Module Wrapper.Group
Wrapper - GROUP wraps the DCS Class Group objects.
The #GROUP class is a wrapper class to handle the DCS Group objects.
Features:
- Support all DCS Group APIs.
- Enhance with Group specific APIs not in the DCS Group API set.
- Handle local Group Controller.
- Manage the "state" of the DCS Group.
IMPORTANT: ONE SHOULD NEVER SANITIZE these GROUP OBJECT REFERENCES! (make the GROUP object references nil).
For each DCS Group object alive within a running mission, a GROUP wrapper object (instance) will be created within the global _DATABASE object (an instance of Core.Database#DATABASE). This is done at the beginning of the mission (when the mission starts), and dynamically when new DCS Group objects are spawned (using the Core.Spawn class).
The GROUP class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference using the DCS Group or the DCS GroupName.
The GROUP methods will reference the DCS Group object by name when it is needed during API execution. If the DCS Group object does not exist or is nil, the GROUP methods will return nil and may log an exception in the DCS.log file.
Demo Missions
Author: FlightControl
Contributions:
- Entropy, Afinegan: Came up with the requirement for AIOnOff().
- Applevangelist: various
Global(s)
Global GROUP |
Wrapper class of the DCS world Group object. |
Wrapper class of the DCS world Group object.
Finding groups
The GROUP class provides the following functions to retrieve quickly the relevant GROUP instance:
- GROUP.Find(): Find a GROUP instance from the global _DATABASE object (an instance of Core.Database#DATABASE) using a DCS Group object.
- GROUP.FindByName(): Find a GROUP instance from the global _DATABASE object (an instance of Core.Database#DATABASE) using a DCS Group name.
- GROUP.FindByMatching(): Find a GROUP instance from the global _DATABASE object (an instance of Core.Database#DATABASE) using pattern matching.
- GROUP.FindAllByMatching(): Find all GROUP instances from the global _DATABASE object (an instance of Core.Database#DATABASE) using pattern matching.
Tasking of groups
A GROUP is derived from the wrapper class CONTROLLABLE (Wrapper.Controllable#CONTROLLABLE). See the Wrapper.Controllable task methods section for a description of the task methods.
But here is an example how a group can be assigned a task.
This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
First we look up the objects. We create a GROUP object HeliGroup
, using the #GROUP() method, looking up the "Helicopter"
group object.
Same for the "AttackGroup"
.
local HeliGroup = GROUP:FindByName( "Helicopter" )
local AttackGroup = GROUP:FindByName( "AttackGroup" )
Now we retrieve the Wrapper.Unit#UNIT objects of the AttackGroup
object, using the method :GetUnits()
.
local AttackUnits = AttackGroup:GetUnits()
Tasks are actually text strings that we build using methods of GROUP.
So first, we declare an list of Tasks
.
local Tasks = {}
Now we loop over the AttackUnits
using a for loop.
We retrieve the AttackUnit
using the AttackGroup:GetUnit()
method.
Each AttackUnit
found, will be attacked by HeliGroup
, using the method HeliGroup:TaskAttackUnit()
.
This method returns a string containing a command line to execute the task to the HeliGroup
.
The code will assign the task string command to the next element in the Task
list, using Tasks[#Tasks+1]
.
This little code will take the count of Task
using #
operator, and will add 1
to the count.
This result will be the index of the Task
element.
for i = 1, #AttackUnits do
local AttackUnit = AttackGroup:GetUnit( i )
Tasks[#Tasks+1] = HeliGroup:TaskAttackUnit( AttackUnit )
end
Once these tasks have been executed, a function _Resume
will be called ...
Tasks[#Tasks+1] = HeliGroup:TaskFunction( "_Resume", { "''" } )
-- @param Wrapper.Group#GROUP HeliGroup
function _Resume( HeliGroup )
env.info( '_Resume' )
HeliGroup:MessageToAll( "Resuming",10,"Info")
end
Now here is where the task gets assigned!
Using HeliGroup:PushTask
, the task is pushed onto the task queue of the group HeliGroup
.
Since Tasks
is an array of tasks, we use the HeliGroup:TaskCombo
method to execute the tasks.
The HeliGroup:PushTask
method can receive a delay parameter in seconds.
In the example, 30
is given as a delay.
HeliGroup:PushTask(
HeliGroup:TaskCombo(
Tasks
), 30
)
That's it! But again, please refer to the Wrapper.Controllable task methods section for a description of the different task methods that are available.
Obtain the mission from group templates
Group templates contain complete mission descriptions. Sometimes you want to copy a complete mission from a group and assign it to another:
- Wrapper.Controllable#CONTROLLABLE.TaskMission: (AIR + GROUND) Return a mission task from a mission template.
GROUP Command methods
A GROUP is a Wrapper.Controllable. See the Wrapper.Controllable command methods section for a description of the command methods.
GROUP option methods
A GROUP is a Wrapper.Controllable. See the Wrapper.Controllable option methods section for a description of the option methods.
GROUP Zone validation methods
The group can be validated whether it is completely, partly or not within a Core.Zone. Use the following Zone validation methods on the group:
- GROUP.IsCompletelyInZone: Returns true if all units of the group are within a Core.Zone.
- GROUP.IsPartlyInZone: Returns true if some units of the group are within a Core.Zone.
- GROUP.IsNotInZone: Returns true if none of the group units of the group are within a Core.Zone.
The zone can be of any Core.Zone class derived from Core.Zone#ZONE_BASE. So, these methods are polymorphic to the zones tested on.
GROUP AI methods
A GROUP has AI methods to control the AI activation.
- GROUP.SetAIOnOff(): Turns the GROUP AI On or Off.
- GROUP.SetAIOn(): Turns the GROUP AI On.
- GROUP.SetAIOff(): Turns the GROUP AI Off.
Global GROUPTEMPLATE |
Type(s)
Fields and Methods inherited from GROUP | Description |
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Activates a late activated GROUP. |
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Returns if all units of the group are on the ground or landed. |
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Calculate the maxium A2G threat level of the Group. |
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Switch on/off immortal flag for the group. |
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Switch on/off invisible flag for the group. |
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Return the route of a group by using the global _DATABASE object (an instance of Core.Database#DATABASE). |
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Count number of alive units in the group. |
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Returns the number of UNITs that are in the Core.Zone |
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Deactivates an activated GROUP. |
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Destroys the DCS Group and all of its DCS Units. |
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GROUND - Switch on/off radar emissions for the group. |
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Find the GROUP wrapper class instance using the DCS Group. |
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Find all GROUP objects matching using patterns. |
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Find the first(!) GROUP matching using patterns. |
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Find a GROUP using the DCS Group Name. |
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Returns the average group altitude in meters. |
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Get the number of shells, rockets, bombs and missiles the whole group currently has. |
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Get the generalized attribute of a self. |
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Returns a COORDINATE object indicating the average position of the GROUP within the mission. |
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Returns the average Vec3 vector of the Units in the GROUP. |
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Gets the CallSign of the first DCS Unit of the DCS Group. |
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Returns category of the DCS Group. |
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Returns the category name of the #GROUP. |
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Returns the coalition of the DCS Group. |
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Returns a COORDINATE object indicating the point of the first UNIT of the GROUP within the mission. |
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Returns the country of the DCS Group. |
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GROUP:GetCustomCallSign(ShortCallsign, Keepnumber, CallsignTranslations, CustomFunction, ...) |
Get TTS friendly, optionally customized callsign mainly for player groups. |
Returns the DCS descriptor table of the nth unit of the group. |
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Returns the DCS Group. |
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Returns the DCS Unit with number UnitNumber. |
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Returns the DCS Units of the DCS Group. |
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Get the first unit of the group. |
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Get the first unit of the group which is alive. |
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Returns relative amount of fuel (from 0.0 to 1.0) the group has in its internal tanks. |
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Returns relative amount of fuel (from 0.0 to 1.0) the group has in its internal tanks. |
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Return the fuel state and unit reference for the unit with the least amount of fuel in the group. |
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Get a list of Link16 S/TN data from a GROUP. |
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Returns the mean heading of every UNIT in the GROUP in degrees |
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Returns the average group height in meters. |
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Get the unit in the group with the highest threat level, which is still alive. |
|
|
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Returns the current maximum height of the group, i.e. |
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Returns the current maximum velocity of the group. |
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Returns the current minimum height of the group. |
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[AIRPLANE] Get the NATO reporting name (platform, e.g. |
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Get the active player count in the group. |
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Gets the player name of the group. |
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Get player names |
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Returns a list of Wrapper.Unit objects of the Wrapper.Group that are occupied by a player. |
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Returns a POINT_VEC2 object indicating the point in 2D of the first UNIT of the GROUP within the mission. |
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Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission. |
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Returns a random DCS#Vec3 vector (point in 3D of the UNIT within the mission) within a range around the first UNIT of the GROUP. |
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Returns the maximum range of the group. |
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Returns current size of the DCS Group. |
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Get skill from Group. |
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Returns the maximum speed of the group. |
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Return the mission template of the group. |
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Return the mission route of the group. |
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Returns the group template from the global _DATABASE object (an instance of Core.Database#DATABASE). |
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Returns the group template route.points[] (the waypoints) from the global _DATABASE object (an instance of Core.Database#DATABASE). |
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Get threat level of the group. |
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Gets the type name of the group. |
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Returns the UNIT wrapper object with number UnitNumber. |
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Returns a list of Wrapper.Unit objects of the Wrapper.Group. |
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Returns the current point (Vec2 vector) of the first DCS Unit in the DCS Group. |
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Returns the current Vec3 vector of the first Unit in the GROUP. |
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Returns the average velocity Vec3 vector. |
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The name of the group. |
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Subscribe to a DCS Event. |
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Check if at least one (or all) unit(s) has (have) a certain attribute. |
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Returns true if the first unit of the GROUP is in the air. |
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Set respawn coordinate. |
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Set the heading for the units in degrees within the respawned group. |
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Set the height for the units in meters for the respawned group. |
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Sets the modex (tail number) of the first unit of the group. |
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Sets the radio comms on or off when the group is respawned. |
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Sets the radio frequency of the group when it is respawned. |
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Set radio modulation when the group is respawned. |
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Randomize the positions of the units of the respawned group in a circle band. |
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Randomize the positions of the units of the respawned group within the Core.Zone. |
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Set the respawn Core.Zone for the respawned group. |
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[GROUND] Determine if a GROUP has a AAA unit, i.e. |
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Returns if the group is activated. |
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Returns if the group is of an air category. |
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Returns if the DCS Group contains AirPlanes. |
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Checks whether any unit (or optionally) all units of a group is(are) airbore or not. |
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Returns if the group is alive. |
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Returns true if any units of the group are within a Core.Zone. |
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Returns true if all units of the group are within a Core.Zone. |
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Returns if the DCS Group contains Ground troops. |
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Returns if the DCS Group contains Helicopters. |
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Check if any unit of a group is inside a Core.Zone. |
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Returns true if none of the group units of the group are within a Core.Zone. |
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Returns true if some but NOT ALL units of the group are within a Core.Zone. |
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Returns true if part or all units of the group are within a Core.Zone. |
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Check if an (air) group is a client or player slot. |
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[GROUND] Determine if a GROUP is a SAM unit, i.e. |
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Returns if the DCS Group contains Ships. |
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GROUP:NewTemplate(GroupTemplate, CoalitionSide, CategoryID, CountryID) |
Create a new GROUP from a given GroupTemplate as a parameter. |
Create a new GROUP from an existing Group in the Mission. |
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Reset the subscriptions. |
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Respawn the Wrapper.Group at a Core.Point. |
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GROUP:RespawnAtCurrentAirbase(SpawnTemplate, Takeoff, Uncontrolled) |
Respawn a group at an airbase. |
(AIR) Return the Group to an Wrapper.Airbase#AIRBASE. |
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Turns the AI Off for the GROUP. |
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Turns the AI On for the GROUP. |
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Turns the AI On or Off for the GROUP. |
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GROUP:SetAsRecoveryTanker(CarrierGroup, Speed, ToKIAS, Altitude, Delay, LastWaypoint) |
Set a GROUP to act as recovery tanker |
Switch on/off immortal flag for the group. |
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Switch on/off invisible flag for the group. |
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Sets the CoalitionID of the group in a Template. |
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Sets the controlled status in a Template. |
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Sets the CountryID of the group in a Template. |
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UnSubscribe to a DCS event. |
Fields and Methods inherited from CONTROLLABLE | Description |
---|---|
Clear all tasks from the controllable. |
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Activate ACLS system of the CONTROLLABLE. |
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Give the CONTROLLABLE the command to activate a beacon. |
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Activate ICLS system of the CONTROLLABLE. |
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GROUP:CommandActivateLink4(Frequency, UnitID, Callsign, Delay) |
Activate LINK4 system of the CONTROLLABLE. |
Deactivate ACLS system of the CONTROLLABLE. |
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Deactivate the active beacon of the CONTROLLABLE. |
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Deactivate the ICLS of the CONTROLLABLE. |
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Deactivate the active Link4 of the CONTROLLABLE. |
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Do Script command |
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Set EPLRS of the CONTROLLABLE on/off. |
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Set callsign of the CONTROLLABLE. |
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GROUP:CommandSetFrequency(Frequency, Modulation, Power, Delay) |
Set radio frequency. |
GROUP:CommandSetFrequencyForUnit(Frequency, Modulation, Power, UnitID, Delay) |
[AIR] Set radio frequency. |
Set unlimited fuel. |
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Create a stop route command, which returns a string containing the command. |
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Perform a switch waypoint command |
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The name of the controllable. |
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Return the route of a controllable by using the Core.Database#DATABASE class. |
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The DCS controllable class. |
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[GROUND] Disable the IR marker. |
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[GROUND] Disable the IR markers for a whole group. |
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(AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). |
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(AIR) Enroute anti-ship task. |
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(AIR) Enroute CAP task. |
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(GROUND) Ground unit (EW-radar) will act as an EWR for friendly units (will provide them with information about contacts). |
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(AIR) Engaging a controllable. |
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GROUP:EnRouteTaskEngageTargets(Distance, TargetTypes, Priority) |
(AIR) Engaging targets of defined types. |
GROUP:EnRouteTaskEngageTargetsInZone(Vec2, Radius, TargetTypes, Priority) |
(AIR) Engaging a targets of defined types at circle-shaped zone. |
(AIR) Search and attack the Unit. |
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GROUP:EnRouteTaskFAC(Frequency, Modulation, CallsignID, CallsignNumber, Priority) |
(AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets. |
(AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets. |
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(AIR) Enroute SEAD task. |
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(AIR) Aircraft will act as a tanker for friendly units. |
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[GROUND] Enable the IR marker. |
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[GROUND] Enable the IR markers for a whole group. |
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Return the detected target groups of the controllable as a Core.Set#SET_GROUP. |
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Return the detected targets of the controllable. |
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Return the detected targets of the controllable. |
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Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks. |
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Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks. |
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Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks. |
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Returns the health. |
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Returns the initial health. |
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Return the mission template of the controllable. |
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Return the mission route of the controllable. |
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Get the current WayPoints set with the WayPoint functions( Note that the WayPoints can be nil, although there ARE waypoints). |
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Checking the Task Queue of the controllable. |
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Returns if the Controllable contains AirPlanes. |
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Check if a certain GROUP is detected by the controllable. |
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Returns if the Controllable contains Helicopters. |
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Returns if the unit is a submarine. |
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Check if a target is detected. |
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Check if a certain UNIT is detected by the controllable. |
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Create a new CONTROLLABLE from a DCSControllable |
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[GROUND] Create and enable a new IR Marker for the given controllable UNIT or GROUP. |
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Sets Controllable Option for A2A attack range for AIR FIGHTER units. |
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Alarm state to Auto: AI will automatically switch alarm states based on the presence of threats. |
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Alarm state to Green: Group is not combat ready. |
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Alarm state to Red: Group is combat ready and actively searching for targets. |
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Allow to Jettison of weapons upon threat. |
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Defines how long a GROUND unit/group will move to avoid an ongoing attack. |
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[Air] Defines the usage of Electronic Counter Measures by airborne forces. |
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[Air] Defines the usage of Electronic Counter Measures by airborne forces. |
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[Air] Defines the usage of Electronic Counter Measures by airborne forces. |
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[Air] Defines the usage of Electronic Counter Measures by airborne forces. |
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[Air] Defines the usage of Electronic Counter Measures by airborne forces. |
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Defines the range at which a GROUND unit/group is allowed to use its weapons automatically. |
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[Ground] Allows AI radar units to take defensive actions to avoid anti radiation missiles. |
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[Ground] Option that defines the vehicle spacing when in an on road and off road formation. |
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Keep weapons upon threat. |
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Prohibit Afterburner. |
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Set option for Rules of Engagement (ROE). |
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Weapons Hold: AI will hold fire under all circumstances. |
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Can the CONTROLLABLE hold their weapons? |
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Open Fire (Only Designated): AI will engage only targets specified in its taskings. |
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Can the CONTROLLABLE attack designated targets? |
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Open Fire, Weapons Free (Priority Designated): AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking. |
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Can the CONTROLLABLE attack priority designated targets? |
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Return Fire: AI will only engage threats that shoot first. |
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Can the CONTROLLABLE attack returning on enemy fire? |
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Weapon free. |
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Can the CONTROLLABLE attack targets of opportunity? |
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Set Reation On Threat behaviour. |
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Evade on fire. |
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Can the CONTROLLABLE evade on enemy fire? |
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No evasion on enemy threats. |
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Can the CONTROLLABLE ignore enemy fire? |
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Evasion passive defense. |
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Can the CONTROLLABLE evade using passive defenses? |
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Evade on fire using vertical manoeuvres. |
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Can the CONTROLLABLE evade on fire using vertical manoeuvres? |
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Set RTB on ammo. |
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Set RTB on bingo fuel. |
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Sets Controllable Option for Restriction of Afterburner. |
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GROUP:PatrolRaceTrack(Point1, Point2, Altitude, Speed, Formation, AGL, Delay) |
[Air] Make an airplane or helicopter patrol between two points in a racetrack - resulting in a much tighter track around the start and end points. |
(GROUND) Patrol iteratively using the waypoints of the (parent) group. |
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(GROUND) Patrol randomly to the waypoints the for the (parent) group. |
