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Module Functional.Designate

Functional - Management of target Designation.

Lase, smoke and illuminate targets.


Features:

  • Faciliate the communication of detected targets to players.
  • Designate targets using lasers, through a menu system.
  • Designate targets using smoking, through a menu system.
  • Designate targets using illumination, through a menu system.
  • Auto lase targets.
  • Refresh detection upon specified time intervals.
  • Prioritization on threat levels.
  • Reporting system of threats.

Additional Material:

  • Demo Missions: GitHub
  • YouTube videos: None
  • Guides: None

Targets detected by recce will be communicated to a group of attacking players.
A menu system is made available that allows to:

  • Lased for a period of time.
  • Smoked. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.)
  • Illuminated through an illumination bomb. Artillery or airplanes with Illuminatino ordonance need to be present. (WIP, but early demo ready.

The following terminology is being used throughout this document:

  • The DesignateObject is the object of the DESIGNATE class, which is this class explained in the document.
  • The DetectionObject is the object of a DETECTION_ class (DETECTION_TYPES, DETECTION_AREAS, DETECTION_UNITS), which is executing the detection and grouping of Targets into DetectionItems.
  • TargetGroups is the list of detected target groupings by the DetectionObject. Each TargetGroup contains a TargetSet.
  • TargetGroup is one element of the TargetGroups list, and contains a TargetSet.
  • The TargetSet is a SET_UNITS collection of Targets, that have been detected by the DetectionObject.
  • A Target is a detected UNIT object by the DetectionObject.
  • A Threat Level is a number from 0 to 10 that is calculated based on the threat of the Target in an Air to Ground battle scenario.
  • The RecceSet is a SET_GROUP collection that contains the RecceGroups.
  • A RecceGroup is a GROUP object containing the Recces.
  • A Recce is a UNIT object executing the reconnaissance as part the DetectionObject. A Recce can be of any UNIT type.
  • An AttackGroup is a GROUP object that contain Players.
  • A Player is an active CLIENT object containing a human player.
  • A Designate Menu is the menu that is dynamically created during the designation process for each AttackGroup.

Player Manual

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A typical mission setup would require Recce (a Core.Set of Recce) to be detecting potential targets. The DetectionObject will group the detected targets based on the detection method being used. Possible detection methods could be by Area, by Type or by Unit. Each grouping will result in a TargetGroup, for terminology and clarity we will use this term throughout the document.

Recce require to have Line of Sight (LOS) towards the targets. The Recce will report any detected targets to the Players (on the picture Observers). When targets are detected, a menu will be made available that allows those TargetGroups to be designated. Designation can be done by Lasing, Smoking and Illumination. Smoking is useful during the day, while illumination is recommended to be used during the night. Smoking can designate specific targets, but not very precise, while lasing is very accurate and allows to players to attack the targets using laser guided bombs or rockets. Illumination will lighten up the Target Area.

Recce can be ground based or airborne. Airborne Recce (AFAC) can be really useful to designate a large amount of targets in a wide open area, as airborne Recce has a large LOS. However, ground based Recce are very useful to smoke or illuminate targets, as they can be much closer to the Target Area.

It is recommended to make the Recce invisible and immortal using the Mission Editor in DCS World. This will ensure that the detection process won't be interrupted and that targets can be designated. However, you don't have to, so to simulate a more real-word situation or simulation, Recce can also be destroyed!

1. Player View (Observer)

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The RecceSet is continuously detecting for potential Targets, executing its task as part of the DetectionObject. Once Targets have been detected, the DesignateObject will trigger the Detect Event.

In order to prevent an overflow in the DesignateObject of detected targets, there is a maximum amount of TargetGroups that can be put in scope of the DesignateObject. We call this the MaximumDesignations term.

2. Designate Menu

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For each detected TargetGroup, there is:

  • A Designate Menu are created and continuously refreshed, containing the DesignationID and the Designation Status.
  • The RecceGroups are reporting to each AttackGroup, sending Messages containing the Threat Level and the TargetSet composition.

