Module DCSTypes

Global(s)

AI

Type AI

AI.Option
AI.Skill
AI.Task

Type AI.Option

AI.Option.Air
AI.Option.Ground
AI.Option.Naval

Type AI.Option.Air

AI.Option.Air.id
AI.Option.Air.val

Type AI.Option.Air.val

AI.Option.Air.val.FLARE_USING
AI.Option.Air.val.RADAR_USING
AI.Option.Air.val.REACTION_ON_THREAT
AI.Option.Air.val.ROE

Type AI.Option.Air.val.FLARE_USING

AI.Option.Air.val.FLARE_USING.AGAINST_FIRED_MISSILE
AI.Option.Air.val.FLARE_USING.NEVER
AI.Option.Air.val.FLARE_USING.WHEN_FLYING_IN_SAM_WEZ
AI.Option.Air.val.FLARE_USING.WHEN_FLYING_NEAR_ENEMIES

Type AI.Option.Air.val.RADAR_USING

AI.Option.Air.val.RADAR_USING.FOR_ATTACK_ONLY
AI.Option.Air.val.RADAR_USING.FOR_CONTINUOUS_SEARCH
AI.Option.Air.val.RADAR_USING.FOR_SEARCH_IF_REQUIRED
AI.Option.Air.val.RADAR_USING.NEVER

Type AI.Option.Air.val.REACTION_ON_THREAT

AI.Option.Air.val.REACTION_ON_THREAT.ALLOW_ABORT_MISSION
AI.Option.Air.val.REACTION_ON_THREAT.BYPASS_AND_ESCAPE
AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE
AI.Option.Air.val.REACTION_ON_THREAT.NO_REACTION
AI.Option.Air.val.REACTION_ON_THREAT.PASSIVE_DEFENCE

Type AI.Option.Air.val.ROE

AI.Option.Air.val.ROE.OPEN_FIRE
AI.Option.Air.val.ROE.OPEN_FIRE_WEAPON_FREE
AI.Option.Air.val.ROE.RETURN_FIRE
AI.Option.Air.val.ROE.WEAPON_FREE
AI.Option.Air.val.ROE.WEAPON_HOLD

Type AI.Option.Ground

AI.Option.Ground.id
AI.Option.Ground.val

Type AI.Option.Ground.id

AI.Option.Ground.id.ALARM_STATE

AI.Option.Ground.val.ALARM_STATE

AI.Option.Ground.id.DISPERSE_ON_ATTACK

true or false

AI.Option.Ground.id.NO_OPTION
AI.Option.Ground.id.ROE

AI.Option.Ground.val.ROE

Type AI.Option.Ground.val

AI.Option.Ground.val.ALARM_STATE
AI.Option.Ground.val.ROE

Type AI.Option.Ground.val.ALARM_STATE

AI.Option.Ground.val.ALARM_STATE.AUTO
AI.Option.Ground.val.ALARM_STATE.GREEN
AI.Option.Ground.val.ALARM_STATE.RED

Type AI.Option.Ground.val.ROE

AI.Option.Ground.val.ROE.OPEN_FIRE
AI.Option.Ground.val.ROE.RETURN_FIRE
AI.Option.Ground.val.ROE.WEAPON_HOLD

Type AI.Option.Naval

AI.Option.Naval.id
AI.Option.Naval.val

Type AI.Option.Naval.id

AI.Option.Naval.id.NO_OPTION
AI.Option.Naval.id.ROE

Type AI.Option.Naval.val

AI.Option.Naval.val.ROE

Type AI.Option.Naval.val.ROE

AI.Option.Naval.val.ROE.OPEN_FIRE
AI.Option.Naval.val.ROE.RETURN_FIRE
AI.Option.Naval.val.ROE.WEAPON_HOLD

Type AI.Skill

AI.Skill.AVERAGE
AI.Skill.CLIENT
AI.Skill.EXCELLENT
AI.Skill.GOOD
AI.Skill.HIGH
AI.Skill.PLAYER