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GROUP:PatrolZones(ZoneList, Speed, Formation, DelayMin, DelayMax) |
(GROUND) Patrol randomly to the waypoints the for the (parent) group. |
Popping current Task from the controllable. |
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Pushing Task on the queue from the controllable. |
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GROUP:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut, formation, onland) |
(GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving. |
Make the controllable to follow a given route. |
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GROUP:RouteAirTo(ToCoordinate, AltType, Type, Action, Speed, DelaySeconds) |
Make the AIR Controllable fly towards a specific point. |
Make the TRAIN Controllable to drive towards a specific point using railroads. |
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Make the GROUND Controllable to drive towards a specific point using (mostly) roads. |
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Make the GROUND Controllable to drive towards a specific point. |
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Make the controllable to push follow a given route. |
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Resumes the movement of the vehicle on the route. |
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Stops the movement of the vehicle on the route. |
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(AIR + GROUND) Make the Controllable move to fly to a given point. |
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(AIR + GROUND) Make the Controllable move to a given point. |
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[AIR] Sets the controlled aircraft group to fly at the specified altitude in meters. |
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Executes a command action for the CONTROLLABLE. |
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Set option. |
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[AIR] Set how the AI uses the onboard radar. |
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[AIR] Set how the AI uses the onboard radar, here: for attack only. |
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[AIR] Set how the AI uses the onboard radar, here: always on. |
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[AIR] Set how the AI uses the onboard radar, here: when required for searching. |
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[AIR] Set how the AI uses the onboard radar. |
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[AIR] Set the AI to report contact for certain types of objects. |
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[AIR] Set the AI to report engaging certain types of objects. |
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[AIR] Set the AI to report killing certain types of objects. |
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[AIR] Set the AI to not report anything over the radio - radio silence |
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[AIR] Set if the AI is reporting passing of waypoints |
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Sets the controlled group to go at the specified speed in meters per second. |
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Clearing the Task Queue and Setting the Task on the queue from the controllable. |
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Set a Task at a Waypoint using a Route list. |
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Give an uncontrolled air controllable the start command. |
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Return an empty task shell for Aerobatics. |
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Add an aerobatics entry of type "AILERON_ROLL" to the Aerobatics Task. |
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Add an aerobatics entry of type "BARREL_ROLL" to the Aerobatics Task. |
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Add an aerobatics entry of type "CANDLE" to the Aerobatics Task. |
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Add an aerobatics entry of type "CLIMB" to the Aerobatics Task. |
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Add an aerobatics entry of type "DIVE" to the Aerobatics Task. |
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Add an aerobatics entry of type "EDGE_FLIGHT" to the Aerobatics Task. |
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Add an aerobatics entry of type "FORCED_TURN" to the Aerobatics Task. |
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Add an aerobatics entry of type "HAMMERHEAD" to the Aerobatics Task. |
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Add an aerobatics entry of type "HORIZONTAL_EIGHT" to the Aerobatics Task. |
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Add an aerobatics entry of type "IMMELMAN" to the Aerobatics Task. |
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Add an aerobatics entry of type "LOOP" to the Aerobatics Task. |
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Add an aerobatics entry of type "MILITARY_TURN" to the Aerobatics Task. |
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Add an aerobatics entry of type "SKEWED_LOOP" to the Aerobatics Task. |
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Add an aerobatics entry of type "SPIRAL" to the Aerobatics Task. |
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Add an aerobatics entry of type "SPLIT_S" to the Aerobatics Task. |
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Add an aerobatics entry of type "STRAIGHT_FLIGHT" to the Aerobatics Task. |
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Add an aerobatics entry of type "TURN" to the Aerobatics Task. |
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Add an aerobatics entry of type "WINGOVER_FLIGHT" to the Aerobatics Task. |
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(AIR + GROUND) Attack a Controllable. |
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(AIR) Attacking the map object (building, structure, etc). |
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(AIR + GROUND) Attack the Unit. |
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(AIR) Delivering weapon at the point on the ground. |
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GROUP:TaskBombingRunway(Airbase, WeaponType, WeaponExpend, AttackQty, Direction, GroupAttack) |
(AIR) Delivering weapon on the runway. |
(AIR) Delivering weapon via CarpetBombing (all bombers in formation release at same time) at the point on the ground. |
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Return a Combo Task taking an array of Tasks. |
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GROUP:TaskCondition(time, userFlag, userFlagValue, condition, duration, lastWayPoint) |
Return a condition section for a controlled task. |
Return a Controlled Task taking a Task and a TaskCondition. |
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Specifies the location infantry groups that is being transported by helicopters will be unloaded at. |
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Set EPLRS data link on/off. |
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Used in conjunction with the embarking task for a transport helicopter group. |
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GROUP:TaskEmbarking(Coordinate, GroupSetForEmbarking, Duration, Distribution) |
(AIR HELICOPTER) Move the controllable to a Vec2 Point, wait for a defined duration and embark infantry groups. |
Return an Empty Task. |
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GROUP:TaskEscort(FollowControllable, Vec3, LastWaypointIndex, EngagementDistance, TargetTypes) |
(AIR) Escort another airborne controllable. |
(AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction. |
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GROUP:TaskFireAtPoint(Vec2, Radius, AmmoCount, WeaponType, Altitude, ASL) |
(GROUND) Fire at a VEC2 point until ammunition is finished. |
GROUP:TaskFollow(FollowControllable, Vec3, LastWaypointIndex) |
(AIR) Following another airborne controllable. |
GROUP:TaskFollowBigFormation(FollowControllable, Vec3, LastWaypointIndex) |
(AIR) Following another airborne controllable. |
This creates a Task element, with an action to call a function as part of a Wrapped Task. |
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GROUP:TaskGroundEscort(FollowControllable, LastWaypointIndex, OrbitDistance, TargetTypes) |
(AIR/HELO) Escort a ground controllable. |
GROUP:TaskGroundOnRailRoads(ToCoordinate, Speed, WaypointFunction, WaypointFunctionArguments) |
Make a task for a TRAIN Controllable to drive towards a specific point using railroad. |
Make a task for a GROUND Controllable to drive towards a specific point using (mostly) roads. |
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(GROUND) Hold ground controllable from moving. |
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(AIR) Hold position at the current position of the first unit of the controllable. |
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GROUP:TaskLandAtVec2(Vec2, Duration, CombatLanding, DirectionAfterLand) |
(AIR HELICOPTER) Landing at the ground. |
GROUP:TaskLandAtZone(Zone, Duration, RandomPoint, CombatLanding, DirectionAfterLand) |
(AIR) Land the controllable at a @{Core.Zone#ZONE_RADIUS). |
(AIR + GROUND) Return a mission task from a mission template. |
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(AIR) Orbit at a position with at a given altitude and speed. |
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(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude. |
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(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed. |
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GROUP:TaskRecoveryTanker(CarrierGroup, Speed, Altitude, LastWptNumber) |
(AIR) Act as Recovery Tanker for a naval/carrier group. |
(AIR) Refueling from the nearest tanker. |
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Return a "Misson" task to follow a given route defined by Points. |
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(GROUND) Route the controllable to a given Vec2. |
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(AIR + GROUND) Route the controllable to a given zone. |
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GROUP:TaskStrafing(Vec2, AttackQty, Length, WeaponType, WeaponExpend, Direction, GroupAttack) |
(AIR) Strafe the point on the ground. |
Return a WrappedAction Task taking a Command. |
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Executes the WayPoint plan. |
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GROUP:WayPointFunction(WayPoint, WayPointIndex, WayPointFunction, ...) |
Registers a waypoint function that will be executed when the controllable moves over the WayPoint. |
Retrieve the controllable mission and allow to place function hooks within the mission waypoint plan. |
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Get the controller for the CONTROLLABLE. |
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[Internal] This method is called by the scheduler after enabling the IR marker. |
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GROUP.___PassingWaypoint(controllable, n, N, waypointfunction, ...) |
Task function when controllable passes a waypoint. |
Fields and Methods inherited from POSITIONABLE | Description |
---|---|
Add cargo. |
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Get cargo item count. |
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Clear all cargo. |
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Destroys the POSITIONABLE. |
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Triggers an explosion at the coordinates of the positionable. |
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Signal a flare at the position of the POSITIONABLE. |
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Signal a green flare at the position of the POSITIONABLE. |
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Signal a red flare at the position of the POSITIONABLE. |
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Signal a white flare at the position of the POSITIONABLE. |
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Signal a yellow flare at the position of the POSITIONABLE. |
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Returns the indicated airspeed (IAS). |
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Returns the true airspeed (TAS). |
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Returns the altitude above sea level of the POSITIONABLE. |
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Returns the Angle of Attack of a POSITIONABLE. |
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Create a Core.Beacon#BEACON, to allow this POSITIONABLE to broadcast beacon signals. |
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Get the bounding box of the underlying POSITIONABLE DCS Object. |
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Get the bounding radius of the underlying POSITIONABLE DCS Object. |
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Get all contained cargo. |
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Get Cargo Bay Free Weight in kg. |
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Get Cargo Bay Weight Limit in kg. |
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Returns the climb or descent angle of the POSITIONABLE. |
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Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission. |
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Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission. |
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Returns the DCS object. |
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Returns the horizonal speed relative to eath's surface. |
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Returns the POSITIONABLE heading in degrees. |
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Returns the POSITIONABLE height above sea level in meters. |
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Get the last assigned laser code |
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Returns a message with the callsign embedded (if there is one). |
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Returns the message text with the callsign embedded (if there is one). |
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Returns a message of a specified type with the callsign embedded (if there is one). |
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Get the object size. |
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Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE. |
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Returns a {@DCS#Vec3} table of the objects current orientation in 3D space. |
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Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e. |
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Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e. |
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Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e. |
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Returns the pitch angle of a POSITIONABLE. |
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Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission. |
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Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission. |
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Returns a pos3 table of the objects current position and orientation in 3D space. |
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Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission. |
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Create a Sound.Radio#RADIO, to allow radio transmission for this POSITIONABLE. |
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Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission. |
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Returns a COORDINATE object, which is transformed to be relative to the POSITIONABLE. |
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Get relative velocity with respect to another POSITIONABLE. |
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Returns the roll angle of a unit. |
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Get the Spot |
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Get the number of infantry soldiers that can be embarked into an aircraft (airplane or helicopter). |
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Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission. |
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Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission. |
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Returns the Core.Velocity object from the POSITIONABLE. |
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Returns the POSITIONABLE velocity in km/h. |
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Returns the POSITIONABLE velocity in knots. |
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Returns the POSITIONABLE velocity in meters per second. |
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Returns the POSITIONABLE velocity Vec3 vector. |
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Returns the yaw angle of a POSITIONABLE. |
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Returns if carrier has given cargo. |
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Returns true if the POSITIONABLE is in the air. |
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Returns if the Positionable is located above a runway. |
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Returns if the unit is of an air category. |
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Is cargo bay empty. |
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Returns if the unit is of an ground category. |
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Returns true if the unit is within a Core.Zone. |
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Check if the POSITIONABLE is lasing a target. |
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Returns true if the unit is not within a Core.Zone. |
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Returns if the unit is of ship category. |
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Returns if the unit is a submarine. |
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Start Lasing a COORDINATE. |
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Stop Lasing a POSITIONABLE. |
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Start Lasing a POSITIONABLE. |
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Send a message to the players in the Wrapper.Group. |
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Send a message to all coalitions. |
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Send a message to the blue coalition. |
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Send a message to a client. |
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GROUP:MessageToCoalition(Message, Duration, MessageCoalition, Name) |
Send a message to a coalition. |
Send a message to a Wrapper.Group. |
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Send a message to the red coalition. |
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GROUP:MessageToSetGroup(Message, Duration, MessageSetGroup, Name) |
Send a message to a Core.Set#SET_GROUP. |
GROUP:MessageToSetUnit(Message, Duration, MessageSetUnit, Name) |
Send a message to a Core.Set#SET_UNIT. |
Send a message to a Wrapper.Unit. |
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GROUP:MessageTypeToCoalition(Message, MessageType, MessageCoalition, Name) |
Send a message to a coalition. |
GROUP:MessageTypeToGroup(Message, MessageType, MessageGroup, Name) |
Send a message of a message type to a Wrapper.Group. |
Create a new POSITIONABLE from a DCSPositionable |
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Remove cargo. |
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Set Cargo Bay Weight Limit in kg. |
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Smoke the POSITIONABLE. |
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Smoke the POSITIONABLE Blue. |
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Smoke the POSITIONABLE Green. |
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Smoke the POSITIONABLE Orange. |
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Smoke the POSITIONABLE Red. |
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Smoke the POSITIONABLE White. |
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Coordinate object. |
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Point Vec3 object. |
Fields and Methods inherited from IDENTIFIABLE | Description |
---|---|
Gets the CallSign of the IDENTIFIABLE, which is a blank by default. |
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Returns object category of the DCS Identifiable. |
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Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor. |
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Returns coalition of the Identifiable. |
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Returns the name of the coalition of the Identifiable. |
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Returns country of the Identifiable. |
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Returns country name of the Identifiable. |
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Returns Identifiable descriptor. |
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Returns DCS Identifiable object name. |
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Gets the threat level. |
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Returns the type name of the DCS Identifiable. |
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Check if the Object has the attribute. |
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The name of the identifiable. |
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Returns if the Identifiable is alive. |
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Create a new IDENTIFIABLE from a DCSIdentifiable |
Fields and Methods inherited from OBJECT | Description |
---|---|
Destroys the OBJECT. |
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Returns the unit's unique identifier. |
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Create a new OBJECT from a DCSObject |
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The name of the 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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GROUP:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
Creation of a Birth Event. |
GROUP:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
Creation of a Crash Event. |
GROUP: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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GROUP: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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GROUP:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function call. |
(Internal) Serialize arguments |
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GROUP:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
Trace a function logic. |
The main event handling function... |
Fields and Methods inherited from GROUP.Attribute | Description |
---|---|
Attack helicopter. |
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Airborne Early Warning and Control System. |
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Aircraft which can be used for strategic bombing. |
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Fighter, interceptor, ... airplane. |
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Any airborne unit that does not fall into any other airborne category. |
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Airplane which can refuel other aircraft. |
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Helicopter with transport capability. This can be used to transport other assets. |
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Airplane with transport capability. This can be used to transport other assets. |
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Unpiloted Aerial Vehicle, e.g. drones. |
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Anti-Aircraft Artillery. |
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Infantry carriers, in particular Amoured Personell Carrier. This can be used to transport other assets. |
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Artillery assets. |
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Early Warning Radar. |
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Ground Infantry Fighting Vehicle. |
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Ground infantry assets. |
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Any ground unit that does not fall into any other ground category. |
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Surface-to-Air Missile system or components. |
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Tanks (modern or old). |
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Trains. Not that trains are not yet properly implemented in DCS and cannot be used currently. |
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Unarmed ground vehicles, which has the DCS "Truck" attribute. |
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Aircraft carrier. |
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Any armed ship that is not an aircraft carrier, a cruiser, destroyer, firgatte or corvette. |
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Any naval unit that does not fall into any other naval category. |
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Any unarmed naval vessel. |
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War ship, i.e. cruisers, destroyers, firgates and corvettes. |
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Anything that does not fall into any other category. |
Fields and Methods inherited from GROUP.Takeoff | Description |
---|---|
Field(s)
self:T3( GroupCoalition )
The name of the group.
self:F({coordinate=coordinate})
Function(s)
Activates a late activated GROUP.
Defined in:
GROUP
Parameter:
#number delay
Delay in seconds, before the group is activated.
Return value:
self
Returns if all units of the group are on the ground or landed.
If all units of this group are on the ground, this function will return true, otherwise false.
Defined in:
GROUP
Return value:
#boolean:
All units on the ground result.
Calculate the maxium A2G threat level of the Group.
Defined in:
GROUP
Return value:
#number:
Number between 0 and 10.
Switch on/off immortal flag for the group.
Defined in:
GROUP
Parameter:
#boolean switch
If true, Immortal is enabled. If false, Immortal is disabled.
Return value:
self
Switch on/off invisible flag for the group.
Defined in:
GROUP
Parameter:
#boolean switch
If true, Invisible is enabled. If false, Invisible is disabled.
Return value:
self
Return the route of a group by using the global _DATABASE object (an instance of Core.Database#DATABASE).
Defined in:
GROUP
Parameters:
#number Begin
The route point from where the copy will start. The base route point is 0.
#number End
The route point where the copy will end. The End point is the last point - the End point. The last point has base 0.
#boolean Randomize
Randomization of the route, when true.
#number Radius
When randomization is on, the randomization is within the radius.
Count number of alive units in the group.
Defined in:
GROUP
Return value:
#number:
Number of alive units. If DCS group is nil, 0 is returned.
Returns the number of UNITs that are in the Core.Zone
Defined in:
GROUP
Parameter:
Core.Zone#ZONE_BASE Zone
The zone to test.
Return value:
#number:
The number of UNITs that are in the Core.Zone
Deactivates an activated GROUP.
Defined in:
GROUP
Parameter:
#number delay
Delay in seconds, before the group is activated.
Return value:
self
Destroys the DCS Group and all of its DCS Units.
Note that this destroy method also can raise a destroy event at run-time.
So all event listeners will catch the destroy event of this group for each unit in the group.
To raise these events, provide the GenerateEvent
parameter.
Defined in:
GROUP
Parameters:
#boolean GenerateEvent
If true, a crash [AIR] or dead [GROUND] event for each unit is generated. If false, if no event is triggered. If nil, a RemoveUnit event is triggered.
#number delay
Delay in seconds before despawning the group.
