in the inventory can be obtained with the STORAGE.GetItemAmount() function
local N=storage:GetItemAmount("A-10C")
env.info(string.format("We currently have %d A-10Cs available", N))
Liquids
Liquids can be added and removed by slightly different functions as described below. Currently there are four types of liquids
- Jet fuel
STORAGE.Liquid.JETFUEL
- Aircraft gasoline
STORAGE.Liquid.GASOLINE
- MW 50
STORAGE.Liquid.MW50
- Diesel
STORAGE.Liquid.DIESEL
Adding Liquids
To add a certain type of liquid, you can use the STORAGE.AddItem(Type, Amount) function
storage:AddLiquid(STORAGE.Liquid.JETFUEL, 10000)
storage:AddLiquid(STORAGE.Liquid.DIESEL, 20000)
This will add 10,000 kg of jet fuel and 20,000 kg of diesel to the inventory.
Setting Liquids
You can also explicitly set the amount of liquid with the STORAGE.SetLiquid(Type, Amount) function.
Removing Liquids
Liquids can be removed with STORAGE.RemoveLiquid(Type, Amount) function.
Getting Amount
The current amount of a certain liquid can be obtained with the STORAGE.GetLiquidAmount(Type) function
local N=storage:GetLiquidAmount(STORAGE.Liquid.DIESEL)
env.info(string.format("We currently have %d kg of Diesel available", N))
Inventory
The current inventory of the warehouse can be obtained with the STORAGE.GetInventory() function. This returns three tables with the aircraft, liquids and weapons:
local aircraft, liquids, weapons=storage:GetInventory()
UTILS.PrintTableToLog(aircraft)
UTILS.PrintTableToLog(liquids)
UTILS.PrintTableToLog(weapons)
Weapons Helper Enumerater
The currently available weapon items are available in the ENUMS.Storage.weapons
, e.g. ENUMS.Storage.weapons.bombs.Mk_82Y
.
Type(s)
Fields and Methods inherited from STORAGE | Description |
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Adds the amount of a given type of aircraft, liquid, weapon currently present the warehouse. |
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Adds the passed amount of a given item to the warehouse. |
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Adds the passed amount of a given liquid to the warehouse. |
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Name of the class. |
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Airbases only - Find a STORAGE in the _DATABASE using the name associated airbase. |
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Gets the amount of a given type of aircraft, liquid, weapon currently present the warehouse. |
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Returns a full itemized list of everything currently in a warehouse. |
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Gets the amount of a given item currently present the warehouse. |
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Gets the amount of a given liquid currently present the warehouse. |
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Returns the name of the liquid from its numeric type. |
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Returns whether a given type of aircraft, liquid, weapon is set to be limited. |
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Returns whether aircraft are limited. |
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Returns whether liquids are limited. |
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Returns whether weapons and equipment are limited. |
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Returns whether a given type of aircraft, liquid, weapon is set to be unlimited. |
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Returns whether aircraft are unlimited. |
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Returns whether liquids are unlimited. |
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Returns whether weapons and equipment are unlimited. |
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Create a new STORAGE object from the DCS airbase object. |
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Create a new STORAGE object from an DCS static cargo object. |
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Create a new STORAGE object from an DCS static cargo object. |
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Removes the amount of a given type of aircraft, liquid, weapon from the warehouse. |
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Removes the amount of the passed item from the warehouse. |
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Removes the amount of the given liquid type from the warehouse. |
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Sets the amount of a given type of aircraft, liquid, weapon currently present the warehouse. |
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Sets the specified amount of a given item to the warehouse. |
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Sets the specified amount of a given liquid to the warehouse. |
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Set verbosity level. |
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The DCS airbase object. |
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Class id string for output to DCS log file. |
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Verbosity level. |
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STORAGE class version. |
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The DCS warehouse object. |
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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STORAGE:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
STORAGE:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
STORAGE:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
Creation of a Dead Event. |
Creation of a S_EVENT_DYNAMIC_CARGO_LOADED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event. |
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Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event. |
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Creation of a S_EVENT_NEW_DYNAMIC_CARGO 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 Core.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 Event for an object is triggered. |
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BDA. |
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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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Discard chair after ejection. |
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Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo. |
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Occurs when a dynamic cargo crate is removed. |
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Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo. |
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Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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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 Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. |
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Landing quality mark. |
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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 Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes. |
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Occurs when a player creates a dynamic cargo object from the F8 ground crew menu. |
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Weapon add. |
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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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Trigger zone. |
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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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STORAGE:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
Schedule a new time event. |
Stops the Schedule. |
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Set the Class Core.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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STORAGE:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
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STORAGE:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from STORAGE.Liquid | Description |
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Diesel (3). |
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Aviation gasoline (1). |
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Jet fuel (0). |
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MW50 (2). |
Fields and Methods inherited from STORAGE.LiquidName | Description |
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"diesel". |
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"gasoline". |
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"jet_fuel". |
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"methanol_mixture". |
Fields and Methods inherited from STORAGE.Type | Description |
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aircraft. |
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liquids. Also see #list<#STORAGE.Liquid> for types of liquids. |
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weapons. |
STORAGE class.