Type AI.Task

AI.Task.AltitudeType
AI.Task.Designation
AI.Task.OrbitPattern
AI.Task.TurnMethod
AI.Task.VehicleFormation
AI.Task.WaypointType
AI.Task.WeaponExpend

Type AI.Task.AltitudeType

AI.Task.AltitudeType.BARO
AI.Task.AltitudeType.RADIO

Type AI.Task.Designation

AI.Task.Designation.AUTO
AI.Task.Designation.IR_POINTER
AI.Task.Designation.LASER
AI.Task.Designation.NO
AI.Task.Designation.WP

Type AI.Task.OrbitPattern

AI.Task.OrbitPattern.CIRCLE
AI.Task.OrbitPattern.RACE_TRACK

Type AI.Task.TurnMethod

AI.Task.TurnMethod.FIN_POINT
AI.Task.TurnMethod.FLY_OVER_POINT

Type AI.Task.VehicleFormation

AI.Task.VehicleFormation.CONE
AI.Task.VehicleFormation.DIAMOND
AI.Task.VehicleFormation.ECHELON_LEFT
AI.Task.VehicleFormation.ECHELON_RIGHT
AI.Task.VehicleFormation.OFF_ROAD
AI.Task.VehicleFormation.ON_ROAD
AI.Task.VehicleFormation.RANK
AI.Task.VehicleFormation.VEE

Type AI.Task.WaypointType

AI.Task.WaypointType.LAND
AI.Task.WaypointType.TAKEOFF
AI.Task.WaypointType.TAKEOFF_PARKING
AI.Task.WaypointType.TURNING_POINT

Type AI.Task.WeaponExpend

AI.Task.WeaponExpend.ALL
AI.Task.WeaponExpend.FOUR
AI.Task.WeaponExpend.HALF
AI.Task.WeaponExpend.ONE
AI.Task.WeaponExpend.QUARTER
AI.Task.WeaponExpend.TWO

Type Box3

Box3.max
Box3.min

Type Desc

Desc.attributes

object type attributes

Desc.displayName

localized display name

Desc.typeName

type name

Type Position3

Position3.p
Position3.x
Position3.y
Position3.z

Type Vec2

Vec2.x

Vec2.x = Vec3.x

Vec2.y

Vec2.y = Vec3.z

Type Vec3

Vec3.x

is directed to the north

Vec3.y

is directed up

Vec3.z

is directed to the east

Global(s)

#AI AI

Type DCSTypes

Type AI

Field(s)

#AI.Option AI.Option
#AI.Skill AI.Skill
#AI.Task AI.Task

Type AI.Option

Field(s)

#AI.Option.Air AI.Option.Air
#AI.Option.Ground AI.Option.Ground
#AI.Option.Naval AI.Option.Naval

Type AI.Option.Air

Field(s)

#AI.Option.Air.id AI.Option.Air.id
#AI.Option.Air.val AI.Option.Air.val

Type AI.Option.Air.id

Type AI.Option.Air.val

Field(s)

#AI.Option.Air.val.FLARE_USING AI.Option.Air.val.FLARE_USING
#AI.Option.Air.val.RADAR_USING AI.Option.Air.val.RADAR_USING
#AI.Option.Air.val.REACTION_ON_THREAT AI.Option.Air.val.REACTION_ON_THREAT
#AI.Option.Air.val.ROE AI.Option.Air.val.ROE

Type AI.Option.Air.val.FLARE_USING

Field(s)

AI.Option.Air.val.FLARE_USING.AGAINST_FIRED_MISSILE
AI.Option.Air.val.FLARE_USING.NEVER
AI.Option.Air.val.FLARE_USING.WHEN_FLYING_IN_SAM_WEZ
AI.Option.Air.val.FLARE_USING.WHEN_FLYING_NEAR_ENEMIES