Usages:
-- Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group. Helicopter = GROUP:FindByName( "Helicopter" ) Helicopter:Destroy( true )
-- Ground unit example: destroy the Tanks and generate a S_EVENT_DEAD for each unit in the Tanks group. Tanks = GROUP:FindByName( "Tanks" ) Tanks:Destroy( true )
-- Ship unit example: destroy the Ship silently. Ship = GROUP:FindByName( "Ship" ) Ship:Destroy()
-- Destroy without event generation example. Ship = GROUP:FindByName( "Boat" ) Ship:Destroy( false ) -- Don't generate an event upon destruction.
GROUND - Switch on/off radar emissions for the group.
Defined in:
GROUP
Parameter:
#boolean switch
If true, emission is enabled. If false, emission is disabled.
Return value:
self
Find the GROUP wrapper class instance using the DCS Group.
Find all GROUP objects matching using patterns.
Note that this is a lot slower than :FindByName()
!
Defined in:
GROUP
Parameter:
#string Pattern
The pattern to look for. Refer to LUA patterns for regular expressions in LUA.
Return value:
#table:
Groups Table of matching #GROUP objects found
Usage:
-- Find all group with a partial group name
local grptable = GROUP:FindAllByMatching( "Apple" )
-- will return all groups with "Apple" in the name
-- using a pattern
local grp = GROUP:FindAllByMatching( ".%d.%d$" )
-- will return the all groups found ending in "-1-1" to "-9-9", but not e.g. "-10-1" or "-1-10"
Find the first(!) GROUP matching using patterns.
Note that this is a lot slower than :FindByName()
!
Defined in:
GROUP
Parameter:
#string Pattern
The pattern to look for. Refer to LUA patterns for regular expressions in LUA.
Return value:
The GROUP.
Usage:
-- Find a group with a partial group name
local grp = GROUP:FindByMatching( "Apple" )
-- will return e.g. a group named "Apple-1-1"
-- using a pattern
local grp = GROUP:FindByMatching( ".%d.%d$" )
-- will return the first group found ending in "-1-1" to "-9-9", but not e.g. "-10-1"
Find a GROUP using the DCS Group Name.
Returns the average group altitude in meters.
Defined in:
GROUP
Parameter:
#boolean FromGround
Measure from the ground or from sea level (ASL). Provide true for measuring from the ground (AGL). false or nil if you measure from sea level.
Return value:
#number:
The altitude of the group or nil if is not existing or alive.
Get the number of shells, rockets, bombs and missiles the whole group currently has.
Defined in:
GROUP
Return values:
#number:
Total amount of ammo the group has left. This is the sum of shells, rockets, bombs and missiles of all units.
#number:
Number of shells left.
#number:
Number of rockets left.
#number:
Number of bombs left.
#number:
Number of missiles left.
#number:
Number of artillery shells left (with explosive mass, included in shells; shells can also be machine gun ammo)
Get the generalized attribute of a self.
Note that for a heterogenious self, the attribute is determined from the attribute of the first unit!
Defined in:
GROUP
Return value:
#string:
Generalized attribute of the self.
Returns a COORDINATE object indicating the average position of the GROUP within the mission.
Returns the average Vec3 vector of the Units in the GROUP.
Gets the CallSign of the first DCS Unit of the DCS Group.
Defined in:
GROUP
Return value:
#string:
The CallSign of the first DCS Unit of the DCS Group.
Returns category of the DCS Group.
Returns one of
- Group.Category.AIRPLANE
- Group.Category.HELICOPTER
- Group.Category.GROUND
- Group.Category.SHIP
- Group.Category.TRAIN
Returns the category name of the #GROUP.
Defined in:
GROUP
Return value:
#string:
Category name = Helicopter, Airplane, Ground Unit, Ship, Train.
Returns the coalition of the DCS Group.
Returns a COORDINATE object indicating the point of the first UNIT of the GROUP within the mission.
Returns the country of the DCS Group.
Defined in:
GROUP
Return value:
The country identifier or nil if the DCS Group is not existing or alive.
Get TTS friendly, optionally customized callsign mainly for player groups.
A customized callsign is taken from the #GROUP name, after an optional '#' sign, e.g. "Aerial 1-1#Ghostrider" resulting in "Ghostrider 9", or, if that isn't available, from the playername, as set in the mission editor main screen under Logbook, after an optional '|' sign (actually, more of a personal call sign), e.g. "Apple|Moose" results in "Moose 9 1". Options see below.
Defined in:
GROUP
Parameters:
#boolean ShortCallsign
Return a shortened customized callsign, i.e. "Ghostrider 9" and not "Ghostrider 9 1"
#boolean Keepnumber
(Player only) Return customized callsign, incl optional numbers at the end, e.g. "Aerial 1-1#Ghostrider 109" results in "Ghostrider 109", if you want to e.g. use historical US Navy Callsigns
#table CallsignTranslations
(Optional) Table to translate between DCS standard callsigns and bespoke ones. Overrides personal/parsed callsigns if set callsigns from playername or group name.
#func CustomFunction
(Optional) For player names only(!). If given, this function will return the callsign. Needs to take the groupname and the playername as first arguments.
#arg ...
(Optional) Comma separated arguments to add to the CustomFunction call after groupname and playername.
Return value:
#string:
Callsign
Usage:
-- suppose there are three groups with one (client) unit each:
-- Slot 1 -- with mission editor callsign Enfield-1
-- Slot 2 # Apollo 403 -- with mission editor callsign Enfield-2
-- Slot 3 | Apollo -- with mission editor callsign Enfield-3
-- Slot 4 | Apollo -- with mission editor callsign Devil-4
-- and suppose these Custom CAP Flight Callsigns for use with TTS are set
mygroup:GetCustomCallSign(true,false,{
Devil = 'Bengal',
Snake = 'Winder',
Colt = 'Camelot',
Enfield = 'Victory',
Uzi = 'Evil Eye'
})
-- then GetCustomCallsign will return
-- Enfield-1 for Slot 1
-- Apollo for Slot 2 or Apollo 403 if Keepnumber is set
-- Apollo for Slot 3
-- Bengal-4 for Slot 4
-- Using a custom function (for player units **only**):
-- Imagine your playernames are looking like so: "[Squadname] | Cpt Apple" and you only want to have the last word as callsign, i.e. "Apple" here. Then this custom function will return this:
local callsign = mygroup:GetCustomCallSign(true,false,nil,function(groupname,playername) return string.match(playername,"([%a]+)$") end)
Returns the DCS descriptor table of the nth unit of the group.
Defined in:
GROUP
Parameter:
#number n
(Optional) The number of the unit for which the dscriptor is returned.
Return value:
The descriptor of the first unit of the group or #nil if the group does not exist any more.
Returns the DCS Group.
Returns the DCS Unit with number UnitNumber.
If the underlying DCS Unit does not exist, the method will return try to find the next unit. Returns nil if no units are found.
Defined in:
GROUP
Parameter:
#number UnitNumber
The number of the DCS Unit to be returned.
Return value:
The DCS Unit.
Returns the DCS Units of the DCS Group.
Defined in:
GROUP
Return value:
#table:
The DCS Units.
Get the first unit of the group.
Might be nil!
Get the first unit of the group which is alive.
Returns relative amount of fuel (from 0.0 to 1.0) the group has in its internal tanks.
If there are additional fuel tanks the value may be greater than 1.0.
Defined in:
GROUP
Return values:
#number:
The relative amount of fuel (from 0.0 to 1.0).
#nil:
The GROUP is not existing or alive.
Returns relative amount of fuel (from 0.0 to 1.0) the group has in its internal tanks.
If there are additional fuel tanks the value may be greater than 1.0.
Defined in:
GROUP
Return values:
#number:
The relative amount of fuel (from 0.0 to 1.0).
#nil:
The GROUP is not existing or alive.
Return the fuel state and unit reference for the unit with the least amount of fuel in the group.
Defined in:
GROUP
Return values:
#number:
The fuel state of the unit with the least amount of fuel.
reference to #Unit object for further processing.
Get a list of Link16 S/TN data from a GROUP.
Can (as of Nov 2023) be obtained from F-18, F-16, F-15E (not the user flyable one) and A-10C-II groups.
Defined in:
GROUP
Return values:
#table:
Table of data entries, indexed by unit name, each entry is a table containing STN, VCL (voice call label), VCN (voice call number), and Lead (#boolean, if true it's the flight lead)
#string:
Report Formatted report of all data
Returns the mean heading of every UNIT in the GROUP in degrees
Defined in:
GROUP
Return value:
#number:
Mean heading of the GROUP in degrees or #nil The first UNIT is not existing or alive.
Returns the average group height in meters.
Defined in:
GROUP
Parameter:
#boolean FromGround
Measure from the ground or from sea level (ASL). Provide true for measuring from the ground (AGL). false or nil if you measure from sea level.
Return value:
#number:
The height of the group or nil if is not existing or alive.
Get the unit in the group with the highest threat level, which is still alive.
Defined in:
GROUP
Return values:
- Returns the initial size of the DCS Group.
If some of the DCS Units of the DCS Group are destroyed, the initial size of the DCS Group is unchanged.
Defined in:
GROUP
Return value:
#number:
The DCS Group initial size.
Returns the current maximum height of the group, i.e.
the highest unit height of that group. Each unit within the group gets evaluated, and the maximum height (= the unit which is the highest elevated) is returned.
Defined in:
GROUP
Return value:
#number:
Maximum height found.
Returns the current maximum velocity of the group.
Each unit within the group gets evaluated, and the maximum velocity (= the unit which is going the fastest) is returned.
Defined in:
GROUP
Return value:
#number:
Maximum velocity found.
Returns the current minimum height of the group.
Each unit within the group gets evaluated, and the minimum height (= the unit which is the lowest elevated) is returned.
Defined in:
GROUP
Return value:
#number:
Minimum height found.
[AIRPLANE] Get the NATO reporting name (platform, e.g.
"Flanker") of a GROUP (note - first unit the group). "Bogey" if not found. Currently airplanes only!
Defined in:
GROUP
Return value:
#string:
NatoReportingName or "Bogey" if unknown.
Get the active player count in the group.
Defined in:
GROUP
Return value:
#number:
The amount of players.
Gets the player name of the group.
Defined in:
GROUP
Return value:
#string:
The player name of the group.
Get player names
Defined in:
GROUP
Return values:
#table:
The group has players, an array of player names is returned.
#nil:
The group has no players
Returns a list of Wrapper.Unit objects of the Wrapper.Group that are occupied by a player.
Defined in:
GROUP
Return value:
#list<Wrapper.Unit#UNIT>:
The list of player occupied Wrapper.Unit objects of the Wrapper.Group.
Returns a POINT_VEC2 object indicating the point in 2D of the first UNIT of the GROUP within the mission.
Defined in:
GROUP
Return values:
The 2D point vector of the first DCS Unit of the GROUP.
#nil:
The first UNIT is not existing or alive.
Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
Defined in:
GROUP
Return value:
The 3D position vectors of the POSITIONABLE or #nil if the groups not existing or alive.
Returns a random DCS#Vec3 vector (point in 3D of the UNIT within the mission) within a range around the first UNIT of the GROUP.
Defined in:
GROUP
Parameter:
#number Radius
Radius in meters.
Return value:
The random 3D point vector around the first UNIT of the GROUP or #nil The GROUP is invalid or empty.
Usage:
-- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP
Returns the maximum range of the group.
If the group is heterogenious and consists of different units, the smallest range of all units is returned.
Defined in:
GROUP
Return value:
#number:
Range in meters.
Returns current size of the DCS Group.
If some of the DCS Units of the DCS Group are destroyed the size of the DCS Group is changed.
Defined in:
GROUP
Return value:
#number:
The DCS Group size.
Get skill from Group.
Effectively gets the skill from Unit 1 as the group holds no skill value.
Defined in:
GROUP
Return value:
#string:
Skill String of skill name.
Returns the maximum speed of the group.
If the group is heterogenious and consists of different units, the max speed of the slowest unit is returned.
Defined in:
GROUP
Return value:
#number:
Speed in km/h.
Return the mission template of the group.
Defined in:
GROUP
Return value:
#table:
The MissionTemplate
Return the mission route of the group.
Defined in:
GROUP
Return value:
#table:
The mission route defined by points.
Returns the group template from the global _DATABASE object (an instance of Core.Database#DATABASE).
Defined in:
GROUP
Return value:
#table:
Template table.
Returns the group template route.points[] (the waypoints) from the global _DATABASE object (an instance of Core.Database#DATABASE).
Defined in:
GROUP
Return value:
#table:
Get threat level of the group.
Defined in:
GROUP
Return value:
#number:
Max threat level (a number between 0 and 10).
Gets the type name of the group.
Defined in:
GROUP
Return value:
#string:
The type name of the group.
Returns the UNIT wrapper object with number UnitNumber.
If it doesn't exist, tries to return the next available unit. If no underlying DCS Units exist, the method will return nil.
Defined in:
GROUP
Parameter:
#number UnitNumber
The number of the UNIT wrapper class to be returned.
Return value:
The UNIT object or nil
Returns a list of Wrapper.Unit objects of the Wrapper.Group.
Defined in:
GROUP
Return value:
#table:
of Wrapper.Unit#UNIT objects, indexed by number.
Returns the current point (Vec2 vector) of the first DCS Unit in the DCS Group.
Defined in:
GROUP
Return value:
Current Vec2 point of the first DCS Unit of the DCS Group.
Returns the current Vec3 vector of the first Unit in the GROUP.
Defined in:
GROUP
Return value:
Current Vec3 of the first Unit of the GROUP or nil if cannot be found.
Returns the average velocity Vec3 vector.
Defined in:
GROUP
Return value:
The velocity Vec3 vector or #nil
if the GROUP is not existing or alive.
Subscribe to a DCS Event.
Defined in:
GROUP
Parameters:
Core.Event#EVENTS Event
#function EventFunction
(optional) The function to be called when the event occurs for the GROUP.
...
Return value:
Check if at least one (or all) unit(s) has (have) a certain attribute.
See hoggit documentation.
Defined in:
GROUP
Parameters:
#string attribute
The name of the attribute the group is supposed to have. Valid attributes can be found in the "db_attributes.lua" file which is located at in "C:\Program Files\Eagle Dynamics\DCS World\Scripts\Database".
#boolean all
If true, all units of the group must have the attribute in order to return true. Default is only one unit of a heterogenious group needs to have the attribute.
Return value:
#boolean:
Group has this attribute.
Returns true if the first unit of the GROUP is in the air.
Defined in:
GROUP
Return value:
#boolean:
true if in the first unit of the group is in the air or #nil if the GROUP is not existing or not alive.
Set respawn coordinate.
Defined in:
GROUP
Parameter:
Core.Point#COORDINATE coordinate
Coordinate where the group should be respawned.
Return value:
self
Set the heading for the units in degrees within the respawned group.
Set the height for the units in meters for the respawned group.
(This is applicable for air units).
Sets the modex (tail number) of the first unit of the group.
If more units are in the group, the number is increased with every unit.
Defined in:
GROUP
Parameter:
#string modex
Tail number of the first unit.
Return value:
self
Sets the radio comms on or off when the group is respawned.
Same as checking/unchecking the COMM box in the mission editor.
Defined in:
GROUP
Parameter:
#boolean switch
If true (or nil), enables the radio comms. If false, disables the radio for the spawned group.
Return value:
self
Sets the radio frequency of the group when it is respawned.
Set radio modulation when the group is respawned.
Default is AM.
Defined in:
GROUP
Parameter:
#string modulation
Either "FM" or "AM". If no value is given, modulation is set to AM.
Return value:
self
Randomize the positions of the units of the respawned group in a circle band.
When a Respawn happens, the units of the group will be positioned at random places within the Outer and Inner radius. Thus, a band is created around the respawn location where the units will be placed at random positions.
Defined in:
GROUP
Parameters:
#boolean OuterRadius
Outer band in meters from the center.
#boolean InnerRadius
Inner band in meters from the center.
Return value:
self
Randomize the positions of the units of the respawned group within the Core.Zone.
When a Respawn happens, the units of the group will be placed at random positions within the Zone (selected). NOTE: InitRandomizePositionZone will not ensure, that every unit is placed within the zone!
Defined in:
GROUP
Parameter:
#boolean PositionZone
true will randomize the positions within the Zone.
Return value:
self
Set the respawn Core.Zone for the respawned group.
[GROUND] Determine if a GROUP has a AAA unit, i.e.
has no radar or optical tracker but the AAA = true or the "Mobile AAA" = true attribute.
Defined in:
GROUP
Return value:
#boolean:
IsSAM True if AAA, else false
Returns if the group is activated.
Defined in:
GROUP
Return value:
#boolean:
true
if group is activated or #nil
The group is not existing or alive.
Returns if the group is of an air category.
If the group is a helicopter or a plane, then this method will return true, otherwise false.
Defined in:
GROUP
Return value:
#boolean:
Air category evaluation result.
Returns if the DCS Group contains AirPlanes.
Defined in:
GROUP
Return value:
#boolean:
true if DCS Group contains AirPlanes.
Checks whether any unit (or optionally) all units of a group is(are) airbore or not.
Defined in:
GROUP
Parameter:
#boolean AllUnits
(Optional) If true, check whether all units of the group are airborne.
Return value:
#boolean:
True if at least one (optionally all) unit(s) is(are) airborne or false otherwise. Nil if no unit exists or is alive.
Returns if the group is alive.
The Group must:
- Exist at run-time.
- Has at least one unit.
When the first Wrapper.Unit of the group is active, it will return true. If the first Wrapper.Unit of the group is inactive, it will return false.
Defined in:
GROUP
Return value:
#boolean:
true
if the group is alive and active, false
if the group is alive but inactive or #nil
if the group does not exist anymore.
Returns true if any units of the group are within a Core.Zone.
Defined in:
GROUP
Parameter:
Core.Zone#ZONE_BASE Zone
The zone to test.
Return value:
#boolean:
Returns true if any unit of the Group is within the Core.Zone#ZONE_BASE
Returns true if all units of the group are within a Core.Zone.
Defined in:
GROUP
Parameter:
Core.Zone#ZONE_BASE Zone
The zone to test.
Return value:
#boolean:
Returns true if the Group is completely within the Core.Zone#ZONE_BASE
Returns if the DCS Group contains Ground troops.