A Player can then select an action from the Designate Menu. The Designation Status is shown between the ( ).

It indicates for each TargetGroup the current active designation action applied:

  • An "I" for Illumnation designation.
  • An "S" for Smoking designation.
  • An "L" for Lasing designation.

Note that multiple designation methods can be active at the same time! Note the Auto Lase option. When switched on, the available Recce will lase Targets when detected.

Targets are designated per Threat Level. The most threatening targets from an Air to Ground perspective, are designated first! This is for all designation methods.

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Each Designate Menu has a sub menu structure, which allows specific actions to be triggered:

  • Lase Targets using a specific laser code.
  • Smoke Targets using a specific smoke color.
  • Illuminate areas.

3. Lasing Targets

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Lasing targets is done as expected. Each available Recce can lase only ONE target through!

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Lasing can be done for specific laser codes. The Su-25T requires laser code 1113, while the A-10A requires laser code 1680. For those, specific menu options can be made available for players to lase with these codes. Auto Lase (as explained above), will ensure continuous lasing of available targets. The status report shows which targets are being designated.

The following logic is executed when a TargetGroup is selected to be lased from the Designation Menu:

  • The RecceSet is searched for any Recce that is within designation distance from a Target in the TargetGroup that is currently not being designated.
  • If there is a Recce found that is currently no designating a target, and is within designation distance from the Target, then that Target will be designated.
  • During designation, any Recce that does not have Line of Sight (LOS) and is not within disignation distance from the Target, will stop designating the Target, and a report is given.
  • When a Recce is designating a Target, and that Target is destroyed, then the Recce will stop designating the Target, and will report the event.
  • When a Recce is designating a Target, and that Recce is destroyed, then the Recce will be removed from the RecceSet and designation will stop without reporting.
  • When all RecceGroups are destroyed from the RecceSet, then the DesignationObject will stop functioning, and nothing will be reported.

In this way, DESIGNATE assists players to designate ground targets for a coordinated attack!

4. Illuminating Targets

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Illumination bombs are fired between 500 and 700 meters altitude and will burn about 2 minutes, while slowly decending. Each available recce within range will fire an illumination bomb. Illumination bombs can be fired in while lasing targets. When illumination bombs are fired, it will take about 2 minutes until a sequent bomb run can be requested using the menus.

5. Smoking Targets

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Smoke will fire for 5 minutes. Each available recce within range will smoke a target. Smoking can be requested while lasing targets. Smoke will appear "around" the targets, because of accuracy limitations.

Have FUN!


Contributions:

  • Ciribob: Showing the way how to lase targets + how laser codes work!!! Explained the autolase script.
  • EasyEB: Ideas and Beta Testing
  • Wingthor: Beta Testing

Authors:

  • FlightControl: Design & Programming

Global(s)

Global DESIGNATE

Manage the designation of detected targets.

#DESIGNATE DESIGNATE

Manage the designation of detected targets.

1. DESIGNATE constructor

2. DESIGNATE is a FSM

Designate is a finite state machine, which allows for controlled transitions of states.

2.1 DESIGNATE States

  • Designating ( Group ): The designation process.

2.2 DESIGNATE Events

3. Maximum Designations

In order to prevent an overflow of designations due to many Detected Targets, there is a Maximum Designations scope that is set in the DesignationObject.

The method DESIGNATE.SetMaximumDesignations() will put a limit on the amount of designations (target groups) put in scope of the DesignationObject. Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected.

4. Laser codes

4.1. Set possible laser codes

An array of laser codes can be provided, that will be used by the DESIGNATE when lasing. The laser code is communicated by the Recce when it is lasing a larget. Note that the default laser code is 1113. Working known laser codes are: 1113,1462,1483,1537,1362,1214,1131,1182,1644,1614,1515,1411,1621,1138,1542,1678,1573,1314,1643,1257,1467,1375,1341,1275,1237

Use the method DESIGNATE.SetLaserCodes() to set the possible laser codes to be selected from. One laser code can be given or an sequence of laser codes through an table...