Type AI.Option.Air.val.RADAR_USING

Field(s)

AI.Option.Air.val.RADAR_USING.FOR_ATTACK_ONLY
AI.Option.Air.val.RADAR_USING.FOR_CONTINUOUS_SEARCH
AI.Option.Air.val.RADAR_USING.FOR_SEARCH_IF_REQUIRED
AI.Option.Air.val.RADAR_USING.NEVER

Type AI.Option.Air.val.REACTION_ON_THREAT

Field(s)

AI.Option.Air.val.REACTION_ON_THREAT.ALLOW_ABORT_MISSION
AI.Option.Air.val.REACTION_ON_THREAT.BYPASS_AND_ESCAPE
AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE
AI.Option.Air.val.REACTION_ON_THREAT.NO_REACTION
AI.Option.Air.val.REACTION_ON_THREAT.PASSIVE_DEFENCE

Type AI.Option.Air.val.ROE

Field(s)

AI.Option.Air.val.ROE.OPEN_FIRE
AI.Option.Air.val.ROE.OPEN_FIRE_WEAPON_FREE
AI.Option.Air.val.ROE.RETURN_FIRE
AI.Option.Air.val.ROE.WEAPON_FREE
AI.Option.Air.val.ROE.WEAPON_HOLD

Type AI.Option.Ground

Field(s)

#AI.Option.Ground.id AI.Option.Ground.id
#AI.Option.Ground.val AI.Option.Ground.val

Type AI.Option.Ground.id

Field(s)

AI.Option.Ground.id.ALARM_STATE

AI.Option.Ground.val.ALARM_STATE

AI.Option.Ground.id.DISPERSE_ON_ATTACK

true or false

AI.Option.Ground.id.NO_OPTION
AI.Option.Ground.id.ROE

AI.Option.Ground.val.ROE

Type AI.Option.Ground.val

Field(s)

#AI.Option.Ground.val.ALARM_STATE AI.Option.Ground.val.ALARM_STATE
#AI.Option.Ground.val.ROE AI.Option.Ground.val.ROE

Type AI.Option.Ground.val.ALARM_STATE

Field(s)

AI.Option.Ground.val.ALARM_STATE.AUTO
AI.Option.Ground.val.ALARM_STATE.GREEN
AI.Option.Ground.val.ALARM_STATE.RED

Type AI.Option.Ground.val.ROE

Field(s)

AI.Option.Ground.val.ROE.OPEN_FIRE
AI.Option.Ground.val.ROE.RETURN_FIRE
AI.Option.Ground.val.ROE.WEAPON_HOLD

Type AI.Option.Naval

Field(s)

#AI.Option.Naval.id AI.Option.Naval.id
#AI.Option.Naval.val AI.Option.Naval.val

Type AI.Option.Naval.id

Field(s)

AI.Option.Naval.id.NO_OPTION
AI.Option.Naval.id.ROE

Type AI.Option.Naval.val

Field(s)

#AI.Option.Naval.val.ROE AI.Option.Naval.val.ROE

Type AI.Option.Naval.val.ROE

Field(s)

AI.Option.Naval.val.ROE.OPEN_FIRE
AI.Option.Naval.val.ROE.RETURN_FIRE
AI.Option.Naval.val.ROE.WEAPON_HOLD

Type AI.Skill

Field(s)

AI.Skill.AVERAGE
AI.Skill.CLIENT
AI.Skill.EXCELLENT
AI.Skill.GOOD
AI.Skill.HIGH
AI.Skill.PLAYER

Type AI.Task

Field(s)

#AI.Task.AltitudeType AI.Task.AltitudeType
#AI.Task.Designation AI.Task.Designation
#AI.Task.OrbitPattern AI.Task.OrbitPattern
#AI.Task.TurnMethod AI.Task.TurnMethod
#AI.Task.VehicleFormation AI.Task.VehicleFormation
#AI.Task.WaypointType AI.Task.WaypointType
#AI.Task.WeaponExpend AI.Task.WeaponExpend