Defined in:
GROUP
Return value:
#boolean:
true if DCS Group contains Ground troops.
Returns if the DCS Group contains Helicopters.
Defined in:
GROUP
Return value:
#boolean:
true if DCS Group contains Helicopters.
Check if any unit of a group is inside a Core.Zone.
Defined in:
GROUP
Parameter:
Core.Zone#ZONE_BASE Zone
The zone to test.
Return value:
#boolean:
Returns true
if at least one unit is inside the zone or false
if no unit is inside.
Returns true if none of the group units of the group are within a Core.Zone.
Defined in:
GROUP
Parameter:
Core.Zone#ZONE_BASE Zone
The zone to test.
Return value:
#boolean:
Returns true if the Group is not within the Core.Zone#ZONE_BASE
Returns true if some but NOT ALL units of the group are within a Core.Zone.
Defined in:
GROUP
Parameter:
Core.Zone#ZONE_BASE Zone
The zone to test.
Return value:
#boolean:
Returns true if the Group is partially within the Core.Zone#ZONE_BASE
Returns true if part or all units of the group are within a Core.Zone.
Defined in:
GROUP
Parameter:
Core.Zone#ZONE_BASE Zone
The zone to test.
Return value:
#boolean:
Returns true if the Group is partially or completely within the Core.Zone#ZONE_BASE.
Check if an (air) group is a client or player slot.
Information is retrieved from the group template.
Defined in:
GROUP
Return value:
#boolean:
If true, group is associated with a client or player slot.
[GROUND] Determine if a GROUP is a SAM unit, i.e.
has radar or optical tracker and is no mobile AAA.
Defined in:
GROUP
Return value:
#boolean:
IsSAM True if SAM, else false
Returns if the DCS Group contains Ships.
Defined in:
GROUP
Return value:
#boolean:
true if DCS Group contains Ships.
Create a new GROUP from a given GroupTemplate as a parameter.
Note that the GroupTemplate is NOT spawned into the mission. It is merely added to the Core.Database.
Defined in:
GROUP
Parameters:
#table GroupTemplate
The GroupTemplate Structure exactly as defined within the mission editor.
DCS#coalition.side CoalitionSide
The coalition.side of the group.
DCS#Group.Category CategoryID
The Group.Category of the group.
DCS#country.id CountryID
the country.id of the group.
Return value:
self
Defined in:
GROUP
Parameter:
ReSpawnFunction
Create a new GROUP from an existing Group in the Mission.
Respawn the Wrapper.Group at a Core.Point.
The method will setup the new group template according the Init(Respawn) settings provided for the group. These settings can be provided by calling the relevant Init...() methods of the Group.
- GROUP.InitHeading: Set the heading for the units in degrees within the respawned group.
- GROUP.InitHeight: Set the height for the units in meters for the respawned group. (This is applicable for air units).
- GROUP.InitRandomizeHeading: Randomize the headings for the units within the respawned group.
- GROUP.InitZone: Set the respawn Core.Zone for the respawned group.
- GROUP.InitRandomizeZones: Randomize the respawn Core.Zone between one of the Core.Zones given for the respawned group.
- GROUP.InitRandomizePositionZone: Randomize the positions of the units of the respawned group within the Core.Zone.
- GROUP.InitRandomizePositionRadius: Randomize the positions of the units of the respawned group in a circle band.
- GROUP.InitRandomizeTemplates: Randomize the Template for the respawned group.
Notes:
- When InitZone or InitRandomizeZones is not used, the position of the respawned group will be its current position.
- The current alive group will always be destroyed and respawned using the template definition.
Defined in:
GROUP
Parameters:
#table Template
(optional) The template of the Group retrieved with GROUP:GetTemplate(). If the template is not provided, the template will be retrieved of the group itself.
#boolean Reset
Reset positions if TRUE.
Return value:
self
Respawn a group at an airbase.
Note that the group has to be on parking spots at the airbase already in order for this to work. So each unit of the group is respawned at exactly the same parking spot as it currently occupies.
Defined in:
GROUP
Parameters:
#table SpawnTemplate
(Optional) The spawn template for the group. If no template is given it is exacted from the group.
Core.Spawn#SPAWN.Takeoff Takeoff
(Optional) Takeoff type. Sould be either SPAWN.Takeoff.Cold or SPAWN.Takeoff.Hot. Default is SPAWN.Takeoff.Hot.
#boolean Uncontrolled
(Optional) If true, spawn in uncontrolled state.
Return value:
Group spawned at airbase or nil if group could not be spawned.
(AIR) Return the Group to an Wrapper.Airbase#AIRBASE.
The following things are to be taken into account:
- The group is respawned to achieve the RTB, there may be side artefacts as a result of this. (Like weapons suddenly come back).
- A group consisting out of more than one unit, may rejoin formation when respawned.
- A speed can be given in km/h. If no speed is specified, the maximum speed of the first unit will be taken to return to base.
- When there is no Wrapper.Airbase object specified, the group will return to the home base if the route of the group is pinned at take-off or at landing to a base.
- When there is no Wrapper.Airbase object specified and the group route is not pinned to any airbase, it will return to the nearest airbase.
Defined in:
GROUP
Parameters:
Wrapper.Airbase#AIRBASE RTBAirbase
(optional) The Wrapper.Airbase to return to. If blank, the controllable will return to the nearest friendly airbase.
#number Speed
(optional) The Speed, if no Speed is given, 80% of maximum Speed of the group is selected.
Return value:
self
Turns the AI On or Off for the GROUP.
Defined in:
GROUP
Parameter:
#boolean AIOnOff
The value true turns the AI On, the value false turns the AI Off.
Return value:
The GROUP.
Set a GROUP to act as recovery tanker
Defined in:
GROUP
Parameters:
Wrapper.Group#GROUP CarrierGroup
#number Speed
Speed in knots.
#boolean ToKIAS
If true, adjust speed to altitude (KIAS).
#number Altitude
Altitude the tanker orbits at in feet.
#number Delay
(optional) Set the task after this many seconds. Defaults to one.
#number LastWaypoint
(optional) Waypoint number of carrier group that when reached, ends the recovery tanker task.
Return value:
self
Switch on/off immortal flag for the group.
Defined in:
GROUP
Parameter:
#boolean switch
If true, Immortal is enabled. If false, Immortal is disabled.
Return value:
self
Switch on/off invisible flag for the group.
Defined in:
GROUP
Parameter:
#boolean switch
If true, Invisible is enabled. If false, Invisible is disabled.
Return value:
self
Sets the CoalitionID of the group in a Template.
Defined in:
GROUP
Parameters:
DCS#coalition.side CoalitionID
The coalition ID.
Template
Return value:
#table:
Sets the controlled status in a Template.
Defined in:
GROUP
Parameters:
#boolean Controlled
true is controlled, false is uncontrolled.
Template
Return value:
#table:
Sets the CountryID of the group in a Template.
Defined in:
GROUP
Parameters:
DCS#country.id CountryID
The country ID.
Template
Return value:
#table:
UnSubscribe to a DCS event.
Field(s)
self:T3( GroupCoalition )
The name of the group.
self:F({coordinate=coordinate})
Function(s)
Clear all tasks from the controllable.
Activate ACLS system of the CONTROLLABLE.
The controllable should be an aircraft carrier! Also needs Link4 to work.
Defined in:
Parameters:
#number UnitID
(Optional) The DCS UNIT ID of the unit the ACLS system is attached to. Defaults to the UNIT itself.
#string Name
(Optional) Name of the ACLS Beacon
#number Delay
(Optional) Delay in seconds before the ICLS is activated.
Return value:
self
Give the CONTROLLABLE the command to activate a beacon.
See DCS_command_activateBeacon on Hoggit. For specific beacons like TACAN use the more convenient #BEACON class. Note that a controllable can only have one beacon activated at a time with the execption of ICLS.
Defined in:
Parameters:
Beacon type (VOR, DME, TACAN, RSBN, ILS etc).
Core.Beacon#BEACON.System System
Beacon system (VOR, DME, TACAN, RSBN, ILS etc).
#number Frequency
Frequency in Hz the beacon is running on. Use UTILS.TACANToFrequency to generate a frequency for TACAN beacons.
#number UnitID
The ID of the unit the beacon is attached to. Useful if more units are in one group.
#number Channel
Channel the beacon is using. For, e.g. TACAN beacons.
#string ModeChannel
The TACAN mode of the beacon, i.e. "X" or "Y".
#boolean AA
If true, create and Air-Air beacon. IF nil, automatically set if CONTROLLABLE depending on whether unit is and aircraft or not.
#string Callsign
Morse code identification callsign.
#boolean Bearing
If true, beacon provides bearing information - if supported by the unit the beacon is attached to.
#number Delay
(Optional) Delay in seconds before the beacon is activated.
Return value:
self
Activate ICLS system of the CONTROLLABLE.
The controllable should be an aircraft carrier!
Defined in:
Parameters:
#number Channel
ICLS channel.
#number UnitID
The DCS UNIT ID of the unit the ICLS system is attached to. Useful if more units are in one group.
#string Callsign
Morse code identification callsign.
#number Delay
(Optional) Delay in seconds before the ICLS is activated.
Return value:
self
Activate LINK4 system of the CONTROLLABLE.
The controllable should be an aircraft carrier!
Defined in:
Parameters:
#number Frequency
Link4 Frequency in MHz, e.g. 336 (defaults to 336 MHz)
#number UnitID
(Optional) The DCS UNIT ID of the unit the LINK4 system is attached to. Defaults to the UNIT itself.
#string Callsign
(Optional) Morse code identification callsign.
#number Delay
(Optional) Delay in seconds before the LINK4 is activated.
Return value:
self
Deactivate ACLS system of the CONTROLLABLE.
The controllable should be an aircraft carrier!
Defined in:
Parameter:
#number Delay
(Optional) Delay in seconds before the ICLS is deactivated.
Return value:
self
Deactivate the active beacon of the CONTROLLABLE.
Defined in:
Parameter:
#number Delay
(Optional) Delay in seconds before the beacon is deactivated.
Return value:
self
Deactivate the ICLS of the CONTROLLABLE.
Defined in:
Parameter:
#number Delay
(Optional) Delay in seconds before the ICLS is deactivated.
Return value:
self
Deactivate the active Link4 of the CONTROLLABLE.
Defined in:
Parameter:
#number Delay
(Optional) Delay in seconds before the Link4 is deactivated.
Return value:
self
Do Script command
Defined in:
Parameter:
#string DoScript
Return value:
Set EPLRS of the CONTROLLABLE on/off.
Defined in:
Parameters:
#boolean SwitchOnOff
If true (or nil) switch EPLRS on. If false switch off.
#number Delay
(Optional) Delay in seconds before the callsign is set. Default is immediately.
Return value:
self
Set callsign of the CONTROLLABLE.
Defined in:
Parameters:
DCS#CALLSIGN CallName
Number corresponding the the callsign identifier you wish this group to be called.
#number CallNumber
The number value the group will be referred to as. Only valid numbers are 1-9. For example Uzi 5-1. Default 1.
#number Delay
(Optional) Delay in seconds before the callsign is set. Default is immediately.
Return value:
self
Set radio frequency.
Defined in:
Parameters:
#number Frequency
Radio frequency in MHz.
#number Modulation
Radio modulation. Default radio.modulation.AM
.
#number Power
(Optional) Power of the Radio in Watts. Defaults to 10.
#number Delay
(Optional) Delay in seconds before the frequency is set. Default is immediately.
Return value:
self
[AIR] Set radio frequency.
See DCS command SetFrequencyForUnit
Defined in:
Parameters:
#number Frequency
Radio frequency in MHz.
#number Modulation
Radio modulation. Default radio.modulation.AM
.
#number Power
(Optional) Power of the Radio in Watts. Defaults to 10.
#UnitID UnitID
(Optional, if your object is a UNIT) The UNIT ID this is for.
#number Delay
(Optional) Delay in seconds before the frequency is set. Default is immediately.
Return value:
self
Set unlimited fuel.
See DCS command Unlimited Fuel.
Defined in:
Parameters:
#boolean OnOff
Set unlimited fuel on = true or off = false.
#number Delay
(Optional) Set the option only after x seconds.
Return value:
self
Create a stop route command, which returns a string containing the command.
Use the result in the method CONTROLLABLE.SetCommand(). A value of true will make the ground group stop, a value of false will make it continue. Note that this can only work on GROUP level, although individual UNITs can be commanded, the whole GROUP will react.
Example missions:
- GRP-310
Defined in:
Parameter:
#boolean StopRoute
true if the ground unit needs to stop, false if it needs to continue to move.
Return value:
Perform a switch waypoint command
Defined in:
Parameters:
#number FromWayPoint
#number ToWayPoint
Return value:
Usage:
-- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
HeliGroup = GROUP:FindByName( "Helicopter" )
-- Route the helicopter back to the FARP after 60 seconds.
-- We use the SCHEDULER class to do this.
SCHEDULER:New( nil,
function( HeliGroup )
local CommandRTB = HeliGroup:CommandSwitchWayPoint( 2, 8 )
HeliGroup:SetCommand( CommandRTB )
end, { HeliGroup }, 90
)
Return the route of a controllable by using the Core.Database#DATABASE class.
Defined in:
Parameters:
#number Begin
The route point from where the copy will start. The base route point is 0.
#number End
The route point where the copy will end. The End point is the last point - the End point. The last point has base 0.
#boolean Randomize
Randomization of the route, when true.
#number Radius
When randomization is on, the randomization is within the radius.
[GROUND] Disable the IR marker.
[GROUND] Disable the IR markers for a whole group.
(AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts).
No parameters. hoggit.
(AIR) Enroute anti-ship task.
Defined in:
Parameters:
DCS#AttributeNameArray TargetTypes
Array of target categories allowed to engage. Default {"Ships"}
.
#number Priority
(Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.
Return value:
The DCS task structure.
(AIR) Enroute CAP task.
Defined in:
Parameters:
DCS#AttributeNameArray TargetTypes
Array of target categories allowed to engage. Default {"Air"}
.
#number Priority
(Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.
Return value:
The DCS task structure.
(GROUND) Ground unit (EW-radar) will act as an EWR for friendly units (will provide them with information about contacts).
No parameters. See hoggit.
(AIR) Engaging a controllable.
The task does not assign the target controllable to the unit/controllable to attack now; it just allows the unit/controllable to engage the target controllable as well as other assigned targets. See hoggit.
Defined in:
Parameters:
#CONTROLLABLE AttackGroup
The Controllable to be attacked.
#number Priority
All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
#number WeaponType
(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
DCS#AI.Task.WeaponExpend WeaponExpend
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
#number AttackQty
(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
DCS#Azimuth Direction
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
DCS#Distance Altitude
(optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude.
#boolean AttackQtyLimit
(optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.
Return value:
The DCS task structure.
(AIR) Engaging targets of defined types.
Defined in:
Parameters:
DCS#Distance Distance
Maximal distance from the target to a route leg. If the target is on a greater distance it will be ignored.
DCS#AttributeNameArray TargetTypes
Array of target categories allowed to engage.
#number Priority
All enroute tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.
Return value:
The DCS task structure.
(AIR) Engaging a targets of defined types at circle-shaped zone.
Defined in:
Parameters:
DCS#Vec2 Vec2
2D-coordinates of the zone.
DCS#Distance Radius
Radius of the zone.
DCS#AttributeNameArray TargetTypes
(Optional) Array of target categories allowed to engage. Default {"Air"}.
#number Priority
(Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.
Return value:
The DCS task structure.
(AIR) Search and attack the Unit.
See hoggit.
Defined in:
Parameters:
Wrapper.Unit#UNIT EngageUnit
The UNIT.
#number Priority
(optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
#boolean GroupAttack
(optional) If true, all units in the group will attack the Unit when found.
DCS#AI.Task.WeaponExpend WeaponExpend
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
#number AttackQty
(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
DCS#Azimuth Direction
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
DCS#Distance Altitude
(optional) Desired altitude to perform the unit engagement.
#boolean Visible
(optional) Unit must be visible.
#boolean ControllableAttack
(optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.
Return value:
The DCS task structure.
(AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets.
Assigns the controlled group to act as a Forward Air Controller or JTAC. Any detected targets will be assigned as targets to the player via the JTAC radio menu. Target designation is set to auto and is dependent on the circumstances. See hoggit.
Defined in:
Parameters:
#number Frequency
Frequency in MHz. Default 133 MHz.
#number Modulation
Radio modulation. Default radio.modulation.AM
.
#number CallsignID
CallsignID, e.g. CALLSIGN.JTAC.Anvil
for ground or CALLSIGN.Aircraft.Ford
for air.
#number CallsignNumber
Callsign first number, e.g. 2 for Ford-2
.
#number Priority
All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.
Return value:
The DCS task structure.
(AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets.
The killer is player-controlled allied CAS-aircraft that is in contact with the FAC. If the task is assigned to the controllable lead unit will be a FAC. See hoggit.
Defined in:
Parameters:
#CONTROLLABLE AttackGroup
Target CONTROLLABLE.
#number Priority
(Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default is 0.
#number WeaponType
(Optional) Bitmask of weapon types those allowed to use. Default is "Auto".
DCS#AI.Task.Designation Designation
(Optional) Designation type.
#boolean Datalink
(optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.
#number CallsignID
CallsignID, e.g. CALLSIGN.JTAC.Anvil
for ground or CALLSIGN.Aircraft.Ford
for air.
#number CallsignNumber
Callsign first number, e.g. 2 for Ford-2
.
Frequency
Modulation
Return value:
The DCS task structure.
(AIR) Enroute SEAD task.
Defined in:
Parameters:
DCS#AttributeNameArray TargetTypes
Array of target categories allowed to engage. Default {"Air Defence"}
.
#number Priority
(Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.
Return value:
The DCS task structure.
[GROUND] Enable the IR marker.
Defined in:
Parameter:
#number Runtime
(Optionally) Run this IR Marker for the given number of seconds, then stop. Else run until you call myobject:DisableIRMarker()
.
Return value:
self
[GROUND] Enable the IR markers for a whole group.