Designate:SetLaserCodes( 1214 )

The above sets one laser code with the value 1214.

Designate:SetLaserCodes( { 1214, 1131, 1614, 1138 } )

The above sets a collection of possible laser codes that can be assigned. Note the { } notation!

4.2. Auto generate laser codes

Use the method DESIGNATE.GenerateLaserCodes() to generate all possible laser codes. Logic implemented and advised by Ciribob!

4.3. Add specific lase codes to the lase menu

Certain plane types can only drop laser guided ordonnance when targets are lased with specific laser codes. The SU-25T needs targets to be lased using laser code 1113. The A-10A needs targets to be lased using laser code 1680.

The method DESIGNATE.AddMenuLaserCode() to allow a player to lase a target using a specific laser code. Remove such a lase menu option using DESIGNATE.RemoveMenuLaserCode().

5. Autolase to automatically lase detected targets.

DetectionItems can be auto lased once detected by Recces. As such, there is almost no action required from the Players using the Designate Menu. The auto lase function can be activated through the Designation Menu. Use the method DESIGNATE.SetAutoLase() to activate or deactivate the auto lase function programmatically. Note that autolase will automatically activate lasing for ALL DetectedItems. Individual items can be switched-off if required using the Designation Menu.

Designate:SetAutoLase( true )

Activate the auto lasing.

6. Target prioritization on threat level

Targets can be detected of different types in one DetectionItem. Depending on the type of the Target, a different threat level applies in an Air to Ground combat context. SAMs are of a higher threat than normal tanks. So, if the Target type was recognized, the Recces will select those targets that form the biggest threat first, and will continue this until the remaining vehicles with the lowest threat have been reached.

This threat level prioritization can be activated using the method DESIGNATE.SetThreatLevelPrioritization(). If not activated, Targets will be selected in a random order, but most like those first which are the closest to the Recce marking the Target.

Designate:SetThreatLevelPrioritization( true )

The example will activate the threat level prioritization for this the Designate object. Threats will be marked based on the threat level of the Target.

7. Designate Menu Location for a Mission

You can make DESIGNATE work for a Tasking.Mission#MISSION object. In this way, the designate menu will not appear in the root of the radio menu, but in the menu of the Mission. Use the method DESIGNATE.SetMission() to set the Tasking.Mission object for the designate function.

8. Status Report

A status report is available that displays the current Targets detected, grouped per DetectionItem, and a list of which Targets are currently being marked.

  • The status report can be shown by selecting "Status" -> "Report Status" from the Designation menu .

  • The status report can be automatically flashed by selecting "Status" -> "Flash Status On".

  • The automatic flashing of the status report can be deactivated by selecting "Status" -> "Flash Status Off".

  • The flashing of the status menu is disabled by default.

  • The method DESIGNATE.SetFlashStatusMenu() can be used to enable or disable to flashing of the status menu.

    Designate:SetFlashStatusMenu( true )

The example will activate the flashing of the status menu for this Designate object.

Type(s)

Fields and Methods inherited from DESIGNATE Description

DESIGNATE:AddMenuLaserCode(LaserCode, MenuText)

Add a specific lase code to the designate lase menu to lase targets with a specific laser code.

DESIGNATE.AttackSet

DESIGNATE.AutoLase

DESIGNATE.CC

DESIGNATE:CoordinateLase()

Coordinates the Auto Lase.

DESIGNATE.DesignateName

DESIGNATE.Designating

DESIGNATE:DesignationScope()

Adapt the designation scope according the detected items.

DESIGNATE:Detect()

Detect Trigger for DESIGNATE

DESIGNATE.Detection

DESIGNATE.FlashDetectionMessage

DESIGNATE.FlashStatusMenu

DESIGNATE:GenerateLaserCodes()

Generate an array of possible laser codes.