Type AI.Task.AltitudeType

Field(s)

AI.Task.AltitudeType.BARO
AI.Task.AltitudeType.RADIO

Type AI.Task.Designation

Field(s)

AI.Task.Designation.AUTO
AI.Task.Designation.IR_POINTER
AI.Task.Designation.LASER
AI.Task.Designation.NO
AI.Task.Designation.WP

Type AI.Task.OrbitPattern

Field(s)

AI.Task.OrbitPattern.CIRCLE
AI.Task.OrbitPattern.RACE_TRACK

Type AI.Task.TurnMethod

Field(s)

AI.Task.TurnMethod.FIN_POINT
AI.Task.TurnMethod.FLY_OVER_POINT

Type AI.Task.VehicleFormation

Field(s)

AI.Task.VehicleFormation.CONE
AI.Task.VehicleFormation.DIAMOND
AI.Task.VehicleFormation.ECHELON_LEFT
AI.Task.VehicleFormation.ECHELON_RIGHT
AI.Task.VehicleFormation.OFF_ROAD
AI.Task.VehicleFormation.ON_ROAD
AI.Task.VehicleFormation.RANK
AI.Task.VehicleFormation.VEE

Type AI.Task.WaypointType

Field(s)

AI.Task.WaypointType.LAND
AI.Task.WaypointType.TAKEOFF
AI.Task.WaypointType.TAKEOFF_PARKING
AI.Task.WaypointType.TURNING_POINT

Type AI.Task.WeaponExpend

Field(s)

AI.Task.WeaponExpend.ALL
AI.Task.WeaponExpend.FOUR
AI.Task.WeaponExpend.HALF
AI.Task.WeaponExpend.ONE
AI.Task.WeaponExpend.QUARTER
AI.Task.WeaponExpend.TWO

Type Angle

An angle type

Type AttributeName

AttributeName = string Each object type may have attributes.

Attributes are enlisted in ./Scripts/Database/db_attributes.Lua. To know what attributes the object type has, look for the unit type script in sub-directories planes/, helicopter/s, vehicles, navy/ of ./Scripts/Database/ directory.

Type AttributeNameArray

List of #AttributeName

Type Azimuth

Azimuth is an angle of rotation around world axis y counter-clockwise.

Type Box3

3-dimensional box.

Field(s)

#Vec3 Box3.max
#Vec3 Box3.min

Type Desc

Field(s)

#table Desc.attributes

object type attributes

#string Desc.displayName

localized display name

#TypeName Desc.typeName

type name

Type Distance

A distance type

Type Mass

Mass is given in kilograms.

Type MissionTime

Mission time is a model time plus time of the mission start.

Type ModelTime

Model time is the time that drives the simulation.

Model time may be stopped, accelerated and decelerated relative real time.

Type Position3

Position is a composite structure.

It consists of both coordinate vector and orientation matrix. Position3 (also known as "Pos3" for short) is a table that has following format:

Field(s)

#Vec3 Position3.p
#Vec3 Position3.x
#Vec3 Position3.y
#Vec3 Position3.z

Type Time

Time is given in seconds.

Type TypeName

Each object belongs to a type.

Object type is a named couple of properties those independent of mission and common for all units of the same type. Name of unit type is a string. Samples of unit type: "Su-27", "KAMAZ" and "M2 Bradley".

Type Vec2

Vec2 is a 2D-vector for the ground plane as a reference plane.

Field(s)

#Distance Vec2.x

Vec2.x = Vec3.x

#Distance Vec2.y

Vec2.y = Vec3.z

Type Vec3

Vec3 type is a 3D-vector.

DCS world has 3-dimensional coordinate system. DCS ground is an infinite plain.

Field(s)

#Distance Vec3.x

is directed to the north

#Distance Vec3.y

is directed up

#Distance Vec3.z

is directed to the east