Return the detected target groups of the controllable as a Core.Set#SET_GROUP.
The optional parametes specify the detection methods that can be applied. If no detection method is given, the detection will use all the available methods by default.
Defined in:
Parameters:
#boolean DetectVisual
(Optional) If false, do not include visually detected targets.
#boolean DetectOptical
(Optional) If false, do not include optically detected targets.
#boolean DetectRadar
(Optional) If false, do not include targets detected by radar.
#boolean DetectIRST
(Optional) If false, do not include targets detected by IRST.
#boolean DetectRWR
(Optional) If false, do not include targets detected by RWR.
#boolean DetectDLINK
(Optional) If false, do not include targets detected by data link.
Return value:
Set of detected groups.
Return the detected targets of the controllable.
The optional parameters specify the detection methods that can be applied. If no detection method is given, the detection will use all the available methods by default.
Defined in:
Parameters:
#boolean DetectVisual
(optional)
#boolean DetectOptical
(optional)
#boolean DetectRadar
(optional)
#boolean DetectIRST
(optional)
#boolean DetectRWR
(optional)
#boolean DetectDLINK
(optional)
Return value:
#table:
DetectedTargets
Return the detected targets of the controllable.
The optional parametes specify the detection methods that can be applied. If no detection method is given, the detection will use all the available methods by default. If at least one detection method is specified, only the methods set to true will be used.
Defined in:
Parameters:
#boolean DetectVisual
(Optional) If false, do not include visually detected targets.
#boolean DetectOptical
(Optional) If false, do not include optically detected targets.
#boolean DetectRadar
(Optional) If false, do not include targets detected by radar.
#boolean DetectIRST
(Optional) If false, do not include targets detected by IRST.
#boolean DetectRWR
(Optional) If false, do not include targets detected by RWR.
#boolean DetectDLINK
(Optional) If false, do not include targets detected by data link.
Return value:
Set of detected units.
Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.
This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.
Defined in:
Return value:
#nil:
The CONTROLLABLE is not existing or alive.
Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.
This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.
Defined in:
Return value:
#nil:
The CONTROLLABLE is not existing or alive.
Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.
This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.
Defined in:
Return value:
#nil:
The CONTROLLABLE is not existing or alive.
Returns the health.
Dead controllables have health <= 1.0.
Defined in:
Return values:
#number:
The controllable health value (unit or group average).
#nil:
The controllable is not existing or alive.
Returns the initial health.
Defined in:
Return value:
#number:
The controllable health value (unit or group average) or nil
if the controllable does not exist.
Return the mission template of the controllable.
Defined in:
Return value:
#table:
The MissionTemplate TODO: Rework the method how to retrieve a template ...
Return the mission route of the controllable.
Defined in:
Return value:
#table:
The mission route defined by points.
Get the current WayPoints set with the WayPoint functions( Note that the WayPoints can be nil, although there ARE waypoints).
Defined in:
Return value:
#table:
WayPoints If WayPoints is given, then return the WayPoints structure.
Checking the Task Queue of the controllable.
Returns false if no task is on the queue. true if there is a task.
Returns if the Controllable contains AirPlanes.
Defined in:
Return value:
#boolean:
true if Controllable contains AirPlanes.
Check if a certain GROUP is detected by the controllable.
The optional parametes specify the detection methods that can be applied. If no detection method is given, the detection will use all the available methods by default. If at least one detection method is specified, only the methods set to true will be used.
Defined in:
Parameters:
Wrapper.Group#GROUP Group
The group that is supposed to be detected.
#boolean DetectVisual
(Optional) If false, do not include visually detected targets.
#boolean DetectOptical
(Optional) If false, do not include optically detected targets.
#boolean DetectRadar
(Optional) If false, do not include targets detected by radar.
#boolean DetectIRST
(Optional) If false, do not include targets detected by IRST.
#boolean DetectRWR
(Optional) If false, do not include targets detected by RWR.
#boolean DetectDLINK
(Optional) If false, do not include targets detected by data link.
Return value:
#boolean:
True if any unit of the group is detected.
Returns if the Controllable contains Helicopters.
Defined in:
Return value:
#boolean:
true if Controllable contains Helicopters.
Returns if the unit is a submarine.
Check if a target is detected.
The optional parametes specify the detection methods that can be applied. If no detection method is given, the detection will use all the available methods by default. If at least one detection method is specified, only the methods set to true will be used.
Defined in:
Parameters:
DCS#Object DCSObject
The DCS object that is checked.
#CONTROLLABLE self
#boolean DetectVisual
(Optional) If false, do not include visually detected targets.
#boolean DetectOptical
(Optional) If false, do not include optically detected targets.
#boolean DetectRadar
(Optional) If false, do not include targets detected by radar.
#boolean DetectIRST
(Optional) If false, do not include targets detected by IRST.
#boolean DetectRWR
(Optional) If false, do not include targets detected by RWR.
#boolean DetectDLINK
(Optional) If false, do not include targets detected by data link.
Return values:
#boolean:
True if target is detected.
#boolean:
True if target is visible by line of sight.
#number:
Mission time when target was detected.
#boolean:
True if target type is known.
#boolean:
True if distance to target is known.
Last known position vector of the target.
Last known velocity vector of the target.
Check if a certain UNIT is detected by the controllable.
The optional parametes specify the detection methods that can be applied. If no detection method is given, the detection will use all the available methods by default. If at least one detection method is specified, only the methods set to true will be used.
Defined in:
Parameters:
Wrapper.Unit#UNIT Unit
The unit that is supposed to be detected.
#boolean DetectVisual
(Optional) If false, do not include visually detected targets.
#boolean DetectOptical
(Optional) If false, do not include optically detected targets.
#boolean DetectRadar
(Optional) If false, do not include targets detected by radar.
#boolean DetectIRST
(Optional) If false, do not include targets detected by IRST.
#boolean DetectRWR
(Optional) If false, do not include targets detected by RWR.
#boolean DetectDLINK
(Optional) If false, do not include targets detected by data link.
Return values:
#boolean:
True if target is detected.
#boolean:
True if target is visible by line of sight.
#number:
Mission time when target was detected.
#boolean:
True if target type is known.
#boolean:
True if distance to target is known.
Last known position vector of the target.
Last known velocity vector of the target.
Create a new CONTROLLABLE from a DCSControllable
Defined in:
Parameter:
#string ControllableName
The DCS Controllable name
Return value:
self
[GROUND] Create and enable a new IR Marker for the given controllable UNIT or GROUP.
Defined in:
Parameters:
#boolean EnableImmediately
(Optionally) If true start up the IR Marker immediately. Else you need to call myobject:EnableIRMarker()
later on.
#number Runtime
(Optionally) Run this IR Marker for the given number of seconds, then stop. Use in conjunction with EnableImmediately.
Return value:
self
Sets Controllable Option for A2A attack range for AIR FIGHTER units.
Defined in:
Parameter:
#number range
Defines the range
Return value:
self
Usage:
Range can be one of MAX_RANGE = 0, NEZ_RANGE = 1, HALF_WAY_RMAX_NEZ = 2, TARGET_THREAT_EST = 3, RANDOM_RANGE = 4. Defaults to 3. See: https://wiki.hoggitworld.com/view/DCS_option_missileAttack
Alarm state to Auto: AI will automatically switch alarm states based on the presence of threats.
The AI kind of cheats in this regard.
Alarm state to Green: Group is not combat ready.
Sensors are stowed if possible.
Alarm state to Red: Group is combat ready and actively searching for targets.
Allow to Jettison of weapons upon threat.
Defines how long a GROUND unit/group will move to avoid an ongoing attack.
Defined in:
Parameter:
#number Seconds
Any positive number: AI will disperse, but only for the specified time before continuing their route. 0: AI will not disperse.
Return value:
self
[Air] Defines the usage of Electronic Counter Measures by airborne forces.
Defined in:
Parameter:
#number ECMvalue
Can be - 0=Never on, 1=if locked by radar, 2=if detected by radar, 3=always on, defaults to 1
Return value:
self
[Air] Defines the usage of Electronic Counter Measures by airborne forces.
AI will leave their ECM on all the time.
[Air] Defines the usage of Electronic Counter Measures by airborne forces.
If the AI is being detected by a radar they will enable their ECM.
[Air] Defines the usage of Electronic Counter Measures by airborne forces.
Disables the ability for AI to use their ECM.
[Air] Defines the usage of Electronic Counter Measures by airborne forces.
If the AI is actively being locked by an enemy radar they will enable their ECM jammer.
Defines the range at which a GROUND unit/group is allowed to use its weapons automatically.
Defined in:
Parameter:
#number EngageRange
Engage range limit in percent (a number between 0 and 100). Default 100.
Return value:
self
[Ground] Allows AI radar units to take defensive actions to avoid anti radiation missiles.
Units are allowed to shut radar off and displace.
Defined in:
Parameter:
#number Seconds
Can be - nil, 0 or false = switch off this option, any positive number = number of seconds the escape sequency runs.
Return value:
self
[Ground] Option that defines the vehicle spacing when in an on road and off road formation.
Defined in:
Parameter:
#number meters
Can be zero to 100 meters. Defaults to 50 meters.
Return value:
self
Keep weapons upon threat.
Prohibit Afterburner.
Defined in:
Parameter:
#boolean Prohibit
If true or nil, prohibit. If false, do not prohibit.
Return value:
self
Set option for Rules of Engagement (ROE).
Defined in:
Parameter:
#number ROEvalue
ROE value. See ENUMS.ROE.
Return value:
self
Weapons Hold: AI will hold fire under all circumstances.
Can the CONTROLLABLE hold their weapons?
Open Fire (Only Designated): AI will engage only targets specified in its taskings.
Can the CONTROLLABLE attack designated targets?
Open Fire, Weapons Free (Priority Designated): AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking.
Only for AIR units!
Can the CONTROLLABLE attack priority designated targets?
Only for AIR!
Return Fire: AI will only engage threats that shoot first.
Can the CONTROLLABLE attack returning on enemy fire?
Weapon free.
Can the CONTROLLABLE attack targets of opportunity?
Set Reation On Threat behaviour.
Defined in:
Parameter:
#number ROTvalue
ROT value. See ENUMS.ROT.
Return value:
self
Evade on fire.
Can the CONTROLLABLE evade on enemy fire?
No evasion on enemy threats.
Can the CONTROLLABLE ignore enemy fire?
Evasion passive defense.
Can the CONTROLLABLE evade using passive defenses?
Evade on fire using vertical manoeuvres.
Can the CONTROLLABLE evade on fire using vertical manoeuvres?
Set RTB on ammo.
Defined in:
Parameter:
#boolean WeaponsFlag
Weapons.flag enumerator.
Return value:
self
Set RTB on bingo fuel.
Defined in:
Parameter:
#boolean RTB
true if RTB on bingo fuel (default), false if no RTB on bingo fuel. Warning! When you switch this option off, the airborne group will continue to fly until all fuel has been consumed, and will crash.
Return value:
self
Sets Controllable Option for Restriction of Afterburner.
Defined in:
Parameter:
#boolean RestrictBurner
If true, restrict burner. If false or nil, allow (unrestrict) burner.
[Air] Make an airplane or helicopter patrol between two points in a racetrack - resulting in a much tighter track around the start and end points.
Defined in:
Parameters:
Core.Point#COORDINATE Point1
Start point.
Core.Point#COORDINATE Point2
End point.
#number Altitude
(Optional) Altitude in meters. Defaults to the altitude of the coordinate.
#number Speed
(Optional) Speed in kph. Defaults to 500 kph.
#number Formation
(Optional) Formation to take, e.g. ENUMS.Formation.FixedWing.Trail.Close, also see Hoggit Wiki.
#boolean AGL
(Optional) If true, set altitude to above ground level (AGL), not above sea level (ASL).
#number Delay
(Optional) Set the task after delay seconds only.
Return value:
self
(GROUND) Patrol iteratively using the waypoints of the (parent) group.
(GROUND) Patrol randomly to the waypoints the for the (parent) group.
A random waypoint will be picked and the group will move towards that point.
Defined in:
Parameters:
#number Speed
Speed in km/h.
#string Formation
The formation the group uses.
Core.Point#COORDINATE ToWaypoint
The waypoint where the group should move to.
Return value:
(GROUND) Patrol randomly to the waypoints the for the (parent) group.
A random waypoint will be picked and the group will move towards that point.
Defined in:
Parameters:
#table ZoneList
Table of zones.
#number Speed
Speed in km/h the group moves at.
#string Formation
(Optional) Formation the group should use.
#number DelayMin
Delay in seconds before the group progresses to the next route point. Default 1 sec.
#number DelayMax
Max. delay in seconds. Actual delay is randomly chosen between DelayMin and DelayMax. Default equal to DelayMin.
Return value:
Popping current Task from the controllable.
Pushing Task on the queue from the controllable.
Defined in:
Parameters:
DCSTask
WaitTime
Return value:
self
(GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.
Defined in:
Parameters:
#number speed
Speed of the controllable, default 20
#number radius
Radius of the relocation zone, default 500
#boolean onroad
If true, route on road (less problems with AI way finding), default true
#boolean shortcut
If true and onroad is set, take a shorter route - if available - off road, default false
#string formation
Formation string as in the mission editor, e.g. "Vee", "Diamond", "Line abreast", etc. Defaults to "Off Road"
#boolean onland
(optional) If true, try up to 50 times to get a coordinate on land.SurfaceType.LAND. Note - this descriptor value is not reliably implemented on all maps.
Return value:
self
Make the controllable to follow a given route.
Defined in:
Parameters:
#table Route
A table of Route Points.
#number DelaySeconds
(Optional) Wait for the specified seconds before executing the Route. Default is one second.
Return value:
The CONTROLLABLE.
Make the AIR Controllable fly towards a specific point.
Defined in:
Parameters:
Core.Point#COORDINATE ToCoordinate
A Coordinate to drive to.
The altitude type.
The route point type.
The route point action.
#number Speed
(optional) Speed in km/h. The default speed is 500 km/h.
#number DelaySeconds
Wait for the specified seconds before executing the Route.
Return value:
The CONTROLLABLE.
Make the TRAIN Controllable to drive towards a specific point using railroads.
Defined in:
Parameters:
Core.Point#COORDINATE ToCoordinate
A Coordinate to drive to.
#number Speed
(Optional) Speed in km/h. The default speed is 20 km/h.
#number DelaySeconds
(Optional) Wait for the specified seconds before executing the Route. Default is one second.
#function WaypointFunction
(Optional) Function called when passing a waypoint. First parameters of the function are the #CONTROLLABLE object, the number of the waypoint and the total number of waypoints.
#table WaypointFunctionArguments
(Optional) List of parameters passed to the WaypointFunction.
Return value:
The CONTROLLABLE.
Make the GROUND Controllable to drive towards a specific point using (mostly) roads.
Defined in:
Parameters:
Core.Point#COORDINATE ToCoordinate
A Coordinate to drive to.
#number Speed
(Optional) Speed in km/h. The default speed is 20 km/h.
#number DelaySeconds
(Optional) Wait for the specified seconds before executing the Route. Default is one second.
#string OffRoadFormation
(Optional) The formation at initial and final waypoint. Default is "Off Road".
#function WaypointFunction
(Optional) Function called when passing a waypoint. First parameters of the function are the #CONTROLLABLE object, the number of the waypoint and the total number of waypoints.
#table WaypointFunctionArguments
(Optional) List of parameters passed to the WaypointFunction.
Return value:
The CONTROLLABLE.
Make the GROUND Controllable to drive towards a specific point.
Defined in:
Parameters:
Core.Point#COORDINATE ToCoordinate
A Coordinate to drive to.
#number Speed
(optional) Speed in km/h. The default speed is 20 km/h.
#string Formation
(optional) The route point Formation, which is a text string that specifies exactly the Text in the Type of the route point, like "Vee", "Echelon Right".
#number DelaySeconds
Wait for the specified seconds before executing the Route.
#function WaypointFunction
(Optional) Function called when passing a waypoint. First parameters of the function are the #CONTROLLABLE object, the number of the waypoint and the total number of waypoints.
#table WaypointFunctionArguments
(Optional) List of parameters passed to the WaypointFunction.
Return value:
The CONTROLLABLE.
Make the controllable to push follow a given route.
Defined in:
Parameters:
#table Route
A table of Route Points.
#number DelaySeconds
(Optional) Wait for the specified seconds before executing the Route. Default is one second.
Return value:
The CONTROLLABLE.
Resumes the movement of the vehicle on the route.
Stops the movement of the vehicle on the route.
(AIR + GROUND) Make the Controllable move to fly to a given point.
Defined in:
Parameters:
DCS#Vec3 Point
The destination point in Vec3 format.
#number Speed
The speed [m/s] to travel.
Return value:
self
(AIR + GROUND) Make the Controllable move to a given point.
Defined in:
Parameters:
DCS#Vec3 Point
The destination point in Vec3 format.
#number Speed
The speed [m/s] to travel.
Return value:
self
[AIR] Sets the controlled aircraft group to fly at the specified altitude in meters.
Defined in:
Parameters:
#number Altitude
Altitude in meters.
#boolean Keep
(Optional) When set to true, will maintain the altitude on passing waypoints. If not present or false, the controlled group will return to the altitude as defined by their route.
#string AltType
(Optional) Specifies the altitude type used. If nil, the altitude type of the current waypoint will be used. Accepted values are "BARO" and "RADIO".
Return value:
self
Executes a command action for the CONTROLLABLE.
Set option.
Defined in:
Parameters:
#number OptionID
ID/Type of the option.
#number OptionValue
Value of the option
Return value:
self
[AIR] Set how the AI uses the onboard radar.
Defined in:
Parameter:
#number Option
Options are: NEVER = 0, FOR_ATTACK_ONLY = 1,FOR_SEARCH_IF_REQUIRED = 2, FOR_CONTINUOUS_SEARCH = 3
Return value:
self
[AIR] Set how the AI uses the onboard radar, here: for attack only.
[AIR] Set how the AI uses the onboard radar, here: always on.
