|call |return | meaning | |-------- |---- |---- | |`DCS.getAvailableSlots("blue")`|TBD|slots available for a side| |`net.get_player_list()`|[1, 2]|players in the mission. As in, occupied player slots in the server| ||| ||| |`DCS.getRealTime()` | `37.5899104` | seconds.micros after mission was started | |`DCS.getModelTime()`|`37.413`| Callbacks: |callback|event|| |----|----|----| |onMissionLoadBegin||| |onMissionLoadProgress||| |onMissionLoadEnd, ||| |onSimulationStart, ||| |onSimulationStop, ||| |onSimulationFrame, ||| |onSimulationPause, ||| |onSimulationResume, ||| |onGameEvent, ||| |onNetConnect, ||| |onNetMissionChanged,||| |onNetConnect, ||| |onNetDisconnect, ||| |onPlayerTryConnect, ||| |onPlayerConnect, |_connect|| |onPlayerDisconnect, |disconnect|| |onPlayerStart, ||| |onPlayerStop, ||| |onPlayerTrySendChat, ||| |onPlayerTryChangeSlot||| |onPlayerChangeSlot,|change_slot|| # Q's: Is unit ID tracking needed? # ToDos: * file per mission hash * start of mission cpp callback? * hash as argument * end as callback * investigate DCS namespace (for pairs?) * file creation and writing to file should only happen when there is something to be written * mission update should happen every X seconds, only * connection should only affect message to players, nothing else! * detect monotonic time flow - back in time? new mission.