Field(s)
Name of the class.
Class id string for output to DCS log file.
Verbosity level.
STORAGE class version.
Function(s)
Adds the amount of a given type of aircraft, liquid, weapon currently present the warehouse.
Defined in:
STORAGE
Parameters:
#number Type
Type of liquid or name of aircraft, weapon or equipment.
#number Amount
Amount of given type to add. Liquids in kg.
Return value:
self
Adds the passed amount of a given item to the warehouse.
Defined in:
STORAGE
Parameters:
#string Name
Name of the item to add.
#number Amount
Amount of items to add.
Return value:
self
Adds the passed amount of a given liquid to the warehouse.
Defined in:
STORAGE
Parameters:
#number Type
Type of liquid.
#number Amount
Amount of liquid to add.
Return value:
self
Airbases only - Find a STORAGE in the _DATABASE using the name associated airbase.
Gets the amount of a given type of aircraft, liquid, weapon currently present the warehouse.
Defined in:
STORAGE
Parameter:
#number Type
Type of liquid or name of aircraft, weapon or equipment.
Return value:
#number:
Amount of given type. Liquids in kg.
Returns a full itemized list of everything currently in a warehouse.
If a category is set to unlimited then the table will be returned empty.
Defined in:
STORAGE
Parameter:
#string Item
Name of item as #string or type of liquid as #number.
Return values:
#table:
Table of aircraft. Table is emtpy {}
if number of aircraft is set to be unlimited.
#table:
Table of liquids. Table is emtpy {}
if number of liquids is set to be unlimited.
#table:
Table of weapons and other equipment. Table is emtpy {}
if number of liquids is set to be unlimited.
Gets the amount of a given item currently present the warehouse.
Defined in:
STORAGE
Parameter:
#string Name
Name of the item.
Return value:
#number:
Amount of items.
Gets the amount of a given liquid currently present the warehouse.
Defined in:
STORAGE
Parameter:
#number Type
Type of liquid.
Return value:
#number:
Amount of liquid in kg.
Returns the name of the liquid from its numeric type.
Defined in:
STORAGE
Parameter:
#number Type
Type of liquid.
Return value:
#string:
Name of the liquid.
Returns whether a given type of aircraft, liquid, weapon is set to be limited.
Defined in:
STORAGE
Parameter:
#number Type
Type of liquid or name of aircraft, weapon or equipment.
Return value:
#boolean:
If true
the given type is limited or false
otherwise.
Returns whether aircraft are limited.
Defined in:
STORAGE
Return value:
#boolean:
If true
aircraft are limited or false
otherwise.
Returns whether liquids are limited.
Defined in:
STORAGE
Return value:
#boolean:
If true
liquids are limited or false
otherwise.
Returns whether weapons and equipment are limited.
Defined in:
STORAGE
Return value:
#boolean:
If true
liquids are limited or false
otherwise.
Returns whether a given type of aircraft, liquid, weapon is set to be unlimited.