[AIR] Set how the AI uses the onboard radar, here: when required for searching.
[AIR] Set how the AI uses the onboard radar.
Here: never.
[AIR] Set the AI to report contact for certain types of objects.
Defined in:
Parameter:
#table Objects
Table of attribute names for which AI reports contact. Defaults to {"Air"}. See Hoggit Wiki
Return value:
self
[AIR] Set the AI to report engaging certain types of objects.
Defined in:
Parameter:
#table Objects
Table of attribute names for which AI reports contact. Defaults to {"Air"}, see Hoggit Wiki
Return value:
self
[AIR] Set the AI to report killing certain types of objects.
Defined in:
Parameter:
#table Objects
Table of attribute names for which AI reports contact. Defaults to {"Air"}, see Hoggit Wiki
Return value:
self
[AIR] Set the AI to not report anything over the radio - radio silence
Defined in:
Parameter:
#boolean OnOff
If true or nil, radio is set to silence, if false radio silence is lifted.
Return value:
self
[AIR] Set if the AI is reporting passing of waypoints
Defined in:
Parameter:
#boolean OnOff
If true or nil, AI will report passing waypoints, if false, it will not.
Return value:
self
Sets the controlled group to go at the specified speed in meters per second.
Defined in:
Parameters:
#number Speed
Speed in meters per second
#boolean Keep
(Optional) When set to true, will maintain the speed on passing waypoints. If not present or false, the controlled group will return to the speed as defined by their route.
Return value:
self
Clearing the Task Queue and Setting the Task on the queue from the controllable.
Defined in:
Parameters:
DCS#Task DCSTask
DCS Task array.
#number WaitTime
Time in seconds, before the task is set.
Return value:
self
Set a Task at a Waypoint using a Route list.
Defined in:
Parameters:
#table Waypoint
The Waypoint!
DCS#Task Task
The Task structure to be executed!
Return value:
Give an uncontrolled air controllable the start command.
Defined in:
Parameter:
#number delay
(Optional) Delay before start command in seconds.
Return value:
self
Return an empty task shell for Aerobatics.
Defined in:
Return value:
Usage:
local plane = GROUP:FindByName("Aerial-1")
-- get a task shell
local aerotask = plane:TaskAerobatics()
-- add a series of maneuvers
aerotask = plane:TaskAerobaticsHorizontalEight(aerotask,1,5000,850,true,false,1,70)
aerotask = plane:TaskAerobaticsWingoverFlight(aerotask,1,0,0,true,true,20)
aerotask = plane:TaskAerobaticsLoop(aerotask,1,0,0,false,true)
-- set the task
plane:SetTask(aerotask)
Add an aerobatics entry of type "AILERON_ROLL" to the Aerobatics Task.
Defined in:
Parameters:
DCS#Task TaskAerobatics
The Aerobatics Task
#number Repeats
(Optional) The number of repeats, defaults to 1.
#number InitAltitude
(Optional) Starting altitude in meters, defaults to 0.
#number InitSpeed
(Optional) Starting speed in KPH, defaults to 0.
#boolean UseSmoke
(Optional) Using smoke, defaults to false.
#boolean StartImmediately
(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.
#number Side
(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.
#number RollRate
(Optional) How many degrees to roll per sec(?), can be between 15 and 450, defaults to 90.
#number TurnAngle
(Optional) Angles to turn overall, defaults to 360.
#number FixAngle
(Optional) No idea what this does, can be between 0 and 180 degrees, defaults to 180.
Return value:
Add an aerobatics entry of type "BARREL_ROLL" to the Aerobatics Task.
Defined in:
Parameters:
DCS#Task TaskAerobatics
The Aerobatics Task
#number Repeats
(Optional) The number of repeats, defaults to 1.
#number InitAltitude
(Optional) Starting altitude in meters, defaults to 0.
#number InitSpeed
(Optional) Starting speed in KPH, defaults to 0.
#boolean UseSmoke
(Optional) Using smoke, defaults to false.
#boolean StartImmediately
(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.
#number Side
(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.
#number RollRate
(Optional) How many degrees to roll per sec(?), can be between 15 and 450, defaults to 90.
#number TurnAngle
(Optional) Turn angle, defaults to 360 degrees.
Return value:
Add an aerobatics entry of type "CANDLE" to the Aerobatics Task.
Defined in:
Parameters:
DCS#Task TaskAerobatics
The Aerobatics Task
#number Repeats
(Optional) The number of repeats, defaults to 1.
#number InitAltitude
(Optional) Starting altitude in meters, defaults to 0.
#number InitSpeed
(Optional) Starting speed in KPH, defaults to 0.
#boolean UseSmoke
(Optional) Using smoke, defaults to false.
#boolean StartImmediately
(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.
Return value:
Add an aerobatics entry of type "CLIMB" to the Aerobatics Task.
Defined in:
Parameters:
DCS#Task TaskAerobatics
The Aerobatics Task
#number Repeats
(Optional) The number of repeats, defaults to 1.
#number InitAltitude
(Optional) Starting altitude in meters, defaults to 0.
#number InitSpeed
(Optional) Starting speed in KPH, defaults to 0.
#boolean UseSmoke
(Optional) Using smoke, defaults to false.
#boolean StartImmediately
(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.
#number Angle
(Optional) Angle to climb. Can be between 15 and 90 degrees. Defaults to 45 degrees.
#number FinalAltitude
(Optional) Altitude to climb to in meters. Defaults to 5000m.
Return value:
Add an aerobatics entry of type "DIVE" to the Aerobatics Task.
Defined in:
Parameters:
DCS#Task TaskAerobatics
The Aerobatics Task
#number Repeats
(Optional) The number of repeats, defaults to 1.
#number InitAltitude
(Optional) Starting altitude in meters, defaults to 5000.
#number InitSpeed
(Optional) Starting speed in KPH, defaults to 0.
#boolean UseSmoke
(Optional) Using smoke, defaults to false.
#boolean StartImmediately
(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.
#number Angle
(Optional) With how many degrees to dive, defaults to 45. Can be 15 to 90 degrees.
#number FinalAltitude
(Optional) Final altitude in meters, defaults to 1000.
Return value:
Add an aerobatics entry of type "EDGE_FLIGHT" to the Aerobatics Task.
Defined in:
Parameters:
DCS#Task TaskAerobatics
The Aerobatics Task
#number Repeats
(Optional) The number of repeats, defaults to 1.
#number InitAltitude
(Optional) Starting altitude in meters, defaults to 0.
#number InitSpeed
(Optional) Starting speed in KPH, defaults to 0.
#boolean UseSmoke
(Optional) Using smoke, defaults to false.
#boolean StartImmediately
(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.
#number FlightTime
(Optional) Time to fly this manoever in seconds, defaults to 10.
#number Side
(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.
Return value:
Add an aerobatics entry of type "FORCED_TURN" to the Aerobatics Task.
Defined in:
Parameters:
DCS#Task TaskAerobatics
The Aerobatics Task
#number Repeats
(Optional) The number of repeats, defaults to 1.
#number InitAltitude
(Optional) Starting altitude in meters, defaults to 0.
#number InitSpeed
(Optional) Starting speed in KPH, defaults to 0.
#boolean UseSmoke
(Optional) Using smoke, defaults to false.
#boolean StartImmediately
(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.
#number TurnAngle
(Optional) Angles to turn, defaults to 360.
#number Side
(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.
#number FlightTime
(Optional) Flight time in seconds for thos maneuver. Defaults to 30.
#number MinSpeed
(Optional) Minimum speed to keep in kph, defaults to 250 kph.
Return value:
Add an aerobatics entry of type "HAMMERHEAD" to the Aerobatics Task.
Defined in:
Parameters:
DCS#Task TaskAerobatics
The Aerobatics Task
#number Repeats
(Optional) The number of repeats, defaults to 1.
#number InitAltitude
(Optional) Starting altitude in meters, defaults to 0.
#number InitSpeed
(Optional) Starting speed in KPH, defaults to 0.
#boolean UseSmoke
(Optional) Using smoke, defaults to false.
#boolean StartImmediately
(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.
#number Side
(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.
Return value:
Add an aerobatics entry of type "HORIZONTAL_EIGHT" to the Aerobatics Task.
Defined in:
Parameters:
DCS#Task TaskAerobatics
The Aerobatics Task
#number Repeats
(Optional) The number of repeats, defaults to 1.
#number InitAltitude
(Optional) Starting altitude in meters, defaults to 0.
#number InitSpeed
(Optional) Starting speed in KPH, defaults to 0.
#boolean UseSmoke
(Optional) Using smoke, defaults to false.
#boolean StartImmediately
(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.
#number Side
(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.
#number RollDeg
(Optional) Roll degrees for Roll 1 and 2, defaults to 60.
Return value:
Add an aerobatics entry of type "IMMELMAN" to the Aerobatics Task.
Defined in:
Parameters:
DCS#Task TaskAerobatics
The Aerobatics Task
#number Repeats
(Optional) The number of repeats, defaults to 1.
#number InitAltitude
(Optional) Starting altitude in meters, defaults to 0.
#number InitSpeed
(Optional) Starting speed in KPH, defaults to 0.
#boolean UseSmoke
(Optional) Using smoke, defaults to false.
#boolean StartImmediately
(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.
Return value:
Add an aerobatics entry of type "LOOP" to the Aerobatics Task.
Defined in:
Parameters:
DCS#Task TaskAerobatics
The Aerobatics Task
#number Repeats
(Optional) The number of repeats, defaults to 1.
#number InitAltitude
(Optional) Starting altitude in meters, defaults to 0.
#number InitSpeed
(Optional) Starting speed in KPH, defaults to 0.
#boolean UseSmoke
(Optional) Using smoke, defaults to false.
#boolean StartImmediately
(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.
Return value:
Add an aerobatics entry of type "MILITARY_TURN" to the Aerobatics Task.
Defined in:
Parameters:
DCS#Task TaskAerobatics
The Aerobatics Task
#number Repeats
(Optional) The number of repeats, defaults to 1.
#number InitAltitude
(Optional) Starting altitude in meters, defaults to 0.
#number InitSpeed
(Optional) Starting speed in KPH, defaults to 0.
#boolean UseSmoke
(Optional) Using smoke, defaults to false.
#boolean StartImmediately
(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.
Return value:
Add an aerobatics entry of type "SKEWED_LOOP" to the Aerobatics Task.
Defined in:
Parameters:
DCS#Task TaskAerobatics
The Aerobatics Task
#number Repeats
(Optional) The number of repeats, defaults to 1.
#number InitAltitude
(Optional) Starting altitude in meters, defaults to 0.
#number InitSpeed
(Optional) Starting speed in KPH, defaults to 0.
#boolean UseSmoke
(Optional) Using smoke, defaults to false.
#boolean StartImmediately
(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.
#number Side
(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.
#number RollDeg
(Optional) Roll degrees for Roll 1 and 2, defaults to 60.
Return value:
Add an aerobatics entry of type "SPIRAL" to the Aerobatics Task.
Defined in:
Parameters:
DCS#Task TaskAerobatics
The Aerobatics Task
#number Repeats
(Optional) The number of repeats, defaults to 1.
#number InitAltitude
(Optional) Starting altitude in meters, defaults to 0.
#number InitSpeed
(Optional) Starting speed in KPH, defaults to 0.
#boolean UseSmoke
(Optional) Using smoke, defaults to false.
#boolean StartImmediately
(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.
#number TurnAngle
(Optional) Turn angle, defaults to 360 degrees.
#number Roll
(Optional) Roll to take, defaults to 60 degrees.
#number Side
(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.
#number UpDown
(Optional) Spiral upwards (1) or downwards (0). Defaults to 0 - downwards.
#number Angle
(Optional) Angle to spiral. Can be between 15 and 90 degrees. Defaults to 45 degrees.
Return value:
Add an aerobatics entry of type "SPLIT_S" to the Aerobatics Task.
Defined in:
Parameters:
DCS#Task TaskAerobatics
The Aerobatics Task
#number Repeats
(Optional) The number of repeats, defaults to 1.
#number InitAltitude
(Optional) Starting altitude in meters, defaults to 0.
#number InitSpeed
(Optional) Starting speed in KPH, defaults to 0.
#boolean UseSmoke
(Optional) Using smoke, defaults to false.
#boolean StartImmediately
(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.
#number FinalSpeed
(Optional) Final speed to reach in KPH. Defaults to 500 kph.
Return value:
Add an aerobatics entry of type "STRAIGHT_FLIGHT" to the Aerobatics Task.
Defined in:
Parameters:
DCS#Task TaskAerobatics
The Aerobatics Task
#number Repeats
(Optional) The number of repeats, defaults to 1.
#number InitAltitude
(Optional) Starting altitude in meters, defaults to 0.
#number InitSpeed
(Optional) Starting speed in KPH, defaults to 0.
#boolean UseSmoke
(Optional) Using smoke, defaults to false.
#boolean StartImmediately
(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.
#number FlightTime
(Optional) Time to fly this manoever in seconds, defaults to 10.
Return value:
Add an aerobatics entry of type "TURN" to the Aerobatics Task.
Defined in:
Parameters:
DCS#Task TaskAerobatics
The Aerobatics Task
#number Repeats
(Optional) The number of repeats, defaults to 1.
#number InitAltitude
(Optional) Starting altitude in meters, defaults to 0.
#number InitSpeed
(Optional) Starting speed in KPH, defaults to 0.
#boolean UseSmoke
(Optional) Using smoke, defaults to false.
#boolean StartImmediately
(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.
#number Side
(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.
#number RollDeg
(Optional) Roll degrees for Roll 1 and 2, defaults to 60.
#number Pull
(Optional) How many Gs to pull in this, defaults to 2.
#number Angle
(Optional) How many degrees to turn, defaults to 180.
Return value:
Add an aerobatics entry of type "WINGOVER_FLIGHT" to the Aerobatics Task.
Defined in:
Parameters:
DCS#Task TaskAerobatics
The Aerobatics Task
#number Repeats
(Optional) The number of repeats, defaults to 1.
#number InitAltitude
(Optional) Starting altitude in meters, defaults to 0.
#number InitSpeed
(Optional) Starting speed in KPH, defaults to 0.
#boolean UseSmoke
(Optional) Using smoke, defaults to false.
#boolean StartImmediately
(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.
#number FlightTime
(Optional) Time to fly this manoever in seconds, defaults to 10.
Return value:
(AIR + GROUND) Attack a Controllable.
Defined in:
Parameters:
Wrapper.Group#GROUP AttackGroup
The Group to be attacked.
#number WeaponType
(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.
DCS#AI.Task.WeaponExpend WeaponExpend
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
#number AttackQty
(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
DCS#Azimuth Direction
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
DCS#Distance Altitude
(optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude.
#boolean AttackQtyLimit
(optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.
#boolean GroupAttack
(Optional) If true, attack as group.
Return value:
The DCS task structure.
(AIR) Attacking the map object (building, structure, etc).
Defined in:
Parameters:
DCS#Vec2 Vec2
2D-coordinates of the point to deliver weapon at.
#boolean GroupAttack
(Optional) If true, all units in the group will attack the Unit when found.
DCS#AI.Task.WeaponExpend WeaponExpend
(Optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit will choose expend on its own discretion.
#number AttackQty
(Optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
DCS#Azimuth Direction
(Optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
#number Altitude
(Optional) The altitude [meters] from where to attack. Default 30 m.
#number WeaponType
(Optional) The WeaponType. Default Auto=1073741822.
Return value:
The DCS task structure.
(AIR + GROUND) Attack the Unit.
Defined in:
Parameters:
Wrapper.Unit#UNIT AttackUnit
The UNIT to be attacked
#boolean GroupAttack
(Optional) If true, all units in the group will attack the Unit when found. Default false.
DCS#AI.Task.WeaponExpend WeaponExpend
(Optional) Determines how many weapons will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
#number AttackQty
(Optional) Limits maximal quantity of attack. The aircraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
DCS#Azimuth Direction
(Optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction.
#number Altitude
(Optional) The (minimum) altitude in meters from where to attack. Default is altitude of unit to attack but at least 1000 m.
#number WeaponType
(optional) The WeaponType. See DCS Enumerator Weapon Type on Hoggit.
Return value:
The DCS task structure.
(AIR) Delivering weapon at the point on the ground.
Defined in:
Parameters:
DCS#Vec2 Vec2
2D-coordinates of the point to deliver weapon at.
#boolean GroupAttack
(optional) If true, all units in the group will attack the Unit when found.
DCS#AI.Task.WeaponExpend WeaponExpend
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.
#number AttackQty
(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
DCS#Azimuth Direction
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
#number Altitude
(optional) The altitude from where to attack.
#number WeaponType
(optional) The WeaponType.
#boolean Divebomb
(optional) Perform dive bombing. Default false.
Return value:
The DCS task structure.
(AIR) Delivering weapon on the runway.
See hoggit
Make sure the aircraft has the following role:
- CAS
- Ground Attack
- Runway Attack
- Anti-Ship Strike
- AFAC
- Pinpoint Strike
Defined in:
Parameters:
Wrapper.Airbase#AIRBASE Airbase
Airbase to attack.
#number WeaponType
(optional) Bitmask of weapon types those allowed to use. See DCS enum weapon flag. Default 2147485694 = AnyBomb (GuidedBomb + AnyUnguidedBomb).
DCS#AI.Task.WeaponExpend WeaponExpend
Enum AI.Task.WeaponExpend that defines how much munitions the AI will expend per attack run. Default "ALL".
#number AttackQty
Number of times the group will attack if the target. Default 1.
DCS#Azimuth Direction
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
#boolean GroupAttack
(optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a group and not to a single aircraft.
Return value:
The DCS task structure.
(AIR) Delivering weapon via CarpetBombing (all bombers in formation release at same time) at the point on the ground.
Defined in:
Parameters:
DCS#Vec2 Vec2
2D-coordinates of the point to deliver weapon at.
#boolean GroupAttack
(optional) If true, all units in the group will attack the Unit when found.
DCS#AI.Task.WeaponExpend WeaponExpend
(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit will choose expend on its own discretion.