DESIGNATE:Illuminate()

Illuminate Trigger for DESIGNATE

DESIGNATE.LaseDuration

DESIGNATE:LaseOff()

LaseOff Trigger for DESIGNATE

DESIGNATE:LaseOn()

LaseOn Trigger for DESIGNATE

DESIGNATE.LaseStart

DESIGNATE.LaserCodes

DESIGNATE.LaserCodesUsed

DESIGNATE.MarkScheduler

DESIGNATE.MaximumDesignations

DESIGNATE.MaximumDistanceAirDesignation

DESIGNATE.MaximumDistanceDesignations

DESIGNATE.MaximumDistanceGroundDesignation

DESIGNATE.MaximumMarkings

DESIGNATE:MenuAutoLase(AutoLase)

DESIGNATE.MenuDesignate

DESIGNATE:MenuFlashStatus(AttackGroup, Flash)

DESIGNATE:MenuForget(Index)

DESIGNATE:MenuIlluminate(Index)

DESIGNATE:MenuLaseCode(Index, Duration, LaserCode)

DESIGNATE:MenuLaseOff(Index, Duration)

DESIGNATE:MenuLaseOn(Index, Duration)

DESIGNATE.MenuLaserCodes

DESIGNATE:MenuSmoke(Index, Color)

DESIGNATE:MenuStatus(AttackGroup)

DESIGNATE.Mission

DESIGNATE:New(CC, Detection, AttackSet, Mission)

DESIGNATE Constructor.

DESIGNATE:OnAfterDetect(From, Event, To)

Detect Handler OnAfter for DESIGNATE

DESIGNATE:OnAfterIlluminate(From, Event, To)

Illuminate Handler OnAfter for DESIGNATE

DESIGNATE:OnAfterLaseOff(From, Event, To)

LaseOff Handler OnAfter for DESIGNATE

DESIGNATE:OnAfterLaseOn(From, Event, To)

LaseOn Handler OnAfter for DESIGNATE

DESIGNATE:OnAfterSmoke(From, Event, To)

Smoke Handler OnAfter for DESIGNATE

DESIGNATE:OnAfterStatus(From, Event, To)

Status Handler OnAfter for DESIGNATE

DESIGNATE:OnBeforeDetect(From, Event, To)

Detect Handler OnBefore for DESIGNATE

DESIGNATE:OnBeforeIlluminate(From, Event, To)

Illuminate Handler OnBefore for DESIGNATE

DESIGNATE:OnBeforeLaseOff(From, Event, To)

LaseOff Handler OnBefore for DESIGNATE

DESIGNATE:OnBeforeLaseOn(From, Event, To)

LaseOn Handler OnBefore for DESIGNATE

DESIGNATE:OnBeforeSmoke(From, Event, To)

Smoke Handler OnBefore for DESIGNATE

DESIGNATE:OnBeforeStatus(From, Event, To)

Status Handler OnBefore for DESIGNATE

DESIGNATE.RecceSet

DESIGNATE.Recces

DESIGNATE:RemoveMenuLaserCode(LaserCode)

Removes a specific lase code from the designate lase menu.

DESIGNATE:SendStatus(AttackGroup, Duration, MenuAttackGroup)

Sends the status to the Attack Groups.

DESIGNATE:SetAutoLase(AutoLase, Message)

Set auto lase.

DESIGNATE:SetDesignateMenu()

Sets the Designate Menu for all the attack groups.

DESIGNATE:SetDesignateName(DesignateName)

Set the name of the designation.

DESIGNATE:SetFlashDetectionMessages(FlashDetectionMessage)

Set the flashing of the new detection messages.

DESIGNATE:SetFlashStatusMenu(FlashMenu)

Set the flashing of the status menu for all AttackGroups.

DESIGNATE:SetLaseDuration(LaseDuration)

Set the lase duration for designations.

DESIGNATE:SetLaserCodes(LaserCodes)

Set an array of possible laser codes.

DESIGNATE:SetMaximumDesignations(MaximumDesignations)

Set the maximum amount of designations (target groups).