Defined in:
STORAGE
Parameter:
#string Type
Name of aircraft, weapon or equipment or type of liquid (as #number
).
Return value:
#boolean:
If true
the given type is unlimited or false
otherwise.
Returns whether aircraft are unlimited.
Defined in:
STORAGE
Return value:
#boolean:
If true
aircraft are unlimited or false
otherwise.
Returns whether liquids are unlimited.
Defined in:
STORAGE
Return value:
#boolean:
If true
liquids are unlimited or false
otherwise.
Returns whether weapons and equipment are unlimited.
Defined in:
STORAGE
Return value:
#boolean:
If true
weapons and equipment are unlimited or false
otherwise.
Create a new STORAGE object from the DCS airbase object.
Defined in:
STORAGE
Parameter:
#string AirbaseName
Name of the airbase.
Return value:
self
Create a new STORAGE object from an DCS static cargo object.
Defined in:
STORAGE
Parameter:
#string DynamicCargoName
Unit name of the dynamic cargo.
Return value:
self
Create a new STORAGE object from an DCS static cargo object.
Defined in:
STORAGE
Parameter:
#string StaticCargoName
Unit name of the static.
Return value:
self
Removes the amount of a given type of aircraft, liquid, weapon from the warehouse.
Defined in:
STORAGE
Parameters:
#number Type
Type of liquid or name of aircraft, weapon or equipment.
#number Amount
Amount of given type to remove. Liquids in kg.
Return value:
self
Removes the amount of the passed item from the warehouse.
Defined in:
STORAGE
Parameters:
#string Name
Name of the item.
#number Amount
Amount of items.
Return value:
self
Removes the amount of the given liquid type from the warehouse.
Defined in:
STORAGE
Parameters:
#number Type
Type of liquid.
#number Amount
Amount of liquid in kg to be removed.
Return value:
self
Sets the amount of a given type of aircraft, liquid, weapon currently present the warehouse.
Defined in:
STORAGE
Parameters:
#number Type
Type of liquid or name of aircraft, weapon or equipment.
#number Amount
of given type. Liquids in kg.
Return value:
self
Sets the specified amount of a given item to the warehouse.
Defined in:
STORAGE
Parameters:
#string Name
Name of the item.
#number Amount
Amount of items.
Return value:
self
Sets the specified amount of a given liquid to the warehouse.
Defined in:
STORAGE
Parameters:
#number Type
Type of liquid.
#number Amount
Amount of liquid.
Return value:
self
Set verbosity level.
Defined in:
STORAGE
Parameter:
#number VerbosityLevel
Level of output (higher=more). Default 0.
Return value:
self
Field(s)
Name of the class.
Class id string for output to DCS log file.
Verbosity level.
STORAGE 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_DYNAMIC_CARGO_LOADED event.
Creation of a S_EVENT_DYNAMIC_CARGO_REMOVED event.
Creation of a S_EVENT_DYNAMIC_CARGO_UNLOADED event.
Creation of a S_EVENT_NEW_DYNAMIC_CARGO 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 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.
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, 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:
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 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.
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.
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
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
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.
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.
Discard chair after ejection.
Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a player loads a dynamic cargo object with the F8 ground crew menu into a helo.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
Occurs when a dynamic cargo crate is removed.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
Occurs when a player unloads a dynamic cargo object with the F8 ground crew menu from a helo.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
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
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.
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.
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.
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
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
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
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.
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.
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.
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.
Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes.
Occurs when a player creates a dynamic cargo object from the F8 ground crew menu.
* NOTE * this is a workarounf for DCS not creating these events as of Aug 2024.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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.
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.
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.
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
(Internal) Serialize arguments
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.
Liquid types.
Field(s)
Diesel (3).
Aviation gasoline (1).
Jet fuel (0).
MW50 (2).
Function(s)
Liquid Names for the static cargo resource table.
Field(s)
"diesel".
"gasoline".
"jet_fuel".
"methanol_mixture".
Function(s)
Storage types.
Field(s)
aircraft.
liquids. Also see #list<#STORAGE.Liquid> for types of liquids.
weapons.