#number AttackQty
(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
DCS#Azimuth Direction
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
#number Altitude
(optional) The altitude from where to attack.
#number WeaponType
(optional) The WeaponType.
#number CarpetLength
(optional) default to 500 m.
Return value:
The DCS task structure.
Return a Combo Task taking an array of Tasks.
Return a condition section for a controlled task.
Defined in:
Parameters:
DCS#Time time
DCS mission time.
#string userFlag
Name of the user flag.
#boolean userFlagValue
User flag value true or false. Could also be numeric, i.e. either 0=false or 1=true. Other numeric values don't work!
#string condition
Lua string.
DCS#Time duration
Duration in seconds.
#number lastWayPoint
Last waypoint. return DCS#Task
Return a Controlled Task taking a Task and a TaskCondition.
Specifies the location infantry groups that is being transported by helicopters will be unloaded at.
Used in conjunction with the EmbarkToTransport task.
Defined in:
Parameters:
Core.Point#COORDINATE Coordinate
Coordinates where AI is expecting to be picked up.
GroupSetToDisembark
Return value:
Embark to transport task.
Set EPLRS data link on/off.
Defined in:
Parameters:
#boolean SwitchOnOff
If true (or nil) switch EPLRS on. If false switch off.
#number idx
Task index. Default 1.
Return value:
#table:
Task wrapped action.
Used in conjunction with the embarking task for a transport helicopter group.
The Ground units will move to the specified location and wait to be picked up by a helicopter. The helicopter will then fly them to their dropoff point defined by another task for the ground forces; DisembarkFromTransport task. The controllable has to be an infantry group!
Defined in:
Parameters:
Core.Point#COORDINATE Coordinate
Coordinates where AI is expecting to be picked up.
#number Radius
Radius in meters. Default 200 m.
#string UnitType
The unit type name of the carrier, e.g. "UH-1H". Must not be specified.
Return value:
Embark to transport task.
(AIR HELICOPTER) Move the controllable to a Vec2 Point, wait for a defined duration and embark infantry groups.
Defined in:
Parameters:
Core.Point#COORDINATE Coordinate
The point where to pickup the troops.
Core.Set#SET_GROUP GroupSetForEmbarking
Set of groups to embark.
#number Duration
(Optional) The maximum duration in seconds to wait until all groups have embarked.
#table Distribution
(Optional) Distribution used to put the infantry groups into specific carrier units.
Return value:
The DCS task structure.
Return an Empty Task.
(AIR) Escort another airborne controllable.
The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders. The unit / controllable will also protect that controllable from threats of specified types.
Defined in:
Parameters:
#CONTROLLABLE FollowControllable
The controllable to be escorted.
DCS#Vec3 Vec3
Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.
#number LastWaypointIndex
Detach waypoint of another controllable. Once reached the unit / controllable Escort task is finished.
#number EngagementDistance
Maximal distance from escorted controllable to threat in meters. If the threat is already engaged by escort escort will disengage if the distance becomes greater than 1.5 * engagementDistMax.
DCS#AttributeNameArray TargetTypes
Array of AttributeName that is contains threat categories allowed to engage. Default {"Air"}. See https://wiki.hoggit.us/view/DCS_enum_attributes
Return value:
The DCS task structure.
(AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.
The killer is player-controlled allied CAS-aircraft that is in contact with the FAC. If the task is assigned to the controllable lead unit will be a FAC. It's important to note that depending on the type of unit that is being assigned the task (AIR or GROUND), you must choose the correct type of callsign enumerator. For airborne controllables use CALLSIGN.Aircraft and for ground based use CALLSIGN.JTAC enumerators.
Defined in:
Parameters:
Wrapper.Group#GROUP AttackGroup
Target GROUP object.
#number WeaponType
Bitmask of weapon types, which are allowed to use.
DCS#AI.Task.Designation Designation
(Optional) Designation type.
#boolean Datalink
(Optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.
#number Frequency
Frequency in MHz used to communicate with the FAC. Default 133 MHz.
#number Modulation
Modulation of radio for communication. Default 0=AM.
#number CallsignName
Callsign enumerator name of the FAC. (CALLSIGN.Aircraft.{name} for airborne controllables, CALLSIGN.JTACS.{name} for ground units)
#number CallsignNumber
Callsign number, e.g. Axeman-1.
Return value:
The DCS task structure.
(GROUND) Fire at a VEC2 point until ammunition is finished.
Defined in:
Parameters:
DCS#Vec2 Vec2
The point to fire at.
DCS#Distance Radius
The radius of the zone to deploy the fire at.
#number AmmoCount
(optional) Quantity of ammunition to expand (omit to fire until ammunition is depleted).
#number WeaponType
(optional) Enum for weapon type ID. This value is only required if you want the group firing to use a specific weapon, for instance using the task on a ship to force it to fire guided missiles at targets within cannon range. See http://wiki.hoggit.us/view/DCS_enum_weapon_flag
#number Altitude
(Optional) Altitude in meters.
#number ASL
Altitude is above mean sea level. Default is above ground level.
Return value:
The DCS task structure.
(AIR) Following another airborne controllable.
The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders. If another controllable is on land the unit / controllable will orbit around.
Defined in:
Parameters:
#CONTROLLABLE FollowControllable
The controllable to be followed.
DCS#Vec3 Vec3
Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.
#number LastWaypointIndex
Detach waypoint of another controllable. Once reached the unit / controllable Follow task is finished.
Return value:
The DCS task structure.
(AIR) Following another airborne controllable.
The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders. Used to support CarpetBombing Task
Defined in:
Parameters:
#CONTROLLABLE FollowControllable
The controllable to be followed.
DCS#Vec3 Vec3
Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.
#number LastWaypointIndex
Detach waypoint of another controllable. Once reached the unit / controllable Follow task is finished.
Return value:
The DCS task structure.
This creates a Task element, with an action to call a function as part of a Wrapped Task.
This Task can then be embedded at a Waypoint by calling the method CONTROLLABLE.SetTaskWaypoint.
Defined in:
Parameters:
#string FunctionString
The function name embedded as a string that will be called.
...
The variable arguments passed to the function when called! These arguments can be of any type!
Return value:
Usage:
local ZoneList = {
ZONE:New( "ZONE1" ),
ZONE:New( "ZONE2" ),
ZONE:New( "ZONE3" ),
ZONE:New( "ZONE4" ),
ZONE:New( "ZONE5" )
}
GroundGroup = GROUP:FindByName( "Vehicle" )
--- @param Wrapper.Group#GROUP GroundGroup
function RouteToZone( Vehicle, ZoneRoute )
local Route = {}
Vehicle:E( { ZoneRoute = ZoneRoute } )
Vehicle:MessageToAll( "Moving to zone " .. ZoneRoute:GetName(), 10 )
-- Get the current coordinate of the Vehicle
local FromCoord = Vehicle:GetCoordinate()
-- Select a random Zone and get the Coordinate of the new Zone.
local RandomZone = ZoneList[ math.random( 1, #ZoneList ) ] -- Core.Zone#ZONE
local ToCoord = RandomZone:GetCoordinate()
-- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task
Route[#Route+1] = FromCoord:WaypointGround( 72 )
Route[#Route+1] = ToCoord:WaypointGround( 60, "Vee" )
local TaskRouteToZone = Vehicle:TaskFunction( "RouteToZone", RandomZone )
Vehicle:SetTaskWaypoint( Route[#Route], TaskRouteToZone ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.
Vehicle:Route( Route, math.random( 10, 20 ) ) -- Move after a random seconds to the Route. See the Route method for details.
end
RouteToZone( GroundGroup, ZoneList[1] )
(AIR/HELO) Escort a ground controllable.
The unit / controllable will follow lead unit of the other controllable, additional units of both controllables will continue following their leaders. The unit / controllable will also protect that controllable from threats of specified types.
Defined in:
Parameters:
#CONTROLLABLE FollowControllable
The controllable to be escorted.
#number LastWaypointIndex
(optional) Detach waypoint of another controllable. Once reached the unit / controllable Escort task is finished.
#number OrbitDistance
(optional) Maximum distance helo will orbit around the ground unit in meters. Defaults to 2000 meters.
DCS#AttributeNameArray TargetTypes
(optional) Array of AttributeName that is contains threat categories allowed to engage. Default {"Ground vehicles"}. See https://wiki.hoggit.us/view/DCS_enum_attributes
Return value:
The DCS task structure.
Make a task for a TRAIN Controllable to drive towards a specific point using railroad.
Defined in:
Parameters:
Core.Point#COORDINATE ToCoordinate
A Coordinate to drive to.
#number Speed
(Optional) Speed in km/h. The default speed is 20 km/h.
#function WaypointFunction
(Optional) Function called when passing a waypoint. First parameters of the function are the #CONTROLLABLE object, the number of the waypoint and the total number of waypoints.
#table WaypointFunctionArguments
(Optional) List of parameters passed to the WaypointFunction.
Return value:
Task
Make a task for a GROUND Controllable to drive towards a specific point using (mostly) roads.
Defined in:
Parameters:
Core.Point#COORDINATE ToCoordinate
A Coordinate to drive to.
#number Speed
(Optional) Speed in km/h. The default speed is 20 km/h.
#string OffRoadFormation
(Optional) The formation at initial and final waypoint. Default is "Off Road".
#boolean Shortcut
(Optional) If true, controllable will take the direct route if the path on road is 10x longer or path on road is less than 5% of total path.
Core.Point#COORDINATE FromCoordinate
(Optional) Explicit initial coordinate. Default is the position of the controllable.
#function WaypointFunction
(Optional) Function called when passing a waypoint. First parameters of the function are the #CONTROLLABLE object, the number of the waypoint and the total number of waypoints.
#table WaypointFunctionArguments
(Optional) List of parameters passed to the WaypointFunction.
Return values:
Task.
#boolean:
If true, path on road is possible. If false, task will route the group directly to its destination.
(GROUND) Hold ground controllable from moving.
(AIR) Hold position at the current position of the first unit of the controllable.
Defined in:
Parameter:
#number Duration
The maximum duration in seconds to hold the position.
Return value:
self
(AIR HELICOPTER) Landing at the ground.
For helicopters only.
Defined in:
Parameters:
DCS#Vec2 Vec2
The point where to land.
#number Duration
The duration in seconds to stay on the ground.
#boolean CombatLanding
(optional) If true, set the Combat Landing option.
#number DirectionAfterLand
(optional) Heading after landing in degrees.
Return value:
self
(AIR) Land the controllable at a @{Core.Zone#ZONE_RADIUS).
Defined in:
Parameters:
Core.Zone#ZONE Zone
The zone where to land.
#number Duration
The duration in seconds to stay on the ground.
#boolean RandomPoint
(optional) If true,land at a random point inside of the zone.
#boolean CombatLanding
(optional) If true, set the Combat Landing option.
#number DirectionAfterLand
(optional) Heading after landing in degrees.
Return value:
The DCS task structure.
(AIR + GROUND) Return a mission task from a mission template.
Defined in:
Parameter:
#table TaskMission
A table containing the mission task.
Return value:
(AIR) Orbit at a position with at a given altitude and speed.
Optionally, a race track pattern can be specified.
Defined in:
Parameters:
Core.Point#COORDINATE Coord
Coordinate at which the CONTROLLABLE orbits. Can also be given as a DCS#Vec3
or DCS#Vec2
object.
#number Altitude
Altitude in meters of the orbit pattern. Default y component of Coord.
#number Speed
Speed [m/s] flying the orbit pattern. Default 128 m/s = 250 knots.
Core.Point#COORDINATE CoordRaceTrack
(Optional) If this coordinate is specified, the CONTROLLABLE will fly a race-track pattern using this and the initial coordinate.
Return value:
self
(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.
Defined in:
Parameters:
#number Altitude
The altitude [m] to hold the position.
#number Speed
The speed [m/s] flying when holding the position.
Core.Point#COORDINATE Coordinate
(Optional) The coordinate where to orbit. If the coordinate is not given, then the current position of the controllable is used.
Return value:
self
(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.
Defined in:
Parameters:
DCS#Vec2 Point
The point to hold the position.
#number Altitude
The altitude AGL in meters to hold the position.
#number Speed
The speed [m/s] flying when holding the position.
Return value:
self
(AIR) Act as Recovery Tanker for a naval/carrier group.
Defined in:
Parameters:
Wrapper.Group#GROUP CarrierGroup
#number Speed
Speed in meters per second
#number Altitude
Altitude the tanker orbits at in meters
#number LastWptNumber
(optional) Waypoint of carrier group that when reached, ends the recovery tanker task
Return value:
The DCS task structure.
(AIR) Refueling from the nearest tanker.
No parameters.
Return a "Misson" task to follow a given route defined by Points.
Defined in:
Parameter:
#table Points
A table of route points.
Return value:
DCS mission task. Has entries .id="Mission"
, params
, were params has entries airborne
and route
, which is a table of points
.
(GROUND) Route the controllable to a given Vec2.
A speed can be given in km/h. A given formation can be given.
Defined in:
Parameters:
DCS#Vec2 Vec2
The Vec2 where to route to.
#number Speed
The speed in m/s. Default is 5.555 m/s = 20 km/h.
Core.Base#FORMATION Formation
The formation string.
(AIR + GROUND) Route the controllable to a given zone.
The controllable final destination point can be randomized. A speed can be given in km/h. A given formation can be given.
Defined in:
Parameters:
Core.Zone#ZONE Zone
The zone where to route to.
#boolean Randomize
Defines whether to target point gets randomized within the Zone.
#number Speed
The speed in m/s. Default is 5.555 m/s = 20 km/h.
Core.Base#FORMATION Formation
The formation string.
(AIR) Strafe the point on the ground.
Defined in:
Parameters:
DCS#Vec2 Vec2
2D-coordinates of the point to deliver strafing at.
#number AttackQty
(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.
#number Length
(optional) Length of the strafing area.
#number WeaponType
(optional) The WeaponType. WeaponType is a number associated with a corresponding weapons flags
DCS#AI.Task.WeaponExpend WeaponExpend
(optional) Determines how much ammunition will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion, e.g. AI.Task.WeaponExpend.ALL.
DCS#Azimuth Direction
(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.
#boolean GroupAttack
(optional) If true, all units in the group will attack the Unit when found.
Return value:
The DCS task structure.
Usage:
local attacker = GROUP:FindByName("Aerial-1")
local attackVec2 = ZONE:New("Strafe Attack"):GetVec2()
-- Attack with any cannons = 805306368, 4 runs, strafe a field of 200 meters
local task = attacker:TaskStrafing(attackVec2,4,200,805306368,AI.Task.WeaponExpend.ALL)
attacker:SetTask(task,2)
Return a WrappedAction Task taking a Command.
Executes the WayPoint plan.
The function gets a WayPoint parameter, that you can use to restart the mission at a specific WayPoint. Note that when the WayPoint parameter is used, the new start mission waypoint of the controllable will be 1!
Defined in:
Parameters:
#number WayPoint
The WayPoint from where to execute the mission.
#number WaitTime
The amount seconds to wait before initiating the mission.
Return value:
self
Usage:
Intended Workflow is:
mygroup:WayPointInitialize()
mygroup:WayPointFunction( WayPoint, WayPointIndex, WayPointFunction, ... )
mygroup:WayPointExecute()
Registers a waypoint function that will be executed when the controllable moves over the WayPoint.
Defined in:
Parameters:
#number WayPoint
The waypoint number. Note that the start waypoint on the route is WayPoint 1!
#number WayPointIndex
When defining multiple WayPoint functions for one WayPoint, use WayPointIndex to set the sequence of actions.
#function WayPointFunction
The waypoint function to be called when the controllable moves over the waypoint. The waypoint function takes variable parameters.
...
Return value:
self
Usage:
Intended Workflow is:
mygroup:WayPointInitialize()
mygroup:WayPointFunction( WayPoint, WayPointIndex, WayPointFunction, ... )
mygroup:WayPointExecute()
Retrieve the controllable mission and allow to place function hooks within the mission waypoint plan.
Use the method CONTROLLABLE.WayPointFunction() to define the hook functions for specific waypoints. Use the method CONTROLLABLE.WayPointExecute() to start the execution of the new mission plan. Note that when WayPointInitialize is called, the Mission of the controllable is RESTARTED!
Defined in:
Parameter:
#table WayPoints
If WayPoints is given, then use the route.
Return value:
self
Usage:
Intended Workflow is:
mygroup:WayPointInitialize()
mygroup:WayPointFunction( WayPoint, WayPointIndex, WayPointFunction, ... )
mygroup:WayPointExecute()
Get the controller for the CONTROLLABLE.
[Internal] This method is called by the scheduler after enabling the IR marker.
Task function when controllable passes a waypoint.
Defined in:
Parameters:
#CONTROLLABLE controllable
The controllable object.
#number n
Current waypoint number passed.
#number N
Total number of waypoints.
#function waypointfunction
Function called when a waypoint is passed.
...
Field(s)
self:T3( GroupCoalition )
The name of the group.
self:F({coordinate=coordinate})
Function(s)
Add cargo.
Get cargo item count.
Destroys the POSITIONABLE.
Defined in:
Parameter:
#boolean GenerateEvent
(Optional) If true, generates a crash or dead event for the unit. If false, no event generated. If nil, a remove event is generated.
Return value:
#nil:
The DCS Unit is not existing or alive.
Usages:
Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group. Helicopter = UNIT:FindByName( "Helicopter" ) Helicopter:Destroy( true )
-- Ground unit example: destroy the Tanks and generate a S_EVENT_DEAD for each unit in the Tanks group. Tanks = UNIT:FindByName( "Tanks" ) Tanks:Destroy( true )
-- Ship unit example: destroy the Ship silently. Ship = STATIC:FindByName( "Ship" ) Ship:Destroy()
-- Destroy without event generation example. Ship = STATIC:FindByName( "Boat" ) Ship:Destroy( false ) -- Don't generate an event upon destruction.
Triggers an explosion at the coordinates of the positionable.
Defined in:
Parameters:
#number power
Power of the explosion in kg TNT. Default 100 kg TNT.