DESIGNATE:SetMaximumDistanceAirDesignation(MaximumDistanceAirDesignation)

Set the maximum air designation distance.

DESIGNATE:SetMaximumDistanceDesignations(MaximumDistanceDesignations)

Set the overall maximum distance when designations can be accepted.

DESIGNATE:SetMaximumDistanceGroundDesignation(MaximumDistanceGroundDesignation)

Set the maximum ground designation distance.

DESIGNATE:SetMaximumMarkings(MaximumMarkings)

Set the maximum amount of markings FACs will do, per designated target group.

DESIGNATE:SetMenu(AttackGroup)

Sets the Designate Menu for one attack groups.

DESIGNATE:SetMission(Mission)

Set the MISSION object for which designate will function.

DESIGNATE:SetThreatLevelPrioritization(Prioritize)

Set priorization of Targets based on the Threat Level of the Target in an Air to Ground context.

DESIGNATE:Smoke()

Smoke Trigger for DESIGNATE

DESIGNATE:Status()

Status Trigger for DESIGNATE

DESIGNATE.ThreatLevelPrioritization

DESIGNATE:__Detect(Delay)

Detect Asynchronous Trigger for DESIGNATE

DESIGNATE:__Illuminate(Delay)

Illuminate Asynchronous Trigger for DESIGNATE

DESIGNATE:__LaseOff(Delay)

LaseOff Asynchronous Trigger for DESIGNATE

DESIGNATE:__LaseOn(Delay)

LaseOn Asynchronous Trigger for DESIGNATE

DESIGNATE:__Smoke(Delay)

Smoke Asynchronous Trigger for DESIGNATE

DESIGNATE:__Status(Delay)

Status Asynchronous Trigger for DESIGNATE

DESIGNATE:onafterDetect()

DESIGNATE:onafterDoneIlluminating(From, Event, To, Index)

DoneIlluminating

DESIGNATE:onafterDoneSmoking(From, Event, To, Index)

DoneSmoking

DESIGNATE:onafterIlluminate(From, Event, To, Index)

Illuminating

DESIGNATE:onafterLaseOff(From, Event, To, Index)

DESIGNATE:onafterLaseOn(From, Event, To, Index, Duration, LaserCode)

DESIGNATE:onafterLasing(From, Event, To, Index, Duration, LaserCodeRequested)

DESIGNATE:onafterSmoke(From, Event, To, Index, Color)

Field(s)

#table DESIGNATE.MenuLaserCodes

This map contains the laser codes that will be shown in the designate menu to lase with specific laser codes.

Function(s)

Add a specific lase code to the designate lase menu to lase targets with a specific laser code.

The MenuText will appear in the lase menu.

Defined in:

DESIGNATE

Parameters:

#number LaserCode

The specific laser code to be added to the lase menu.

#string MenuText

The text to be shown to the player. If you specify a %d in the MenuText, the %d will be replaced with the LaserCode specified.

Return value:

Usage:

  RecceDesignation:AddMenuLaserCode( 1113, "Lase with %d for Su-25T" )
  RecceDesignation:AddMenuLaserCode( 1680, "Lase with %d for A-10A" )

Coordinates the Auto Lase.

Defined in:

DESIGNATE

Return value:

Adapt the designation scope according the detected items.

Defined in:

DESIGNATE

Return value:

Detect Trigger for DESIGNATE

Defined in:

DESIGNATE

Generate an array of possible laser codes.