#number delay
(Optional) Delay of explosion in seconds.
Return value:
self
Signal a flare at the position of the POSITIONABLE.
Signal a green flare at the position of the POSITIONABLE.
Defined in:
Signal a red flare at the position of the POSITIONABLE.
Defined in:
Signal a white flare at the position of the POSITIONABLE.
Defined in:
Signal a yellow flare at the position of the POSITIONABLE.
Defined in:
Returns the indicated airspeed (IAS).
The IAS is calculated from the TAS under the approximation that TAS increases by ~2% with every 1000 feet altitude ASL.
Defined in:
Parameter:
#number oatcorr
(Optional) Outside air temperature (OAT) correction factor. Default 0.017 (=1.7%).
Return value:
#number:
IAS in m/s. Returns 0 if the POSITIONABLE does not exist.
Returns the true airspeed (TAS).
This is calculated from the current velocity minus wind in 3D.
Defined in:
Return value:
#number:
TAS in m/s. Returns 0 if the POSITIONABLE does not exist.
Returns the altitude above sea level of the POSITIONABLE.
Defined in:
Return values:
Returns the Angle of Attack of a POSITIONABLE.
Defined in:
Return values:
#number:
Angle of attack in degrees.
#nil:
The POSITIONABLE is not existing or alive.
Create a Core.Beacon#BEACON, to allow this POSITIONABLE to broadcast beacon signals.
Get the bounding box of the underlying POSITIONABLE DCS Object.
Defined in:
Return values:
Get the bounding radius of the underlying POSITIONABLE DCS Object.
Defined in:
Parameter:
#number MinDist
(Optional) If bounding box is smaller than this value, MinDist is returned.
Return values:
The bounding radius of the POSITIONABLE
#nil:
The POSITIONABLE is not existing or alive.
Get all contained cargo.
Get Cargo Bay Free Weight in kg.
Get Cargo Bay Weight Limit in kg.
Returns the climb or descent angle of the POSITIONABLE.
Defined in:
Return values:
#number:
Climb or descent angle in degrees. Or 0 if velocity vector norm is zero.
#nil:
The POSITIONABLE is not existing or alive.
Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
This function works similar to POSITIONABLE.GetCoordinate(), however, this function caches, updates and re-uses the same COORDINATE object stored within the POSITIONABLE. This has higher performance, but comes with all considerations associated with the possible referencing to the same COORDINATE object. This should only be used when performance is critical and there is sufficient awareness of the possible pitfalls. However, in most instances, GetCoordinate() is preferred as it will return a fresh new COORDINATE and thus avoid potentially unexpected issues.
Defined in:
Return value:
A reference to the COORDINATE object of the POSITIONABLE.
Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.
Defined in:
Return value:
A new COORDINATE object of the POSITIONABLE.
Returns the DCS object.
Polymorphic for other classes like UNIT, STATIC, GROUP, AIRBASE.
Returns the horizonal speed relative to eath's surface.
The vertical component of the velocity vector is projected out (set to zero).
Defined in:
Return value:
#number:
Ground speed in m/s. Returns 0 if the POSITIONABLE does not exist.
Returns the POSITIONABLE heading in degrees.
Defined in:
Return values:
#number:
The POSITIONABLE heading in degrees.
#nil:
The POSITIONABLE is not existing or alive.
Returns the POSITIONABLE height above sea level in meters.
Defined in:
Return value:
Height of the positionable in meters (or nil, if the object does not exist).
Get the last assigned laser code
Returns a message with the callsign embedded (if there is one).
Defined in:
Parameters:
#string Message
The message text
DCS#Duration Duration
The duration of the message.
#string Name
(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
Return value:
Returns the message text with the callsign embedded (if there is one).
Defined in:
Parameters:
#string Message
The message text.
#string Name
(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
Return values:
#string:
The message text.
#nil:
The POSITIONABLE is not existing or alive.
Returns a message of a specified type with the callsign embedded (if there is one).
Defined in:
Parameters:
#string Message
The message text
Core.Message#MESSAGE MessageType
MessageType The message type.
#string Name
(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
Return value:
Get the object size.
Defined in:
Return values:
Max size of object in x, z or 0 if bounding box could not be obtained.
Length x or 0 if bounding box could not be obtained.
Height y or 0 if bounding box could not be obtained.
Width z or 0 if bounding box could not be obtained.
Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE.
Defined in:
Parameters:
#number x
Offset in the direction "the nose" of the unit is pointing in meters. Default 0 m.
#number y
Offset "above" the unit in meters. Default 0 m.
#number z
Offset in the direction "the wing" of the unit is pointing in meters. z>0 starboard, z<0 port. Default 0 m.
Return value:
The COORDINATE of the offset with respect to the orientation of the POSITIONABLE.
Returns a {@DCS#Vec3} table of the objects current orientation in 3D space.
X, Y, Z values are unit vectors defining the objects orientation. X is the orientation parallel to the movement of the object, Z perpendicular and Y vertical orientation.
Defined in:
Return values:
Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e.
along the direction of movement.
Defined in:
Return values:
X orientation, i.e. parallel to the direction of movement.
#nil:
The POSITIONABLE is not existing or alive.
Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e.
vertical orientation.
Defined in:
Return values:
Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e.
perpendicular to direction of movement.
Defined in:
Return values:
Z orientation, i.e. perpendicular to movement.
#nil:
The POSITIONABLE is not existing or alive.
Returns the pitch angle of a POSITIONABLE.
Defined in:
Return values:
#number:
Pitch angle in degrees.
#nil:
The POSITIONABLE is not existing or alive.
Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.
Defined in:
Return values:
The 2D point vector of the POSITIONABLE.
#nil:
The POSITIONABLE is not existing or alive.
Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.
Defined in:
Return values:
The 3D point vector of the POSITIONABLE.
#nil:
The POSITIONABLE is not existing or alive.
Returns a pos3 table of the objects current position and orientation in 3D space.
X, Y, Z values are unit vectors defining the objects orientation. Coordinates are dependent on the position of the maps origin.
Defined in:
Return value:
Table consisting of the point and orientation tables.
Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.
Defined in:
Return values:
The 3D position vectors of the POSITIONABLE.
#nil:
The POSITIONABLE is not existing or alive.
Create a Sound.Radio#RADIO, to allow radio transmission for this POSITIONABLE.
Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message
Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.
Defined in:
Parameter:
#number Radius
Return values:
Usage:
-- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP
Returns a COORDINATE object, which is transformed to be relative to the POSITIONABLE.
Inverse of POSITIONABLE.GetOffsetCoordinate.
Defined in:
Parameters:
#number x
Offset along the world x-axis in meters. Default 0 m.
#number y
Offset along the world y-axis in meters. Default 0 m.
#number z
Offset along the world z-axis in meters. Default 0 m.
Return value:
The relative COORDINATE with respect to the orientation of the POSITIONABLE.
Get relative velocity with respect to another POSITIONABLE.
Defined in:
Parameter:
#POSITIONABLE Positionable
Other POSITIONABLE.
Return value:
#number:
Relative velocity in m/s.
Returns the roll angle of a unit.
Defined in:
Return values:
#number:
Pitch angle in degrees.
#nil:
The POSITIONABLE is not existing or alive.
Defined in:
Get the Spot
Get the number of infantry soldiers that can be embarked into an aircraft (airplane or helicopter).
Returns nil
for ground or ship units.
Defined in:
Return value:
#number:
Descent number of soldiers that fit into the unit. Returns #nil
for ground and ship units.
Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission.
Defined in:
Return values:
Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission.
Defined in:
Return values:
Returns the Core.Velocity object from the POSITIONABLE.
Defined in:
Return values:
Velocity The Velocity object.
#nil:
The POSITIONABLE is not existing or alive.
Returns the POSITIONABLE velocity in km/h.
Returns the POSITIONABLE velocity in knots.
Returns the POSITIONABLE velocity in meters per second.
Defined in:
Return value:
#number:
The velocity in meters per second.
Returns the POSITIONABLE velocity Vec3 vector.
Defined in:
Return values:
Returns the yaw angle of a POSITIONABLE.
Defined in:
Return values:
#number:
Yaw angle in degrees.
#nil:
The POSITIONABLE is not existing or alive.
Returns if carrier has given cargo.
Defined in:
Parameter:
Cargo
Return value:
Cargo
Returns true if the POSITIONABLE is in the air.
Polymorphic, is overridden in GROUP and UNIT.
Defined in:
Return values:
#boolean:
true if in the air.
#nil:
The POSITIONABLE is not existing or alive.
Returns if the Positionable is located above a runway.
Defined in:
Return values:
#boolean:
true if Positionable is above a runway.
#nil:
The POSITIONABLE is not existing or alive.
Returns if the unit is of an air category.
If the unit is a helicopter or a plane, then this method will return true, otherwise false.
Defined in:
Return values:
#boolean:
Air category evaluation result.
#nil:
The POSITIONABLE is not existing or alive.
Returns if the unit is of an ground category.
If the unit is a ground vehicle or infantry, this method will return true, otherwise false.
Defined in:
Return values:
#boolean:
Ground category evaluation result.
#nil:
The POSITIONABLE is not existing or alive.
Returns true if the unit is within a Core.Zone.
Defined in:
Parameter:
Core.Zone#ZONE_BASE Zone
The zone to test.
Return value:
#boolean:
Returns true if the unit is within the Core.Zone#ZONE_BASE
Check if the POSITIONABLE is lasing a target.
Returns true if the unit is not within a Core.Zone.
Defined in:
Parameter:
Core.Zone#ZONE_BASE Zone
The zone to test.
Return value:
#boolean:
Returns true if the unit is not within the Core.Zone#ZONE_BASE
Returns if the unit is of ship category.
Defined in:
Return values:
#boolean:
Ship category evaluation result.
#nil:
The POSITIONABLE is not existing or alive.
Returns if the unit is a submarine.
Start Lasing a COORDINATE.
Defined in:
Parameters:
Core.Point#COORDINATE Coordinate
The coordinate where the lase is pointing at.
#number LaserCode
Laser code or random number in [1000, 9999].
#number Duration
Duration of lasing in seconds.
Return value:
Stop Lasing a POSITIONABLE.
Start Lasing a POSITIONABLE.
Defined in:
Parameters:
#POSITIONABLE Target
The target to lase.
#number LaserCode
Laser code or random number in [1000, 9999].
#number Duration
Duration of lasing in seconds.
Return value:
Send a message to the players in the Wrapper.Group.
The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
Defined in:
Parameters:
#string Message
The message text
DCS#Duration Duration
The duration of the message.
#string Name
(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
Send a message to all coalitions.
The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
Defined in:
Parameters:
#string Message
The message text
DCS#Duration Duration
The duration of the message.
#string Name
(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
Send a message to the blue coalition.
The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
Defined in:
Parameters:
#string Message
The message text
DCS#Duration Duration
The duration of the message.
#string Name
(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
Send a message to a client.
The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
Defined in:
Parameters:
#string Message
The message text
DCS#Duration Duration
The duration of the message.
Wrapper.Client#CLIENT Client
The client object receiving the message.
#string Name
(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
Send a message to a coalition.
The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
Defined in:
Parameters:
#string Message
The message text
DCS#Duration Duration
The duration of the message.
DCS#coalition MessageCoalition
The Coalition receiving the message.
#string Name
(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
Send a message to a Wrapper.Group.
The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
Defined in:
Parameters:
#string Message
The message text
DCS#Duration Duration
The duration of the message.
Wrapper.Group#GROUP MessageGroup
The GROUP object receiving the message.
#string Name
(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
Send a message to the red coalition.
The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
Defined in:
Parameters:
#string Message
The message text
DCS#Duration Duration
The duration of the message.
#string Name
(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
Send a message to a Core.Set#SET_GROUP.
The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
Defined in:
Parameters:
#string Message
The message text
DCS#Duration Duration
The duration of the message.
Core.Set#SET_GROUP MessageSetGroup
The SET_GROUP collection receiving the message.
#string Name
(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
Send a message to a Core.Set#SET_UNIT.
The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
Defined in:
Parameters:
#string Message
The message text
DCS#Duration Duration
The duration of the message.
Core.Set#SET_UNIT MessageSetUnit
The SET_UNIT collection receiving the message.
#string Name
(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
Send a message to a Wrapper.Unit.
The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
Defined in:
Parameters:
#string Message
The message text
DCS#Duration Duration
The duration of the message.
Wrapper.Unit#UNIT MessageUnit
The UNIT object receiving the message.
#string Name
(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.
Send a message to a coalition.
The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
Defined in:
Parameters:
#string Message
The message text
Core.Message#MESSAGE.Type MessageType
The message type that determines the duration.
DCS#coalition MessageCoalition
The Coalition receiving the message.
#string Name
(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.
Send a message of a message type to a Wrapper.Group.
The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.
Defined in:
Parameters:
#string Message
The message text
Core.Message#MESSAGE.Type MessageType
The message type that determines the duration.
Wrapper.Group#GROUP MessageGroup
The GROUP object receiving the message.
#string Name
(Optional) The Name of the sender. If not provided, the Name is the type of the POSITIONABLE.
Create a new POSITIONABLE from a DCSPositionable
Defined in:
Parameter:
#string PositionableName
The POSITIONABLE name
Return value:
self
Remove cargo.
Set Cargo Bay Weight Limit in kg.
Defined in:
Parameter:
#number WeightLimit
(Optional) Weight limit in kg. If not given, the value is taken from the descriptors or hard coded.
Smoke the POSITIONABLE.
Defined in:
Parameters:
Utilities.Utils#SMOKECOLOR SmokeColor
The smoke color.
#number Range
The range in meters to randomize the smoking around the POSITIONABLE.
#number AddHeight
The height in meters to add to the altitude of the POSITIONABLE.
Field(s)
self:T3( GroupCoalition )
The name of the group.
self:F({coordinate=coordinate})
Function(s)
Gets the CallSign of the IDENTIFIABLE, which is a blank by default.
Defined in:
Return value:
#string:
The CallSign of the IDENTIFIABLE.
Returns object category of the DCS Identifiable.
One of
- Object.Category.UNIT = 1
- Object.Category.WEAPON = 2
- Object.Category.STATIC = 3
- Object.Category.BASE = 4
- Object.Category.SCENERY = 5
- Object.Category.Cargo = 6
For UNITs this returns a second value, one of
Unit.Category.AIRPLANE = 0
Unit.Category.HELICOPTER = 1
Unit.Category.GROUND_UNIT = 2
Unit.Category.SHIP = 3
Unit.Category.STRUCTURE = 4
Defined in:
Return values:
The category ID, i.e. a number.
The unit category ID, i.e. a number. For units only.
Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.
Defined in:
Return value:
#string:
The DCS Identifiable Category Name
Returns coalition of the Identifiable.
Defined in:
Return value:
The side of the coalition or #nil
The DCS Identifiable is not existing or alive.
Returns the name of the coalition of the Identifiable.
Defined in:
Return values:
#string:
The name of the coalition.
#nil:
The DCS Identifiable is not existing or alive.
Returns country of the Identifiable.
Defined in:
Return value:
The country identifier or #nil
The DCS Identifiable is not existing or alive.
Returns country name of the Identifiable.
Returns Identifiable descriptor.
Descriptor type depends on Identifiable category.
Defined in:
Return value:
The Identifiable descriptor or #nil
The DCS Identifiable is not existing or alive.
Returns DCS Identifiable object name.
The function provides access to non-activated objects too.
Defined in:
Return value:
#string:
The name of the DCS Identifiable or #nil
.
Gets the threat level.
Returns the type name of the DCS Identifiable.
Defined in:
Return value:
#string:
The type name of the DCS Identifiable.
Check if the Object has the attribute.
Defined in:
Parameter:
#string AttributeName
The attribute name.
Return value:
#boolean:
true if the attribute exists or #nil
The DCS Identifiable is not existing or alive.
Returns if the Identifiable is alive.
If the Identifiable is not alive, nil is returned.
If the Identifiable is alive, true is returned.
Defined in:
Return value:
#boolean:
true if Identifiable is alive or #nil
if the Identifiable is not existing or is not alive.
Create a new IDENTIFIABLE from a DCSIdentifiable
Defined in:
Parameter:
#string IdentifiableName
The DCS Identifiable name
Return value:
self
Field(s)
self:T3( GroupCoalition )
The name of the group.
self:F({coordinate=coordinate})
Function(s)
Destroys the OBJECT.
Defined in:
Return value:
#boolean:
Returns true
if the object is destroyed or #nil if the object is nil.
Returns the unit's unique identifier.
Defined in:
Return value:
ObjectID or #nil if the DCS Object is not existing or alive. Note that the ID is passed as a string and not a number.
Create a new OBJECT from a DCSObject
Field(s)
self:T3( GroupCoalition )
The name of the group.
self:F({coordinate=coordinate})
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
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.
Generalized group attributes.
See DCS attributes on hoggit.
Field(s)
Attack helicopter.
Airborne Early Warning and Control System.
Aircraft which can be used for strategic bombing.
Fighter, interceptor, ... airplane.
Any airborne unit that does not fall into any other airborne category.
Airplane which can refuel other aircraft.
Helicopter with transport capability. This can be used to transport other assets.
Airplane with transport capability. This can be used to transport other assets.
Unpiloted Aerial Vehicle, e.g. drones.
Anti-Aircraft Artillery.
Infantry carriers, in particular Amoured Personell Carrier. This can be used to transport other assets.
Artillery assets.
Early Warning Radar.
Ground Infantry Fighting Vehicle.
Ground infantry assets.
Any ground unit that does not fall into any other ground category.
Surface-to-Air Missile system or components.
Tanks (modern or old).
Trains. Not that trains are not yet properly implemented in DCS and cannot be used currently.
Unarmed ground vehicles, which has the DCS "Truck" attribute.
Aircraft carrier.
Any armed ship that is not an aircraft carrier, a cruiser, destroyer, firgatte or corvette.
Any naval unit that does not fall into any other naval category.
Any unarmed naval vessel.
War ship, i.e. cruisers, destroyers, firgates and corvettes.
Anything that does not fall into any other category.
Function(s)
Enumerator for location at airbases