Each new lase will select a code from this table. The entered value can range from 1111 - 1788, -- but the first digit of the series must be a 1 or 2 -- and the last three digits must be between 1 and 8. The range used to be bugged so its not 1 - 8 but 0 - 7. function below will use the range 1-7 just in case

Defined in:

DESIGNATE

Return value:

Illuminate Trigger for DESIGNATE

Defined in:

DESIGNATE

LaseOff Trigger for DESIGNATE

Defined in:

DESIGNATE

LaseOn Trigger for DESIGNATE

Defined in:

DESIGNATE

Defined in:

DESIGNATE

Parameter:

AutoLase

Defined in:

DESIGNATE

Parameters:

AttackGroup

Flash

Defined in:

DESIGNATE

Parameter:

Index

Defined in:

DESIGNATE

Parameter:

Index

Defined in:

DESIGNATE

Parameters:

Index

Duration

LaserCode

Defined in:

DESIGNATE

Parameters:

Index

Duration

Defined in:

DESIGNATE

Parameters:

Index

Duration

Defined in:

DESIGNATE

Parameters:

Index

Color

Defined in:

DESIGNATE

Parameter:

AttackGroup

DESIGNATE Constructor.

This class is an abstract class and should not be instantiated.

Defined in:

DESIGNATE

Parameters:

Core.Set#SET_GROUP AttackSet

The Attack collection of GROUP objects to designate and report for.

(Optional) The Mission where the menu needs to be attached.

Return value:

Detect Handler OnAfter for DESIGNATE

Defined in:

DESIGNATE

Parameters:

#string From

#string Event

#string To

Illuminate Handler OnAfter for DESIGNATE

Defined in:

DESIGNATE

Parameters:

#string From

#string Event

#string To

LaseOff Handler OnAfter for DESIGNATE

Defined in:

DESIGNATE

Parameters:

#string From

#string Event

#string To

LaseOn Handler OnAfter for DESIGNATE

Defined in:

DESIGNATE

Parameters:

#string From

#string Event

#string To

Smoke Handler OnAfter for DESIGNATE

Defined in:

DESIGNATE

Parameters:

#string From

#string Event

#string To

Status Handler OnAfter for DESIGNATE

Defined in:

DESIGNATE

Parameters:

#string From

#string Event

#string To

Detect Handler OnBefore for DESIGNATE

Defined in:

DESIGNATE

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

Illuminate Handler OnBefore for DESIGNATE

Defined in:

DESIGNATE

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

LaseOff Handler OnBefore for DESIGNATE

Defined in:

DESIGNATE

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

LaseOn Handler OnBefore for DESIGNATE

Defined in:

DESIGNATE

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

Smoke Handler OnBefore for DESIGNATE

Defined in:

DESIGNATE

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

Status Handler OnBefore for DESIGNATE

Defined in:

DESIGNATE

Parameters:

#string From

#string Event

#string To

Return value:

#boolean:

Removes a specific lase code from the designate lase menu.

Defined in:

DESIGNATE

Parameter:

#number LaserCode

The specific laser code that was set to be added to the lase menu.

Return value:

Usage:

  RecceDesignation:RemoveMenuLaserCode( 1113 )
  

Sends the status to the Attack Groups.

Defined in:

DESIGNATE

Parameters:

Wrapper.Group#GROUP AttackGroup

#number Duration

The time in seconds the report should be visible.

MenuAttackGroup

Return value:

Set auto lase.

Auto lase will start lasing targets immediately when these are in range.

Defined in:

DESIGNATE

Parameters:

#boolean AutoLase

(optional) true sets autolase on, false off. Default is off.

#boolean Message

(optional) true is send message, false or nil won't send a message. Default is no message sent.

Return value:

Sets the Designate Menu for all the attack groups.

Defined in:

DESIGNATE

Return value:

Set the name of the designation.

The name will appear in the menu. This method can be used to control different designations for different plane types.

Defined in:

DESIGNATE

Parameter:

#string DesignateName

Return value:

Set the flashing of the new detection messages.

Defined in:

DESIGNATE

Parameter:

#boolean FlashDetectionMessage

true: The detection message will be flashed every time a new detection was done; false: no messages will be displayed.

Return value:

Usage:


-- Enable the message flashing...
Designate:SetFlashDetectionMessages( true )

-- Disable the message flashing...
Designate:SetFlashDetectionMessages()

-- Disable the message flashing...
Designate:SetFlashDetectionMessages( false )

Set the flashing of the status menu for all AttackGroups.

Defined in:

DESIGNATE

Parameter:

#boolean FlashMenu

true: the status menu will be flashed every detection run; false: no flashing of the menu.

Return value:

Usage:


-- Enable the designate status message flashing...
Designate:SetFlashStatusMenu( true )

-- Disable the designate statusmessage flashing...
Designate:SetFlashStatusMenu()

-- Disable the designate status message flashing...
Designate:SetFlashStatusMenu( false )

Set the lase duration for designations.

Defined in:

DESIGNATE

Parameter:

#number LaseDuration

The time in seconds a lase will continue to hold on target. The default is 120 seconds.

Return value:

Set an array of possible laser codes.

Each new lase will select a code from this table.

Defined in:

DESIGNATE

Parameter:

#list<#number> LaserCodes

Return value:

Set the maximum amount of designations (target groups).

This will put a limit on the amount of designations in scope. Using the menu system, the player can "forget" a designation, so that gradually a new designation can be put in scope when detected.

Defined in:

DESIGNATE

Parameter:

#number MaximumDesignations

Return value:

Set the maximum air designation distance.

Defined in:

DESIGNATE

Parameter:

#number MaximumDistanceAirDesignation

Maximum air designation distance in meters.

Return value:

Set the overall maximum distance when designations can be accepted.

Defined in:

DESIGNATE

Parameter:

#number MaximumDistanceDesignations

Maximum distance in meters to accept designations.

Return value:

Set the maximum ground designation distance.

Defined in:

DESIGNATE

Parameter:

#number MaximumDistanceGroundDesignation

Maximum ground designation distance in meters.

Return value:

Set the maximum amount of markings FACs will do, per designated target group.

This will limit the number of parallelly marked units of a target group.

Defined in:

DESIGNATE

Parameter:

#number MaximumMarkings

Maximum markings FACs will do, per designated target group.

Return value:

Sets the Designate Menu for one attack groups.

Defined in:

DESIGNATE

Parameter:

AttackGroup

Return value:

Set the MISSION object for which designate will function.

When a MISSION object is assigned, the menu for the designation will be located at the Mission Menu.

Defined in:

DESIGNATE

Parameter:

The MISSION object.

Return value:

Set priorization of Targets based on the Threat Level of the Target in an Air to Ground context.

Defined in:

DESIGNATE

Parameter:

#boolean Prioritize

Return value:

Smoke Trigger for DESIGNATE

Defined in:

DESIGNATE

Status Trigger for DESIGNATE

Defined in:

DESIGNATE

Detect Asynchronous Trigger for DESIGNATE

Defined in:

DESIGNATE

Parameter:

#number Delay

Illuminate Asynchronous Trigger for DESIGNATE

Defined in:

DESIGNATE

Parameter:

#number Delay

LaseOff Asynchronous Trigger for DESIGNATE

Defined in:

DESIGNATE

Parameter:

#number Delay

LaseOn Asynchronous Trigger for DESIGNATE

Defined in:

DESIGNATE

Parameter:

#number Delay

Smoke Asynchronous Trigger for DESIGNATE

Defined in:

DESIGNATE

Parameter:

#number Delay

Status Asynchronous Trigger for DESIGNATE

Defined in:

DESIGNATE

Parameter:

#number Delay

Defined in:

DESIGNATE

Return value:

DoneIlluminating

Defined in:

DESIGNATE

Parameters:

From

Event

To

Index

Return value:

DoneSmoking

Defined in:

DESIGNATE

Parameters:

From

Event

To

Index

Return value:

Illuminating

Defined in:

DESIGNATE

Parameters:

From

Event

To

Index

Return value:

Defined in:

DESIGNATE

Parameters:

From

Event

To

Index

Return value:

Defined in:

DESIGNATE

Parameters:

From

Event

To

Index

Duration

LaserCode

Defined in:

DESIGNATE

Parameters:

From

Event

To

Index

Duration

LaserCodeRequested

Return value:

Defined in:

DESIGNATE

Parameters:

From

Event

To

Index

Color

Return value: