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Module Ops.ArmyGroup

Ops - Enhanced Ground Group.

Main Features:

  • Patrol waypoints ad infinitum
  • Easy change of ROE and alarm state, formation and other settings
  • Dynamically add and remove waypoints
  • Sophisticated task queueing system (know when DCS tasks start and end)
  • Convenient checks when the group enters or leaves a zone
  • Detection events for new, known and lost units
  • Simple LASER and IR-pointer setup
  • Compatible with AUFTRAG class
  • Many additional events that the mission designer can hook into

Example Missions:

Demo missions can be found on GitHub.


Author: funkyfranky

==

Global(s)

Global ARMYGROUP

Your soul may belong to Jesus, but your ass belongs to the marines. -- Eugene B Sledge


The ARMYGROUP Concept

This class enhances ground groups.

#ARMYGROUP ARMYGROUP

Your soul may belong to Jesus, but your ass belongs to the marines. -- Eugene B Sledge


The ARMYGROUP Concept

This class enhances ground groups.

Type(s)

Fields and Methods inherited from ARMYGROUP Description

ARMYGROUP:AddRetreatZone(RetreatZone)

Add a zone to the retreat zone set.

ARMYGROUP:AddTaskAttackGroup(TargetGroup, WeaponExpend, WeaponType, Clock, Prio)

Add a scheduled task.

ARMYGROUP:AddTaskBarrage(Clock, Heading, Alpha, Altitude, Radius, Nshots, WeaponType, Prio)

Add a scheduled task to fire at a given coordinate.

ARMYGROUP:AddTaskCargoGroup(GroupSet, PickupZone, DeployZone, Clock, Prio)

Add a scheduled task to transport group(s).

ARMYGROUP:AddTaskFireAtPoint(Coordinate, Clock, Radius, Nshots, WeaponType, Prio)

Add a scheduled task to fire at a given coordinate.

ARMYGROUP:AddTaskWaypointFireAtPoint(Coordinate, Waypoint, Radius, Nshots, WeaponType, Prio)

Add a waypoint task to fire at a given coordinate.

ARMYGROUP:AddWaypoint(Coordinate, Speed, AfterWaypointWithID, Formation, Updateroute)

Add an a waypoint to the route.

ARMYGROUP:Cruise(Speed, Formation)

Triggers the FSM event "Cruise".

ARMYGROUP:Detour()

Triggers the FSM event "Detour".

ARMYGROUP:DetourReached()

Triggers the FSM event "DetourReached".

ARMYGROUP:Disengage()

Triggers the FSM event "Disengage".

ARMYGROUP:EngageTarget(Target, Speed, Formation)

Triggers the FSM event "EngageTarget".

ARMYGROUP:FindNearestAmmoSupply(Radius)

Find the neares ammo supply group within a given radius.

ARMYGROUP:FullStop()

Triggers the FSM event "FullStop".

ARMYGROUP:GetClosestRoad()

Get coordinate of the closest road.

ARMYGROUP:GetClosestRoadDist()

Get 2D distance to the closest road.

ARMYGROUP:IsCombatReady()

Check if the group is ready for combat.

ARMYGROUP:IsCruising()

Check if the group is currently cruising.

ARMYGROUP:IsHolding()

Check if the group is currently holding its positon.

ARMYGROUP:IsOnDetour()

Check if the group is currently on a detour.

ARMYGROUP:New(group)

Create a new ARMYGROUP class object.

ARMYGROUP:OnAfterCruise(From, Event, To, Speed, Formation)

On after "Cruise" event.

ARMYGROUP:OnAfterDetour(From, Event, To)

On after "Detour" event.

ARMYGROUP:OnAfterDetourReached(From, Event, To)

On after "DetourReached" event.

ARMYGROUP:OnAfterDisengage(From, Event, To)

On after "Disengage" event.

ARMYGROUP:OnAfterEngageTarget(From, Event, To, Group, Speed, Formation)

On after "EngageTarget" event.

ARMYGROUP:OnAfterFullStop(From, Event, To)

On after "FullStop" event.

ARMYGROUP:OnAfterRTZ(From, Event, To)

On after "RTZ" event.

ARMYGROUP:OnAfterRearm(From, Event, To, Coordinate, Formation)

On after "Rearm" event.

ARMYGROUP:OnAfterRearmed(From, Event, To)

On after "Rearmed" event.

ARMYGROUP:OnAfterRearming(From, Event, To)

On after "Rearming" event.

ARMYGROUP:OnAfterRetreat(From, Event, To, Zone, Formation)

On after "Retreat" event.

ARMYGROUP:OnAfterRetreated(From, Event, To)

On after "Retreated" event.

ARMYGROUP:OnAfterReturned(From, Event, To)

On after "Returned" event.

ARMYGROUP:RTZ()

Triggers the FSM event "RTZ".

ARMYGROUP:Rearm(Coordinate, Formation)

Triggers the FSM event "Rearm".

ARMYGROUP:Rearmed()

Triggers the FSM event "Rearmed".

ARMYGROUP:Rearming()

Triggers the FSM event "Rearming".

ARMYGROUP:Retreat(Zone, Formation)

Triggers the FSM event "Retreat".

ARMYGROUP:Retreated()

Triggers the FSM event "Retreated".

ARMYGROUP:Returned()

Triggers the FSM event "Returned".

ARMYGROUP:SetPatrolAdInfinitum(switch)

Group patrols ad inifintum.

ARMYGROUP:SetRetreatZones(RetreatZoneSet)

Define a set of possible retreat zones.

ARMYGROUP:SetSuppressionOff()

Set suppression off.

ARMYGROUP:SetSuppressionOn(Tave, Tmin, Tmax)

Set suppression on.

ARMYGROUP:Status()

Update status.

ARMYGROUP:SwitchFormation(Formation, Permanently, NoRouteUpdate)

Switch to a specific formation.

ARMYGROUP.TsuppressAve

Bla

ARMYGROUP.TsuppressMax

Bla

ARMYGROUP.TsuppressMin

Bla

ARMYGROUP.TsuppressionOver

ARMYGROUP.Twaiting

ARMYGROUP:_InitGroup(Template)

Initialize group parameters.

ARMYGROUP:_Suppress()

Suppress fire of the group by setting its ROE to weapon hold.

ARMYGROUP:_UpdateEngageTarget()

Update engage target.

ARMYGROUP:__Cruise(delay, Speed, Formation)

Triggers the FSM event "Cruise" after a delay.

ARMYGROUP:__Detour(delay)

Triggers the FSM event "Detour" after a delay.

ARMYGROUP:__DetourReached(delay)

Triggers the FSM event "DetourReached" after a delay.

ARMYGROUP:__Disengage(delay)

Triggers the FSM event "Disengage" after a delay.

ARMYGROUP:__EngageTarget(delay, Group, Speed, Formation)

Triggers the FSM event "EngageTarget" after a delay.

ARMYGROUP:__FullStop(delay)

Triggers the FSM event "FullStop" after a delay.

ARMYGROUP:__RTZ(delay)

Triggers the FSM event "RTZ" after a delay.

ARMYGROUP:__Rearm(delay, Coordinate, Formation)

Triggers the FSM event "Rearm" after a delay.

ARMYGROUP:__Rearmed(delay)

Triggers the FSM event "Rearmed" after a delay.

ARMYGROUP:__Rearming(delay)

Triggers the FSM event "Rearming" after a delay.

ARMYGROUP:__Retreat(Zone, Formation, delay)

Triggers the FSM event "Retreat" after a delay.

ARMYGROUP:__Retreated(delay)

Triggers the FSM event "Retreated" after a delay.

ARMYGROUP:__Returned(delay)

Triggers the FSM event "Returned" after a delay.

ARMYGROUP.adinfinitum

Resume route at first waypoint when final waypoint is reached.

ARMYGROUP.ammo

ARMYGROUP.dTwait

ARMYGROUP.engage

Engage target.

ARMYGROUP.formationPerma

Formation that is used permanently and overrules waypoint formations.

ARMYGROUP.groupinitialized

ARMYGROUP.isAI

ARMYGROUP.isDead

ARMYGROUP.isDestroyed

ARMYGROUP.isLateActivated

ARMYGROUP.isMobile

If true, group is mobile.

ARMYGROUP.isSuppressed

Bla

ARMYGROUP.isUncontrolled

ARMYGROUP.lid

ARMYGROUP:onafterCruise(From, Event, To, Speed, Formation)

On after "Cruise" event.

ARMYGROUP:onafterDetour(From, Event, To, Coordinate, Speed, Formation, ResumeRoute)

On after "Detour" event.

ARMYGROUP:onafterDetourReached(From, Event, To)

On after "DetourReached" event.

ARMYGROUP:onafterDisengage(From, Event, To)

On after "Disengage" event.

ARMYGROUP:onafterElementSpawned(From, Event, To, Element)

On after "ElementSpawned" event.

ARMYGROUP:onafterEngageTarget(From, Event, To, Target, Speed, Formation)

On after "EngageTarget" event.

ARMYGROUP:onafterFullStop(From, Event, To)

On after "FullStop" event.

ARMYGROUP:onafterGotoWaypoint(From, Event, To, UID, Speed, Formation)

On after "GotoWaypoint" event.

ARMYGROUP:onafterHit(From, Event, To, Enemy)

On after "Hit" event.

ARMYGROUP:onafterOutOfAmmo(From, Event, To)

On after "OutOfAmmo" event.

ARMYGROUP:onafterRTZ(From, Event, To, Zone, Formation)

On after "RTZ" event.

ARMYGROUP:onafterRearm(From, Event, To, Coordinate, Formation)

On after "Rearm" event.

ARMYGROUP:onafterRearmed(From, Event, To)

On after "Rearmed" event.

ARMYGROUP:onafterRearming(From, Event, To)

On after "Rearming" event.

ARMYGROUP:onafterRetreat(From, Event, To, Zone, Formation)

On after "Retreat" event.

ARMYGROUP:onafterRetreated(From, Event, To)

On after "Retreated" event.

ARMYGROUP:onafterReturned(From, Event, To)

On after "Returned" event.

ARMYGROUP:onafterSpawned(From, Event, To)

On after "Spawned" event.

ARMYGROUP:onafterUnsuppressed(From, Event, To)

After "Recovered" event.

ARMYGROUP:onafterUpdateRoute(From, Event, To, n, N, Speed, Formation)

On after "UpdateRoute" event.

ARMYGROUP:onbeforeEngageTarget(From, Event, To, Group, Speed, Formation, Target)

On after "EngageTarget" event.

ARMYGROUP:onbeforeRTZ(From, Event, To, Zone, Formation)

On before "RTZ" event.

ARMYGROUP:onbeforeRearm(From, Event, To, Coordinate, Formation)

On before "Rearm" event.

ARMYGROUP:onbeforeRetreat(From, Event, To, Zone, Formation)

On before "Retreat" event.

ARMYGROUP:onbeforeUnsuppressed(From, Event, To)

Before "Recovered" event.

ARMYGROUP:onbeforeUpdateRoute(From, Event, To, n, N, Speed, Formation)

On before "UpdateRoute" event.

ARMYGROUP.retreatZones

Set of retreat zones.

ARMYGROUP.speedCruise

ARMYGROUP.speedMax

ARMYGROUP.speedWp

ARMYGROUP.suppressOn

Bla

ARMYGROUP.suppressionOn

ARMYGROUP.suppressionROE

ARMYGROUP.tacan

ARMYGROUP.timerCheckZone

ARMYGROUP.timerQueueUpdate

ARMYGROUP.timerStatus

ARMYGROUP.version

Army Group version.

Fields and Methods inherited from OPSGROUP Description

ARMYGROUP:Activate(delay)

Activate a late activated group.

ARMYGROUP:AddCheckZone(CheckZone)

Add a zone that triggers and event if the group enters or leaves any of the zones.

ARMYGROUP:AddMission(Mission)

Add mission to queue.

ARMYGROUP:AddOpsTransport(OpsTransport)

Create a cargo transport assignment.

ARMYGROUP:AddTask(task, clock, description, prio, duration)

Add a scheduled task.

ARMYGROUP:AddTaskEnroute(task)

Add an enroute task.

ARMYGROUP:AddTaskWaypoint(task, Waypoint, description, prio, duration)

Add a waypoint task.

ARMYGROUP:AddWeaponRange(RangeMin, RangeMax, BitType)

Add a weapon range for ARTY auftrag.

ARMYGROUP:AddWeightCargo(UnitName, Weight)

Add weight to the internal cargo of an element of the group.

ARMYGROUP.Astar

path finding.

ARMYGROUP:CanCargo(Cargo)

Check if the group can in principle be carrier of a cargo group.

ARMYGROUP:CancelAllMissions()

Cancel all missions in mission queue that are not already done or cancelled.

ARMYGROUP.CargoStatus

ARMYGROUP.CarrierStatus

ARMYGROUP:CheckTaskDescriptionUnique(description)

Check if task description is unique.

ARMYGROUP.ClassName

Name of the class.

ARMYGROUP:ClearTasks()

Clear DCS tasks.

ARMYGROUP:ClearWaypoints(IndexMin, IndexMax)

Clear waypoints.

ARMYGROUP:CountElements(States)

Count elements of the group.

ARMYGROUP:CountRemainingMissison()

Count remaining missons.

ARMYGROUP:CountRemainingTasks()

Count the number of tasks that still pending in the queue.

ARMYGROUP:CountRemainingTransports()

Count remaining cargo transport assignments.

ARMYGROUP:CountTasksWaypoint(uid, id)

Count remaining waypoint tasks.

ARMYGROUP:Deactivate(delay)

Deactivate the group.

ARMYGROUP:DelOpsTransport(CargoTransport)

Delete a cargo transport assignment from the cargo queue.

ARMYGROUP:Despawn(Delay, NoEventRemoveUnit)

Despawn the group.

ARMYGROUP:DespawnElement(Element, Delay, NoEventRemoveUnit)

Despawn an element/unit of the group.

ARMYGROUP:DespawnUnit(UnitName, Delay, NoEventRemoveUnit)

Despawn a unit of the group.

ARMYGROUP:Destroy(Delay)

Destroy group.

ARMYGROUP:DestroyUnit(UnitName, Delay)

Destroy a unit of the group.

ARMYGROUP.EPLRS

ARMYGROUP.ElementStatus

ARMYGROUP:FindCarrierForCargo(Weight)

Find carrier for cargo by evaluating the free cargo bay storage.

ARMYGROUP:Get2DDistance(Coordinate)

Get 2D distance to a coordinate.

ARMYGROUP:GetAlarmstate()

Get current Alarm State of the group.

ARMYGROUP:GetAltitude()

Set current altitude.

ARMYGROUP:GetAmmo0()

Get inital amount of ammunition.

ARMYGROUP:GetAmmoElement(element)

Get the number of shells a unit or group currently has.

ARMYGROUP:GetAmmoTot()

Get total amount of ammunition of the whole group.

ARMYGROUP:GetAmmoUnit(unit, display)

Get the number of shells a unit or group currently has.

ARMYGROUP:GetAttribute()

Get generalized attribute.

ARMYGROUP:GetBeaconTACAN()

Get current TACAN parameters.

ARMYGROUP:GetCallsignName(ShortCallsign, Keepnumber, CallsignTranslations)

Get callsign of the first element alive.

ARMYGROUP:GetCargoGroups(CarrierName)

Get all groups currently loaded as cargo.

ARMYGROUP:GetCargoOpsGroups()

Get OPSGROUPs in the cargo bay.

ARMYGROUP:GetCoalition()

Get coalition.

ARMYGROUP:GetCoordinate(NewObject, UnitName)

Get current coordinate of the group.

ARMYGROUP:GetCoordinateInRange(TargetCoord, WeaponBitType, RefCoord)

Get a coordinate, which is in weapon range.

ARMYGROUP:GetCruiseAltitude()

Get default cruise speed.

ARMYGROUP:GetDCSGroup()

Get DCS GROUP object.

ARMYGROUP:GetDCSObject()

Get DCS group object.

ARMYGROUP:GetDCSUnit(UnitNumber)

Get DCS GROUP object.

ARMYGROUP:GetDCSUnits()

Get DCS units.

ARMYGROUP:GetDetectedGroups()

Get set of detected groups.

ARMYGROUP:GetDetectedUnits()

Get set of detected units.

ARMYGROUP:GetDistanceToWaypoint(indx)

Get distance to waypoint.

ARMYGROUP:GetEPLRS()

Get current EPLRS state.

ARMYGROUP:GetElementAlive()

Get the first element of a group, which is alive.

ARMYGROUP:GetElementByName(unitname)

Get the element of a group.

ARMYGROUP:GetElementZoneBoundingBox(UnitName)

Get the bounding box of the element.

ARMYGROUP:GetElementZoneLoad(UnitName)

Get the loading zone of the element.

ARMYGROUP:GetElementZoneUnload(UnitName)

Get the unloading zone of the element.

ARMYGROUP:GetEmission()

Get current emission state.

ARMYGROUP:GetExpectedSpeed()

Returns the currently expected speed.

ARMYGROUP:GetFreeCargobay(UnitName, IncludeReserved)

Get free cargo bay weight.

ARMYGROUP:GetFreeCargobayMax(Currently)

Get max weight of cargo (group) this group can load.

ARMYGROUP:GetFreeCargobayRelative(UnitName, IncludeReserved)

Get relative free cargo bay in percent.

ARMYGROUP:GetGroup()

Get MOOSE GROUP object.

ARMYGROUP:GetHeading(UnitName)

Get current heading of the group or (optionally) of a specific unit of the group.

ARMYGROUP:GetHighestThreat()

Get highest threat.

ARMYGROUP:GetLaserCode()

Get LASER code.

ARMYGROUP:GetLaserCoordinate()

Get current LASER coordinate, i.e.

ARMYGROUP:GetLaserTarget()

Get current target of the LASER.

ARMYGROUP:GetLifePoints(Element)

Returns the absolute total life points of the group.

ARMYGROUP:GetMissionByID(id)

Get mission by its id (auftragsnummer).

ARMYGROUP:GetMissionByTaskID(taskid)

Get mission by its task id.

ARMYGROUP:GetMissionCurrent()

Get current mission.

ARMYGROUP:GetName()

Get the group name.

ARMYGROUP:GetNelements(status)

Get number of elements alive.

ARMYGROUP:GetNextWaypointCoordinate(cyclic)

Get coordinate of next waypoint of the group.

ARMYGROUP:GetOpsTransportByUID(uid)

Get cargo transport assignment from the cargo queue by its unique ID.

ARMYGROUP:GetOrientation(UnitName)

Get current orientation of the group.

ARMYGROUP:GetOrientationX(UnitName)

Get current "X" orientation of the first unit in the group.

ARMYGROUP:GetROE()

Get current ROE of the group.

ARMYGROUP:GetROT()

Get current ROT of the group.

ARMYGROUP:GetRadio()

Get current Radio frequency and modulation.

ARMYGROUP:GetSpeedCruise()

Get default cruise speed.

ARMYGROUP:GetSpeedToWaypoint(indx)

Returns a non-zero speed to the next waypoint (even if the waypoint speed is zero).

ARMYGROUP:GetTACAN()

Get current TACAN parameters.

ARMYGROUP:GetTaskByID(id, status)

Get task by its id.

ARMYGROUP:GetTaskCurrent()

Get the currently executed task if there is any.

ARMYGROUP:GetTasksWaypoint(id)

Get the unfinished waypoint tasks

ARMYGROUP:GetThreat(ThreatLevelMin, ThreatLevelMax)

Get highest detected threat.

ARMYGROUP:GetTimeToWaypoint(indx)

Get time to waypoint based on current velocity.

ARMYGROUP:GetUnit(UnitNumber)

Get MOOSE UNIT object.

ARMYGROUP:GetUsedCargobayRelative(UnitName, IncludeReserved)

Get relative used (loaded) cargo bay in percent.

ARMYGROUP:GetVec2(UnitName)

Get current 2D position vector of the group.

ARMYGROUP:GetVec3(UnitName)

Get current 3D position vector of the group.

ARMYGROUP:GetVelocity(UnitName)

Get current velocity of the group.

ARMYGROUP:GetWaypoint(indx)

Get waypoint.

ARMYGROUP:GetWaypointByID(uid)

Get the waypoint from its unique ID.

ARMYGROUP:GetWaypointByIndex(index)

Get the waypoint from its index.

ARMYGROUP:GetWaypointCoordinate(index)

Get waypoint coordinates.

ARMYGROUP:GetWaypointCurrent()

Get current waypoint.

ARMYGROUP:GetWaypointCurrentUID()

Get current waypoint UID.

ARMYGROUP:GetWaypointFinal()

Get final waypoint.

ARMYGROUP:GetWaypointID(indx)

Get unique ID of waypoint given its index.

ARMYGROUP:GetWaypointIndex(uid)

Get the waypoint index (its position in the current waypoints table).

ARMYGROUP:GetWaypointIndexAfterID(uid)

Get waypoint index after waypoint with given ID.

ARMYGROUP:GetWaypointIndexCurrent()

Get current waypoint index.

ARMYGROUP:GetWaypointIndexNext(cyclic, i)

Get next waypoint index.

ARMYGROUP:GetWaypointNext(cyclic)

Get next waypoint.

ARMYGROUP:GetWaypointSpeed(indx)

Get waypoint speed.

ARMYGROUP:GetWaypointUID(waypoint)

Get unique ID of waypoint.

ARMYGROUP:GetWaypointUIDFromIndex(index)

Get the waypoint UID from its index, i.e.

ARMYGROUP:GetWaypoints()

Get the waypoints.

ARMYGROUP:GetWeaponData(BitType)

Get weapon data.

ARMYGROUP:GetWeightCargo(UnitName, IncludeReserved)

Get weight of the internal cargo the group is carriing right now.

ARMYGROUP:GetWeightCargoMax(UnitName)

Get max weight of the internal cargo the group can carry.

ARMYGROUP:GetWeightTotal(UnitName, IncludeReserved)

Get total weight of the group including cargo.

ARMYGROUP.GroupStatus

ARMYGROUP:HasLoS(Coordinate, Element, OffsetElement, OffsetCoordinate)

Check if an element of the group has line of sight to a coordinate.

ARMYGROUP:HasPassedFinalWaypoint()

Check if this group has passed its final waypoint.

ARMYGROUP:HasTaskController()

Returns true if the DCS controller currently has a task.

ARMYGROUP:InWeaponRange(TargetCoord, WeaponBitType, RefCoord)

Check if a given coordinate is in weapon range.

ARMYGROUP:IsActive()

Check if group is activated.

ARMYGROUP:IsAlive()

Check if group is alive.

ARMYGROUP:IsArmygroup()

Check if this is a ARMYGROUP.

ARMYGROUP:IsAwaitingLift(Transport)

Check if awaiting a transport lift.

ARMYGROUP:IsBoarding(CarrierGroupName)

Check if the group is currently boarding a carrier.

ARMYGROUP:IsBusy()

Check if the group is currently busy doing something.

ARMYGROUP:IsCargo(CheckTransport)

Check if the group is assigned as cargo.

ARMYGROUP:IsCarrier()

Check if the group is a carrier.

ARMYGROUP:IsDead()

Check if group is dead.

ARMYGROUP:IsDestroyed()

Check if group was destroyed.

ARMYGROUP:IsEngaging()

Check if the group is engaging another unit or group.

ARMYGROUP:IsExist()

Check if group is exists.

ARMYGROUP:IsFlightgroup()

Check if this is a FLIGHTGROUP.

ARMYGROUP:IsInUtero()

Check if group is in state in utero.

ARMYGROUP:IsInZone(Zone)

Check if group is currently inside a zone.

ARMYGROUP:IsLasing()

Check if the group has currently switched a LASER on.

ARMYGROUP:IsLateActivated()

Check if this group is currently "late activated" and needs to be "activated" to appear in the mission.

ARMYGROUP:IsLoaded(CarrierGroupName)

Check if the group is currently loaded into a carrier.

ARMYGROUP:IsLoading()

Check if the group is loading cargo.

ARMYGROUP:IsMissionInQueue(Mission)

Check if a given mission is already in the queue.

ARMYGROUP:IsMissionTypeInQueue(MissionType)

Check if a given mission type is already in the queue.

ARMYGROUP:IsNavygroup()

Check if this is a NAVYGROUP.

ARMYGROUP:IsNotCargo(CheckTransport)

Check if the group is not cargo.

ARMYGROUP:IsNotCarrier()

Check if the group is not a carrier yet.

ARMYGROUP:IsOnMission(MissionUID)

Check if group is currently on a mission.

ARMYGROUP:IsOutOfAmmo()

Check if the group is completely out of ammo.

ARMYGROUP:IsOutOfBombs()

Check if the group is out of bombs.

ARMYGROUP:IsOutOfGuns()

Check if the group is out of guns.

ARMYGROUP:IsOutOfMissiles()

Check if the group is out of missiles.

ARMYGROUP:IsOutOfTorpedos()

Check if the group is out of torpedos.

ARMYGROUP:IsPickingup()

Check if the group is picking up cargo.

ARMYGROUP:IsRearming()

Check if the group is currently rearming or on its way to the rearming place.

ARMYGROUP:IsRetreated()

Check if the group is retreated (has reached its retreat zone).

ARMYGROUP:IsRetreating()

Check if the group is currently retreating or retreated.

ARMYGROUP:IsReturning()

Check if the group is currently returning to a zone.

ARMYGROUP:IsSpawned()

Check if group is in state spawned.

ARMYGROUP:IsStopped()

Check if FSM is stopped.

ARMYGROUP:IsTargetDetected(TargetObject)

Check if target is detected.

ARMYGROUP:IsTransporting()

Check if the group is transporting cargo.

ARMYGROUP:IsUncontrolled()

Check if this group is currently "uncontrolled" and needs to be "started" to begin its route.

ARMYGROUP:IsUnloading()

Check if the group is unloading cargo.

ARMYGROUP:IsWaiting()

Check if group is currently waiting.

ARMYGROUP:KnowTarget(TargetObject, KnowType, KnowDist, Delay)

Set detection on or off.

ARMYGROUP:MarkWaypoints(Duration)

Mark waypoints on F10 map.

ARMYGROUP:MissionCancel(Mission)

Triggers the FSM event "MissionCancel".

ARMYGROUP:MissionDone(Mission)

Triggers the FSM event "MissionDone".

ARMYGROUP:MissionExecute(Mission)

Triggers the FSM event "MissionExecute".

ARMYGROUP:MissionStart(Mission)

Triggers the FSM event "MissionStart".

ARMYGROUP.Ndestroyed

Number of destroyed units.

ARMYGROUP:New(group)

Create a new OPSGROUP class object.

ARMYGROUP:NewTaskScheduled(task, clock, description, prio, duration)

Create a scheduled task.

ARMYGROUP.Nhit

Number of hits taken.

ARMYGROUP.Nkills

Number kills of this groups.

ARMYGROUP:OnAfterDetectedGroup(From, Event, To, Group)

On After "DetectedGroup" event.

ARMYGROUP:OnAfterDetectedGroupKnown(From, Event, To, Group)

On After "DetectedGroupKnown" event.

ARMYGROUP:OnAfterDetectedGroupLost(From, Event, To, Group)

On After "DetectedGroupLost" event.

ARMYGROUP:OnAfterDetectedGroupNew(From, Event, To, Group)

On After "DetectedGroupNew" event.

ARMYGROUP:OnAfterDetectedUnit(From, Event, To, Unit)

On After "DetectedUnit" event.

ARMYGROUP:OnAfterDetectedUnitKnown(From, Event, To, Unit)

On After "DetectedUnitKnown" event.

ARMYGROUP:OnAfterDetectedUnitLost(From, Event, To, Unit)

On After "DetectedUnitLost" event.

ARMYGROUP:OnAfterDetectedUnitNew(From, Event, To, Unit)

On After "DetectedUnitNew" event.

ARMYGROUP:OnAfterHoverEnd(From, Event, To)

On after "HoverEnd" event.

ARMYGROUP:OnAfterHoverStart(From, Event, To)

On after "HoverStart" event.

ARMYGROUP:OnAfterMissionCancel(From, Event, To, Mission)

On after "MissionCancel" event.

ARMYGROUP:OnAfterMissionDone(From, Event, To, Mission)

On after "MissionDone" event.

ARMYGROUP:OnAfterMissionExecute(From, Event, To, Mission)

On after "MissionExecute" event.

ARMYGROUP:OnAfterMissionStart(From, Event, To, Mission)

On after "MissionStart" event.

ARMYGROUP:OnAfterTransportCancel(From, Event, To, Transport)

On after "TransportCancel" event.

ARMYGROUP:OnEventBirth(EventData)

Event function handling the birth of a unit.

ARMYGROUP:OnEventDead(EventData)

Event function handling the dead of a unit.

ARMYGROUP:OnEventHit(EventData)

Event function handling the hit of a unit.

ARMYGROUP:OnEventKill(EventData)

Event function handling the event that a unit achieved a kill.

ARMYGROUP:OnEventPlayerLeaveUnit(EventData)

Event function handling when a unit is removed from the game.

ARMYGROUP:OnEventRemoveUnit(EventData)

Event function handling when a unit is removed from the game.

ARMYGROUP:PushTask(DCSTask)

Push DCS task.

ARMYGROUP:RadioTransmission(Text, Delay, SayCallsign, Frequency)

Send a radio transmission via SRS Text-To-Speech.

ARMYGROUP:RedWeightCargo(UnitName, Weight)

Reduce weight to the internal cargo of an element of the group.

ARMYGROUP:RemoveMission(Mission)

Remove mission from queue.

ARMYGROUP:RemoveTask(Task)

Remove task from task queue.

ARMYGROUP:RemoveWaypoint(wpindex)

Remove a waypoint.

ARMYGROUP:RemoveWaypointByID(uid)

Remove a waypoint with a ceratin UID.

ARMYGROUP:RemoveWaypointMarkers(Delay)

Remove waypoints markers on the F10 map.

ARMYGROUP:ReturnToLegion(Delay)

Return group back to the legion it belongs to.

ARMYGROUP:Route(waypoints, delay)

Route group along waypoints.

ARMYGROUP:RouteToMission(mission, delay)

Route group to mission.

ARMYGROUP:SelfDestruction(Delay, ExplosionPower, ElementName)

Self destruction of group.

ARMYGROUP:SetAltitude(Altitude, Keep, RadarAlt)

Set current altitude.

ARMYGROUP:SetCargoBayLimit(Weight, UnitName)

Set max weight that each unit of the group can handle.

ARMYGROUP:SetCarrierLoaderAllAspect(Length, Width)

Set that this carrier is an all aspect loader.

ARMYGROUP:SetCarrierLoaderBack(Length, Width)

Set that this carrier is a back loader.

ARMYGROUP:SetCarrierLoaderFront(Length, Width)

Set that this carrier is a front loader.

ARMYGROUP:SetCarrierLoaderPort(Length, Width)

Set that this carrier is a port (left side) loader.

ARMYGROUP:SetCarrierLoaderStarboard(Length, Width)

Set that this carrier is a starboard (right side) loader.

ARMYGROUP:SetCarrierUnloaderAllAspect(Length, Width)

Set that this carrier is an all aspect unloader.

ARMYGROUP:SetCarrierUnloaderBack(Length, Width)

Set that this carrier is a back unloader.

ARMYGROUP:SetCarrierUnloaderFront(Length, Width)

Set that this carrier is a front unloader.

ARMYGROUP:SetCarrierUnloaderPort(Length, Width)

Set that this carrier is a port (left side) unloader.

ARMYGROUP:SetCarrierUnloaderStarboard(Length, Width)

Set that this carrier is a starboard (right side) unloader.

ARMYGROUP:SetCheckZones(CheckZonesSet)

Define a SET of zones that trigger and event if the group enters or leaves any of the zones.

ARMYGROUP:SetDefaultAlarmstate(alarmstate)

Set the default Alarm State for the group.

ARMYGROUP:SetDefaultAltitude(Altitude)

Set default cruise altitude.

ARMYGROUP:SetDefaultCallsign(CallsignName, CallsignNumber)

Set default callsign.

ARMYGROUP:SetDefaultEPLRS(OnOffSwitch)

Set the default EPLRS for the group.

ARMYGROUP:SetDefaultEmission(OnOffSwitch)

Set the default EPLRS for the group.

ARMYGROUP:SetDefaultFormation(Formation)

Set default formation.

ARMYGROUP:SetDefaultICLS(Channel, Morse, UnitName, OffSwitch)

Set default ICLS parameters.

ARMYGROUP:SetDefaultImmortal(OnOffSwitch)

Set the default immortal for the group.

ARMYGROUP:SetDefaultInvisible(OnOffSwitch)

Set the default invisible for the group.

ARMYGROUP:SetDefaultROE(roe)

Set the default ROE for the group.

ARMYGROUP:SetDefaultROT(rot)

Set the default ROT for the group.

ARMYGROUP:SetDefaultRadio(Frequency, Modulation, OffSwitch)

Set default Radio frequency and modulation.

ARMYGROUP:SetDefaultSpeed(Speed)

Set default cruise speed.

ARMYGROUP:SetDefaultTACAN(Channel, Morse, UnitName, Band, OffSwitch)

Set default TACAN parameters.

ARMYGROUP:SetDetection(Switch)

Set detection on or off.

ARMYGROUP:SetEngageDetectedOff()

Disable to automatically engage detected targets.

ARMYGROUP:SetEngageDetectedOn(RangeMax, TargetTypes, EngageZoneSet, NoEngageZoneSet)

Enable to automatically engage detected targets.

ARMYGROUP:SetLaser(Code, CheckLOS, IROff, UpdateTime)

Set LASER parameters.

ARMYGROUP:SetLaserTarget(Target)

Set LASER target.

ARMYGROUP:SetRearmOnOutOfAmmo()

Set that group is going to rearm once it runs out of ammo.

ARMYGROUP:SetRetreatOnOutOfAmmo()

Set that group is retreating once it runs out of ammo.

ARMYGROUP:SetReturnOnOutOfAmmo()

Set that group is return to legion once it runs out of ammo.

ARMYGROUP:SetReturnToLegion(Switch)

[GROUND, NAVAL] Set whether this group should return to its legion once all mission etc are finished.

ARMYGROUP:SetSRS(PathToSRS, Gender, Culture, Voice, Port, PathToGoogleKey, Label, Volume)

Use SRS Simple-Text-To-Speech for transmissions.

ARMYGROUP:SetSpeed(Speed, Keep, AltCorrected)

Set current speed.

ARMYGROUP:SetTask(DCSTask)

Set DCS task.

ARMYGROUP:SetVerbosity(VerbosityLevel)

Set verbosity level.

ARMYGROUP:Status()

Triggers the FSM event "Status".

ARMYGROUP:Stop()

Triggers the FSM event "Stop".

ARMYGROUP:SwitchAlarmstate(alarmstate)

Set current Alarm State of the group.

ARMYGROUP:SwitchCallsign(CallsignName, CallsignNumber)

Switch to a specific callsign.

ARMYGROUP:SwitchEPLRS(OnOffSwitch)

Switch EPLRS datalink on or off.

ARMYGROUP:SwitchEmission(OnOffSwitch)

Switch emission on or off.

ARMYGROUP:SwitchFormation(Formation)

Switch to a specific formation.

ARMYGROUP:SwitchICLS(Channel, Morse, UnitName)

Activate/switch ICLS beacon settings.

ARMYGROUP:SwitchImmortal(OnOffSwitch)

Switch immortality on or off.

ARMYGROUP:SwitchInvisible(OnOffSwitch)

Switch invisibility on or off.

ARMYGROUP:SwitchROE(roe)

Set current ROE for the group.

ARMYGROUP:SwitchROT(rot)

Set ROT for the group.

ARMYGROUP:SwitchRadio(Frequency, Modulation)

Turn radio on or switch frequency/modulation.

ARMYGROUP:SwitchTACAN(Channel, Morse, UnitName, Band)

Activate/switch TACAN beacon settings.

ARMYGROUP.TaskStatus

ARMYGROUP.TaskType

ARMYGROUP:Teleport(Coordinate, Delay, NoPauseMission)

Teleport the group to a different location.

ARMYGROUP.Tloading

ARMYGROUP.Tpickingup

ARMYGROUP.TpositionUpdate

ARMYGROUP:TransportCancel(Transport)

Triggers the FSM event "TransportCancel".

ARMYGROUP.Ttransporting

ARMYGROUP.Tunloading

ARMYGROUP:TurnOffICLS()

Deactivate ICLS beacon.

ARMYGROUP:TurnOffRadio()

Turn radio off.

ARMYGROUP:TurnOffTACAN()

Deactivate TACAN beacon.

ARMYGROUP.Twaiting

Abs. mission time stamp when the group was ordered to wait.

ARMYGROUP:_AddCargobay(CargoGroup, CarrierElement, Reserved)

Add OPSGROUP to cargo bay of a carrier.

ARMYGROUP:_AddCargobayStorage(CarrierElement, CargoUID, StorageType, StorageAmount, StorageWeight)

Add warehouse storage to cargo bay of a carrier.

ARMYGROUP:_AddElementByName(unitname)

Add a unit/element to the OPS group.

ARMYGROUP:_AddMyCargoBay(MyCargo, CarrierElement)

Add storage to cargo bay of a carrier.

ARMYGROUP:_AddMyLift(Transport)

Check if awaiting a transport.

ARMYGROUP:_AddWaypoint(waypoint, wpnumber)

Initialize Mission Editor waypoints.

ARMYGROUP:_AllSameStatus(unitname, status)

Check if all elements of the group have the same status (or are dead).

ARMYGROUP:_AllSimilarStatus(status)

Check if all elements of the group have the same status (or are dead).

ARMYGROUP:_CheckAmmoFull()

Check ammo is full.

ARMYGROUP:_CheckAmmoStatus()

Check ammo status.

ARMYGROUP:_CheckCargoTransport()

Check cargo transport assignments.

ARMYGROUP:_CheckDamage()

Check damage.

ARMYGROUP:_CheckDelivered(CargoTransport)

Check if all cargo of this transport assignment was delivered.

ARMYGROUP:_CheckDetectedUnits()

Check detected units.

ARMYGROUP:_CheckGoPickup(CargoTransport)

Check if all cargo of this transport assignment was delivered.

ARMYGROUP:_CheckGroupDone(delay)

Check if passed the final waypoint and, if necessary, update route.

ARMYGROUP:_CheckInZones()

Check if group is in zones.

ARMYGROUP:_CheckStuck()

Check if group got stuck.

ARMYGROUP:_CoordinateFromObject(Object)

Get coordinate from an object.

ARMYGROUP:_CountPausedMissions()

Count paused mission.

ARMYGROUP:_CreateMyCargo(CargoUID, OpsGroup, StorageType, StorageAmount, StorageWeight)

Add OPSGROUP to cargo bay of a carrier.

ARMYGROUP:_CreateWaypoint(Waypoint, waypoint)

Enhance waypoint table.

ARMYGROUP:_DelCargobay(CargoGroup)

Remove OPSGROUP from cargo bay of a carrier.

ARMYGROUP:_DelCargobayElement(Element, MyCargo)

Remove OPSGROUP from cargo bay of a carrier.

ARMYGROUP:_DelMyLift(Transport)

Remove my lift.

ARMYGROUP:_GetCargobay(CargoGroup)

Get cargo bay item.

ARMYGROUP:_GetCargobayElement(Element, CargoUID)

Remove OPSGROUP from cargo bay of a carrier.

ARMYGROUP:_GetDetectedTarget()

Get target group.

ARMYGROUP:_GetElementZoneLoader(Element, Zone, Loader)

Get/update the (un-)loading zone of the element.

ARMYGROUP:_GetMyCargoBayFromUID(uid)

Get cargo bay data from a cargo data id.

ARMYGROUP:_GetMyCarrier()

Get my carrier.

ARMYGROUP:_GetMyCarrierElement()

Get my carrier element.

ARMYGROUP:_GetMyCarrierGroup()

Get my carrier group.

ARMYGROUP:_GetNextCargoTransport()

Get cargo transport from cargo queue.

ARMYGROUP:_GetNextMission()

Get next mission.

ARMYGROUP:_GetNextTask()

Get next task in queue.

ARMYGROUP:_GetPausedMission()

Get paused mission.

ARMYGROUP:_GetROEName(roe)

Get name of ROE corresponding to the numerical value.

ARMYGROUP:_GetTemplate(Copy)

Get the template of the group.

ARMYGROUP:_GetWeightStorage(Storage, Total, Reserved, Amount)

Get weight of warehouse storage to transport.

ARMYGROUP:_InitWaypoints(WpIndexMin, WpIndexMax)

Initialize Mission Editor waypoints.

ARMYGROUP:_IsElement(unitname)

Check if a unit is an element of the flightgroup.

ARMYGROUP:_IsInCargobay(OpsGroup)

Check if a group is in the cargo bay.

ARMYGROUP:_IsMyCarrierReserved()

Is my carrier reserved.

ARMYGROUP:_MissileCategoryName(categorynumber)

Returns a name of a missile category.

ARMYGROUP:_NewCargoStatus(Status)

Set (new) cargo status.

ARMYGROUP:_NewCarrierStatus(Status)

Set (new) carrier status.

ARMYGROUP:_PassedFinalWaypoint(final, comment)

Set passed final waypoint value.

ARMYGROUP._PassingWaypoint(opsgroup, uid)

Function called when a group is passing a waypoint.

ARMYGROUP:_PrintTaskAndMissionStatus()

Print info on mission and task status to DCS log file.

ARMYGROUP:_QueueUpdate()

On after "QueueUpdate" event.

ARMYGROUP:_RemoveMissionWaypoints(Mission, Silently)

On after "MissionDone" event.

ARMYGROUP:_RemoveMyCarrier()

Remove my carrier.

ARMYGROUP:_RemovePausedMission(AuftragsNummer)

Remove paused mission from the table.

ARMYGROUP:_Respawn(Delay, Template, Reset)

Respawn the group.

ARMYGROUP:_SandwitchDCSTask(DCSTask, Task, SetTask, Delay)

Sandwitch DCS task in stop condition and push the task to the group.

ARMYGROUP:_SetElementStatusAll(status)

Set status for all elements (except dead ones).

ARMYGROUP:_SetLegion(Legion)

Set legion this ops group belongs to.

ARMYGROUP:_SetMissionOptions(mission)

Set mission specific options for ROE, Alarm state, etc.

ARMYGROUP:_SetMyCarrier(CarrierGroup, CarrierElement, Reserved)

Set my carrier.

ARMYGROUP:_SetTemplate(Template)

Set the template of the group.

ARMYGROUP:_SetWaypointTasks(Waypoint)

Set tasks at this waypoint

ARMYGROUP:_SimpleTaskFunction(Function, uid)

Simple task function.

ARMYGROUP:_SortCargo(Cargos)

On after "Loading" event.

ARMYGROUP:_SortTaskQueue()

Sort task queue.

ARMYGROUP:_SwitchICLS(Icls)

Activate/switch ICLS beacon settings.

ARMYGROUP:_SwitchTACAN(Tacan)

Activate/switch TACAN beacon settings.

ARMYGROUP._TaskDone(group, opsgroup, task)

Function called when a task is done.

ARMYGROUP._TaskExecute(group, opsgroup, task)

Function called when a task is executed.

ARMYGROUP:_TransferCargo(CargoGroup, CarrierGroup, CarrierElement)

Transfer cargo from to another carrier.

ARMYGROUP:_UpdateLaser()

Update laser point.

ARMYGROUP:_UpdatePosition()

Check if all elements of the group have the same status (or are dead).

ARMYGROUP:_UpdateStatus(element, newstatus, airbase)

Check if all elements of the group have the same status or are dead.

ARMYGROUP:_UpdateTask(Task, Mission)

Update (DCS) task.

ARMYGROUP:_UpdateWaypointTasks(n)

Initialize Mission Editor waypoints.

ARMYGROUP:__MissionCancel(delay, Mission)

Triggers the FSM event "MissionCancel" after a delay.

ARMYGROUP:__MissionDone(delay, Mission)

Triggers the FSM event "MissionDone" after a delay.

ARMYGROUP:__MissionExecute(delay, Mission)

Triggers the FSM event "MissionExecute" after a delay.

ARMYGROUP:__MissionStart(delay, Mission)

Triggers the FSM event "MissionStart" after a delay.

ARMYGROUP:__Status(delay)

Triggers the FSM event "Status" after a delay.

ARMYGROUP:__Stop(delay)

Triggers the FSM event "Stop" after a delay.

ARMYGROUP:__TransportCancel(delay, Transport)

Triggers the FSM event "TransportCancel" after a delay.

ARMYGROUP.actype

ARMYGROUP.adinfinitum

Resume route at first waypoint when final waypoint is reached.

ARMYGROUP.altitudeCruise

ARMYGROUP.ammo

Initial ammount of ammo.

ARMYGROUP.attribute

Generalized attribute.

ARMYGROUP.callsign

Current callsign settings.

ARMYGROUP.callsignAlias

Callsign alias.

ARMYGROUP.callsignDefault

Default callsign settings.

ARMYGROUP.callsignName

Callsign name.

ARMYGROUP.cargoBay

Table containing OPSGROUP loaded into this group.

ARMYGROUP.cargoStatus

Cargo status of this group acting as cargo.

ARMYGROUP.cargoTZC

Transport zone combo (pickup, deploy etc.) currently used.

ARMYGROUP.cargoTransport

Current cargo transport assignment.

ARMYGROUP.cargoTransportUID

Unique ID of the transport assignment this cargo group is associated with.

ARMYGROUP.cargoqueue

Table containing cargo groups to be transported.

ARMYGROUP.carrier

Carrier the group is loaded into as cargo.

ARMYGROUP.carrierGroup

Carrier group transporting this group as cargo.

ARMYGROUP.carrierLoader

Carrier loader parameters.

ARMYGROUP.carrierStatus

Carrier status of this group acting as cargo carrier.

ARMYGROUP.carrierUnloader

Carrier unloader parameters.

ARMYGROUP.category

ARMYGROUP.ceiling

ARMYGROUP.checkzones

Set of zones.

ARMYGROUP.cohort

Cohort the group belongs to.

ARMYGROUP.controller

The DCS controller of the group.

ARMYGROUP.coordinate

Current coordinate.

ARMYGROUP.currbase

The current airbase of the flight group, i.e. where it is currently located or landing at.

ARMYGROUP.currentmission

The ID (auftragsnummer) of the currently assigned AUFTRAG.

ARMYGROUP.currentwp

Current waypoint index. This is the index of the last passed waypoint.

ARMYGROUP.dTpositionUpdate

ARMYGROUP.dTwait

Time to wait in seconds. Default nil (for ever).

ARMYGROUP.dcsgroup

The DCS group object.

ARMYGROUP.descriptors

ARMYGROUP.destbase

The destination base of the flight group.

ARMYGROUP.destzone

The destination zone of the flight group. Set when final waypoint is in air.

ARMYGROUP.detectedgroups

Set of detected groups.

ARMYGROUP.detectedunits

Set of detected units.

ARMYGROUP.detectionOn

If true, detected units of the group are analyzed.

ARMYGROUP.elements

Table of elements, i.e. units of the group.

ARMYGROUP.engagedetectedEngageZones

Set of zones in which targets are engaged. Default is anywhere.

ARMYGROUP.engagedetectedNoEngageZones

Set of zones in which targets are not engaged. Default is nowhere.

ARMYGROUP.engagedetectedOn

If true, auto engage detected targets.

ARMYGROUP.engagedetectedRmax

Max range in NM. Only detected targets within this radius from the group will be engaged. Default is 25 NM.

ARMYGROUP.engagedetectedTypes

Types of target attributes that will be engaged. See DCS enum attributes. Default "All".

ARMYGROUP.group

Group object.

ARMYGROUP.groupinitialized

If true, group parameters were initialized.

ARMYGROUP.groupname

Name of the group.

ARMYGROUP.heading

Heading of the group at last status check.

ARMYGROUP.headingLast

Backup of last heading to monitor changes.

ARMYGROUP.homebase

The home base of the flight group.

ARMYGROUP.homezone

The home zone of the flight group. Set when spawn happens in air.

ARMYGROUP.icls

Current ICLS settings.

ARMYGROUP.iclsDefault

Default ICLS settings.

ARMYGROUP.inzones

Set of zones in which the group is currently in.

ARMYGROUP.isAI

If true, group is purely AI.

ARMYGROUP.isArmygroup

Is an ARMYGROUP.

ARMYGROUP.isDead

If true, the whole group is dead.

ARMYGROUP.isDestroyed

If true, the whole group was destroyed.

ARMYGROUP.isEPLRS

ARMYGROUP.isFlightgroup

Is a FLIGHTGROUP.

ARMYGROUP.isHelo

If true, this is a helicopter group.

ARMYGROUP.isLandingAtAirbase

ARMYGROUP.isLateActivated

Is the group late activated.

ARMYGROUP.isMobile

If true, group is mobile (speed > 1 m/s)

ARMYGROUP.isNavygroup

Is a NAVYGROUP.

ARMYGROUP.isSubmarine

If true, this is a submarine group.

ARMYGROUP.isTrain

ARMYGROUP.isUncontrolled

Is the group uncontrolled.

ARMYGROUP.isVTOL

If true, this is capable of Vertical TakeOff and Landing (VTOL).

ARMYGROUP.ispathfinding

If true, group is on pathfinding route.

ARMYGROUP.legion

Legion the group belongs to.

ARMYGROUP.legionReturn

ARMYGROUP.lid

Class id string for output to DCS log file.

ARMYGROUP.life

ARMYGROUP.missionqueue

Queue of missions.

ARMYGROUP.msrs

MOOSE SRS wrapper.

ARMYGROUP.mycarrier

Carrier group for this group.

ARMYGROUP.mylifts

ARMYGROUP:onafterBoard(From, Event, To, CarrierGroup, Carrier)

On after "Board" event.

ARMYGROUP:onafterDamaged(From, Event, To)

On after "Damaged" event.

ARMYGROUP:onafterDead(From, Event, To)

On after "Dead" event.

ARMYGROUP:onafterDelivered(From, Event, To, CargoTransport)

On after "Delivered" event.

ARMYGROUP:onafterDestroyed(From, Event, To)

On after "Destroyed" event.

ARMYGROUP:onafterDetectedGroup(From, Event, To, Group)

On after "DetectedGroup" event.

ARMYGROUP:onafterDetectedGroupNew(From, Event, To, Group)

On after "DetectedGroupNew" event.

ARMYGROUP:onafterDetectedUnit(From, Event, To, Unit)

On after "DetectedUnit" event.

ARMYGROUP:onafterDetectedUnitNew(From, Event, To, Unit)

On after "DetectedUnitNew" event.

ARMYGROUP:onafterElementDamaged(From, Event, To, Element)

On after "ElementDamaged" event.

ARMYGROUP:onafterElementDead(From, Event, To, Element)

On after "ElementDead" event.

ARMYGROUP:onafterElementDestroyed(From, Event, To, Element)

On after "ElementDestroyed" event.

ARMYGROUP:onafterElementHit(From, Event, To, Element, Enemy)

On after "ElementHit" event.

ARMYGROUP:onafterElementInUtero(From, Event, To, Element)

On after "ElementInUtero" event.

ARMYGROUP:onafterEnterZone(From, Event, To, Zone)

On after "EnterZone" event.

ARMYGROUP:onafterGotoWaypoint(From, Event, To, UID, Speed)

On after "GotoWaypoint" event.

ARMYGROUP:onafterHit(From, Event, To, Enemy)

On after "Hit" event.

ARMYGROUP:onafterInUtero(From, Event, To)

On after "InUtero" event.

ARMYGROUP:onafterLaserCode(From, Event, To, Code)

On after "LaserCode" event.

ARMYGROUP:onafterLaserGotLOS(From, Event, To)

On after "LaserGotLOS" event.

ARMYGROUP:onafterLaserLostLOS(From, Event, To)

On after "LaserLostLOS" event.

ARMYGROUP:onafterLaserOff(From, Event, To)

On after "LaserOff" event.

ARMYGROUP:onafterLaserOn(From, Event, To, Target)

On after "LaserOn" event.

ARMYGROUP:onafterLaserPause(From, Event, To)

On after "LaserPause" event.

ARMYGROUP:onafterLaserResume(From, Event, To)

On after "LaserResume" event.

ARMYGROUP:onafterLeaveZone(From, Event, To, Zone)

On after "LeaveZone" event.

ARMYGROUP:onafterLoad(From, Event, To, CargoGroup, Carrier)

On after "Load" event.

ARMYGROUP:onafterLoading(From, Event, To)

On after "Loading" event.

ARMYGROUP:onafterLoadingDone(From, Event, To)

On after "LoadingDone" event.

ARMYGROUP:onafterMissionCancel(From, Event, To, Mission)

On after "MissionCancel" event.

ARMYGROUP:onafterMissionDone(From, Event, To, Mission)

On after "MissionDone" event.

ARMYGROUP:onafterMissionExecute(From, Event, To, Mission)

On after "MissionExecute" event.

ARMYGROUP:onafterMissionStart(From, Event, To, Mission)

On after "MissionStart" event.

ARMYGROUP:onafterOutOfAmmo(From, Event, To)

On after "OutOfAmmo" event.

ARMYGROUP:onafterPassedFinalWaypoint(From, Event, To)

On after "PassedFinalWaypoint" event.

ARMYGROUP:onafterPassingWaypoint(From, Event, To, Waypoint)

On after "PassingWaypoint" event.

ARMYGROUP:onafterPauseMission(From, Event, To)

On after "PauseMission" event.

ARMYGROUP:onafterPickup(From, Event, To)

On after "Pickup" event.

ARMYGROUP:onafterRespawn(From, Event, To, Template)

On after "Respawn" event.

ARMYGROUP:onafterStop(From, Event, To)

On after "Stop" event.

ARMYGROUP:onafterTaskCancel(From, Event, To, Task)

On after "TaskCancel" event.

ARMYGROUP:onafterTaskDone(From, Event, To, Task)

On after "TaskDone" event.

ARMYGROUP:onafterTaskExecute(From, Event, To, Task)

On after "TaskExecute" event.

ARMYGROUP:onafterTransport(From, Event, To)

On after "Transport" event.

ARMYGROUP:onafterTransportCancel(From, Event, To, The, Transport)

On after "TransportCancel" event.

ARMYGROUP:onafterUnload(From, Event, To, OpsGroup, Coordinate, Activated, Heading)

On after "Unload" event.

ARMYGROUP:onafterUnloaded(From, Event, To, OpsGroupCargo)

On after "Unloaded" event.

ARMYGROUP:onafterUnloading(From, Event, To)

On after "Unloading" event.

ARMYGROUP:onafterUnloadingDone(From, Event, To)

On after "UnloadingDone" event.

ARMYGROUP:onafterUnpauseMission(From, Event, To)

On after "UnpauseMission" event.

ARMYGROUP:onafterWait(From, Event, To, Duration)

On after "Wait" event.

ARMYGROUP:onbeforeBoard(From, Event, To, CarrierGroup, Carrier)

On before "Board" event.

ARMYGROUP:onbeforeDead(From, Event, To)

On before "Dead" event.

ARMYGROUP:onbeforeElementSpawned(From, Event, To, Element)

On before "ElementSpawned" event.

ARMYGROUP:onbeforeLaserOff(From, Event, To)

On before "LaserOff" event.

ARMYGROUP:onbeforeLaserOn(From, Event, To, Target)

On before "LaserOn" event.

ARMYGROUP:onbeforeLaserResume(From, Event, To)

On before "LaserResume" event.

ARMYGROUP:onbeforeMissionStart(From, Event, To, Mission)

On before "MissionStart" event.

ARMYGROUP:onbeforeStop(From, Event, To)

On before "Stop" event.

ARMYGROUP:onbeforeTaskDone(From, Event, To, Task)

On before "TaskDone" event.

ARMYGROUP:onbeforeTaskExecute(From, Event, To, Task)

On before "TaskExecute" event.

ARMYGROUP:onbeforeTransport(From, Event, To)

On before "Transport" event.

ARMYGROUP:onbeforeUnload(From, Event, To, OpsGroup, Coordinate, Heading)

On before "Unload" event.

ARMYGROUP:onbeforeWait(From, Event, To, Duration)

On before "Wait" event.

ARMYGROUP.option

Current optional settings.

ARMYGROUP.optionDefault

Default option settings.

ARMYGROUP.orientX

Orientation at last status check.

ARMYGROUP.orientXLast

Backup of last orientation to monitor changes.

ARMYGROUP.outofAmmo

ARMYGROUP.outofBombs

ARMYGROUP.outofGuns

ARMYGROUP.outofMissiles

ARMYGROUP.outofMissilesAA

ARMYGROUP.outofMissilesAG

ARMYGROUP.outofMissilesAS

ARMYGROUP.outofRockets

ARMYGROUP.outofTorpedos

ARMYGROUP.passedfinalwp

Group has passed the final waypoint.

ARMYGROUP.pausedmissions

Paused missions.

ARMYGROUP.position

Position of the group at last status check.

ARMYGROUP.positionLast

Backup of last position vec to monitor changes.

ARMYGROUP.radio

Current radio settings.

ARMYGROUP.radioDefault

Default radio settings.

ARMYGROUP.radioQueue

Radio queue.

ARMYGROUP.rangemax

ARMYGROUP.rearmOnOutOfAmmo

If true, group will go to rearm once it runs out of ammo.

ARMYGROUP.reconindecies

ARMYGROUP.refueltype

ARMYGROUP.retreatOnOutOfAmmo

ARMYGROUP.rtzOnOutOfAmmo

ARMYGROUP.scheduleIDDespawn

ARMYGROUP.speed

ARMYGROUP.speedCruise

Cruising speed in km/h.

ARMYGROUP.speedMax

Max speed in km/h.

ARMYGROUP.speedWp

Speed to the next waypoint in m/s.

ARMYGROUP.spot

Laser and IR spot.

ARMYGROUP.stuckTimestamp

ARMYGROUP.stuckVec3

ARMYGROUP.tacan

Current TACAN settings.

ARMYGROUP.tacanDefault

Default TACAN settings.

ARMYGROUP.tankertype

ARMYGROUP.taskcounter

Running number of task ids.

ARMYGROUP.taskcurrent

ID of current task. If 0, there is no current task assigned.

ARMYGROUP.taskenroute

Enroute task of the group.

ARMYGROUP.taskpaused

Paused tasks.

ARMYGROUP.taskqueue

Queue of tasks.

ARMYGROUP.template

Template table of the group.

ARMYGROUP.timerCheckZone

Timer for check zones.

ARMYGROUP.timerQueueUpdate

Timer for queue updates.

ARMYGROUP.timerStatus

Timer for status update.

ARMYGROUP.traveldist

Distance traveled in meters. This is a lower bound.

ARMYGROUP.travelds

ARMYGROUP.traveltime

Time.

ARMYGROUP.useMEtasks

If true, use tasks set in the ME. Default false.

ARMYGROUP.useSRS

Use SRS for transmissions.

ARMYGROUP.velocity

ARMYGROUP.velocityLast

ARMYGROUP.verbose

Verbosity level. 0=silent.

ARMYGROUP.version

OpsGroup version.

ARMYGROUP.waypoints

Table of waypoints.

ARMYGROUP.waypoints0

Table of initial waypoints.

ARMYGROUP.weaponData

Weapon data table with key=BitType.

ARMYGROUP.wpcounter

Running number counting waypoints.

Fields and Methods inherited from FSM Description

ARMYGROUP:AddEndState(State)

Adds an End state.

ARMYGROUP:AddProcess(From, Event, Process, ReturnEvents)

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

ARMYGROUP:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

ARMYGROUP:AddScoreProcess(From, Event, State, ScoreText, Score)

Adds a score for the FSM_PROCESS to be achieved.

ARMYGROUP:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

ARMYGROUP.CallScheduler

Call scheduler.

ARMYGROUP.ClassName

Name of the class.

ARMYGROUP.Events

ARMYGROUP:GetCurrentState()

Get current state.

ARMYGROUP:GetEndStates()

Returns the End states.

ARMYGROUP:GetProcess(From, Event)

ARMYGROUP:GetProcesses()

Returns a table of the SubFSM rules defined within the FSM.

ARMYGROUP:GetScores()

Returns a table with the scores defined.

ARMYGROUP:GetStartState()

Returns the start state of the FSM.

ARMYGROUP:GetState()

Get current state.

ARMYGROUP:GetSubs()

Returns a table with the Subs defined.

ARMYGROUP:GetTransitions()

Returns a table of the transition rules defined within the FSM.

ARMYGROUP:Is(State)

Check if FSM is in state.

ARMYGROUP:LoadCallBacks(CallBackTable)

Load call backs.

ARMYGROUP:New()

Creates a new FSM object.

ARMYGROUP.Scores

Scores.

ARMYGROUP:SetProcess(From, Event, Fsm)

ARMYGROUP:SetStartState(State)

Sets the start state of the FSM.

ARMYGROUP._EndStates

ARMYGROUP._EventSchedules

ARMYGROUP._Processes

ARMYGROUP._Scores

ARMYGROUP._StartState

ARMYGROUP._Transitions

ARMYGROUP:_add_to_map(Map, Event)

Add to map.

ARMYGROUP:_call_handler(step, trigger, params, EventName)

Call handler.

ARMYGROUP:_create_transition(EventName)

Create transition.

ARMYGROUP:_delayed_transition(EventName)

Delayed transition.

ARMYGROUP:_eventmap(Events, EventStructure)

Event map.

ARMYGROUP:_gosub(ParentFrom, ParentEvent)

Go sub.

ARMYGROUP:_handler(EventName, ...)

Handler.

ARMYGROUP:_isendstate(Current)

Is end state.

ARMYGROUP:_submap(subs, sub, name)

Sub maps.

ARMYGROUP:can(e)

Check if can do an event.

ARMYGROUP:cannot(e)

Check if cannot do an event.

ARMYGROUP.current

Current state name.

ARMYGROUP.endstates

ARMYGROUP:is(State, state)

Check if FSM is in state.

ARMYGROUP.options

Options.

ARMYGROUP.subs

Subs.

Fields and Methods inherited from BASE Description

ARMYGROUP.ClassID

The ID number of the class.

ARMYGROUP.ClassName

The name of the class.

ARMYGROUP.ClassNameAndID

The name of the class concatenated with the ID number of the class.

ARMYGROUP:ClearState(Object, StateName)

Clear the state of an object.

ARMYGROUP:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace)

Creation of a Birth Event.

ARMYGROUP:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

ARMYGROUP:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

ARMYGROUP:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

ARMYGROUP:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

ARMYGROUP:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

ARMYGROUP:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

ARMYGROUP:E(Arguments)

Log an exception which will be traced always.

ARMYGROUP:EventDispatcher()

Returns the event dispatcher

ARMYGROUP:EventRemoveAll()

Remove all subscribed events

ARMYGROUP:F(Arguments)

Trace a function call.

ARMYGROUP:F2(Arguments)

Trace a function call level 2.

ARMYGROUP:F3(Arguments)

Trace a function call level 3.

ARMYGROUP:GetClassID()

Get the ClassID of the class instance.

ARMYGROUP:GetClassName()

Get the ClassName of the class instance.

ARMYGROUP:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

ARMYGROUP:GetEventPriority()

Get the Class Core.Event processing Priority.

ARMYGROUP:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

ARMYGROUP:GetState(Object, Key)

Get a Value given a Key from the Object.

ARMYGROUP:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

ARMYGROUP:I(Arguments)

Log an information which will be traced always.

ARMYGROUP:Inherit(Child, Parent)

This is the worker method to inherit from a parent class.

ARMYGROUP:IsInstanceOf(ClassName)

This is the worker method to check if an object is an (sub)instance of a class.

ARMYGROUP:IsTrace()

Enquires if tracing is on (for the class).

ARMYGROUP:New()

BASE constructor.

ARMYGROUP:OnEvent(EventData)

Occurs when an Event for an object is triggered.

ARMYGROUP:OnEventBDA(EventData)

BDA.

ARMYGROUP:OnEventBaseCaptured(EventData)

Occurs when a ground unit captures either an airbase or a farp.

ARMYGROUP:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

ARMYGROUP:OnEventCrash(EventData)

Occurs when any aircraft crashes into the ground and is completely destroyed.

ARMYGROUP:OnEventDead(EventData)

Occurs when an object is dead.

ARMYGROUP:OnEventDetailedFailure(EventData)

Unknown precisely what creates this event, likely tied into newer damage model.

ARMYGROUP:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

ARMYGROUP:OnEventEjection(EventData)

Occurs when a pilot ejects from an aircraft Have a look at the class Core.Event#EVENT as these are just the prototypes.

ARMYGROUP:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

ARMYGROUP:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

ARMYGROUP:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

ARMYGROUP:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

ARMYGROUP:OnEventKill(EventData)

Occurs on the death of a unit.

ARMYGROUP:OnEventLand(EventData)

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.

ARMYGROUP:OnEventLandingAfterEjection(EventData)

Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up.

ARMYGROUP:OnEventLandingQualityMark(EventData)

Landing quality mark.

ARMYGROUP:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

ARMYGROUP:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

ARMYGROUP:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

ARMYGROUP:OnEventMissionEnd(EventData)

Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes.

ARMYGROUP:OnEventMissionStart(EventData)

Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes.

ARMYGROUP:OnEventParatrooperLanding(EventData)

Weapon add.

ARMYGROUP:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

ARMYGROUP:OnEventPlayerEnterAircraft(EventData)

Occurs when a player enters a slot and takes control of an aircraft.

ARMYGROUP:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

ARMYGROUP:OnEventPlayerLeaveUnit(EventData)

Occurs when any player relieves control of a unit to the AI.

ARMYGROUP:OnEventRefueling(EventData)

Occurs when an aircraft connects with a tanker and begins taking on fuel.

ARMYGROUP:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

ARMYGROUP:OnEventScore(EventData)

Occurs when any modification to the "Score" as seen on the debrief menu would occur.

ARMYGROUP:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

ARMYGROUP:OnEventShootingStart(EventData)

Occurs when any unit begins firing a weapon that has a high rate of fire.

ARMYGROUP:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

ARMYGROUP:OnEventTakeoff(EventData)

Occurs when an aircraft takes off from an airbase, farp, or ship.

ARMYGROUP:OnEventTriggerZone(EventData)

Trigger zone.

ARMYGROUP:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

ARMYGROUP:ScheduleOnce(Start, SchedulerFunction, ...)

Schedule a new time event.

ARMYGROUP:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...)

Schedule a new time event.

ARMYGROUP:ScheduleStop(SchedulerID)

Stops the Schedule.

ARMYGROUP.Scheduler

ARMYGROUP:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

ARMYGROUP:SetState(Object, Key, Value)

Set a state or property of the Object given a Key and a Value.

ARMYGROUP:T(Arguments)

Trace a function logic level 1.

ARMYGROUP:T2(Arguments)

Trace a function logic level 2.

ARMYGROUP:T3(Arguments)

Trace a function logic level 3.

ARMYGROUP:TraceAll(TraceAll)

Trace all methods in MOOSE

ARMYGROUP:TraceClass(Class)

Set tracing for a class

ARMYGROUP:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

ARMYGROUP:TraceLevel(Level)

Set trace level

ARMYGROUP:TraceOff()

Set trace off.

ARMYGROUP:TraceOn()

Set trace on.

ARMYGROUP:TraceOnOff(TraceOnOff)

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.

ARMYGROUP:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

ARMYGROUP._

ARMYGROUP:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

ARMYGROUP:_Serialize(Arguments)

(Internal) Serialize arguments

ARMYGROUP:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

ARMYGROUP.__

ARMYGROUP:onEvent(event)

The main event handling function...

Fields and Methods inherited from ARMYGROUP.Target Description

ARMYGROUP.Target.Coordinate

Last known coordinate of the target.

ARMYGROUP.Target.Formation

Formation used in the engagement.

ARMYGROUP.Target.Speed

Speed in knots.

ARMYGROUP.Target.Target

The target.

ARMYGROUP.Target.Waypoint

the waypoint created to go to the target.

ARMYGROUP.Target.alarmstate

Alarm state backup.

ARMYGROUP.Target.roe

ROE backup.

ARMYGROUP class.

Field(s)

#boolean ARMYGROUP.adinfinitum

Resume route at first waypoint when final waypoint is reached.

ARMYGROUP.ammo

Group ammo.

#boolean ARMYGROUP.formationPerma

Formation that is used permanently and overrules waypoint formations.

#boolean ARMYGROUP.groupinitialized

Init done.

#boolean ARMYGROUP.isAI

Ground are always AI.

#boolean ARMYGROUP.isDead

Not dead or destroyed yet.

ARMYGROUP.isLateActivated

Is (template) group late activated.

#boolean ARMYGROUP.isMobile

If true, group is mobile.

#boolean ARMYGROUP.isSuppressed

Bla

#boolean ARMYGROUP.isUncontrolled

Ground groups cannot be uncontrolled.

ARMYGROUP.lid

Set some string id for output to DCS.log file.

ARMYGROUP.speedMax

Max speed in km/h.

ARMYGROUP.speedWp

Current set speed in m/s.

#boolean ARMYGROUP.suppressOn

Bla

#boolean ARMYGROUP.suppressionOn

Activate suppression.

ARMYGROUP.timerCheckZone

Start check zone timer.

ARMYGROUP.timerQueueUpdate

Start queue update timer.

ARMYGROUP.timerStatus

Start the status monitoring.

#string ARMYGROUP.version

Army Group version.

Function(s)

Add a zone to the retreat zone set.

Defined in:

ARMYGROUP

Parameter:

Core.Zone#ZONE_BASE RetreatZone

The retreat zone.

Return value:

self

Add a scheduled task.

Defined in:

ARMYGROUP

Parameters:

Wrapper.Group#GROUP TargetGroup

Target group.

#number WeaponExpend

How much weapons does are used.

#number WeaponType

Type of weapon. Default auto.

#string Clock

Time when to start the attack.

#number Prio

Priority of the task.

Return value:

The task table.

Add a scheduled task to fire at a given coordinate.

Defined in:

ARMYGROUP

Parameters:

#string Clock

Time when to start the attack.

#number Heading

Heading min in Degrees.

#number Alpha

Shooting angle in Degrees.

#number Altitude

Altitude in meters.

#number Radius

Radius in meters. Default 100 m.

#number Nshots

Number of shots to fire. Default nil.

#number WeaponType

Type of weapon. Default auto.

#number Prio

Priority of the task.

Return value:

The task table.

Add a scheduled task to transport group(s).

Defined in:

ARMYGROUP

Parameters:

Set of cargo groups. Can also be a singe Wrapper.Group#GROUP object.

Core.Zone#ZONE PickupZone

Zone where the cargo is picked up.

Core.Zone#ZONE DeployZone

Zone where the cargo is delivered to.

#string Clock

Time when to start the attack.

#number Prio

Priority of the task.

Return value:

The task table.

Add a scheduled task to fire at a given coordinate.

Defined in:

ARMYGROUP

Parameters:

Coordinate of the target.

#string Clock

Time when to start the attack.

#number Radius

Radius in meters. Default 100 m.

#number Nshots

Number of shots to fire. Default 3.

#number WeaponType

Type of weapon. Default auto.

#number Prio

Priority of the task.

Return value:

The task table.

Add a waypoint task to fire at a given coordinate.

Defined in:

ARMYGROUP

Parameters:

Coordinate of the target.

Where the task is executed. Default is next waypoint.

#number Radius

Radius in meters. Default 100 m.

#number Nshots

Number of shots to fire. Default 3.

#number WeaponType

Type of weapon. Default auto.

#number Prio

Priority of the task.

Return value:

The task table.

Add an a waypoint to the route.

Defined in:

ARMYGROUP

Parameters:

The coordinate of the waypoint.

#number Speed

Speed in knots. Default is default cruise speed or 70% of max speed.

#number AfterWaypointWithID

Insert waypoint after waypoint given ID. Default is to insert as last waypoint.

#string Formation

Formation the group will use.

#boolean Updateroute

If true or nil, call UpdateRoute. If false, no call.

Return value:

Triggers the FSM event "Cruise".

Defined in:

ARMYGROUP

Parameters:

#number Speed

Speed in knots until next waypoint is reached.

#number Formation

Formation.

Triggers the FSM event "Detour".

Defined in:

ARMYGROUP

Triggers the FSM event "DetourReached".

Defined in:

ARMYGROUP

Triggers the FSM event "Disengage".

Defined in:

ARMYGROUP

Triggers the FSM event "EngageTarget".

Defined in:

ARMYGROUP

Parameters:

The target to be engaged. Can also be a GROUP or UNIT object.

#number Speed

Speed in knots.

#string Formation

Formation used in the engagement.

Find the neares ammo supply group within a given radius.

Defined in:

ARMYGROUP

Parameter:

#number Radius

Search radius in NM. Default 30 NM.

Return values:

Closest ammo supplying group or nil if no group is in the given radius.

#number:

Distance to closest group in meters.

Triggers the FSM event "FullStop".

Defined in:

ARMYGROUP

Get coordinate of the closest road.

Defined in:

ARMYGROUP

Return value:

Coordinate of a road closest to the group.

Get 2D distance to the closest road.

Defined in:

ARMYGROUP

Return value:

#number:

Distance in meters to the closest road.

Check if the group is ready for combat.

I.e. not reaming, retreating, retreated, out of ammo or engaging.

Defined in:

ARMYGROUP

Return value:

#boolean:

If true, group is on a combat ready.

Check if the group is currently cruising.

Defined in:

ARMYGROUP

Return value:

#boolean:

If true, group cruising.

Check if the group is currently holding its positon.

Defined in:

ARMYGROUP

Return value:

#boolean:

If true, group was ordered to hold.

Check if the group is currently on a detour.

Defined in:

ARMYGROUP

Return value:

#boolean:

If true, group is on a detour.

Create a new ARMYGROUP class object.

Defined in:

ARMYGROUP

Parameter:

The GROUP object. Can also be given by its group name as #string.

Return value:

self

On after "Cruise" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#number Speed

Speed in knots until next waypoint is reached.

#number Formation

Formation.

On after "Detour" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "DetourReached" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Disengage" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "EngageTarget" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

the group to be engaged.

#number Speed

Speed in knots.

#string Formation

Formation used in the engagement.

On after "FullStop" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "RTZ" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Rearm" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Coordinate where to rearm.

#number Formation

Formation of the group.

On after "Rearmed" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Rearming" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Retreat" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Zone where to retreat.

#number Formation

Formation of the group. Can be #nil.

On after "Retreated" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Returned" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Triggers the FSM event "RTZ".

Defined in:

ARMYGROUP

Triggers the FSM event "Rearm".

Defined in:

ARMYGROUP

Parameters:

Coordinate where to rearm.

#number Formation

Formation of the group.

Triggers the FSM event "Rearmed".

Defined in:

ARMYGROUP

Triggers the FSM event "Rearming".

Defined in:

ARMYGROUP

Triggers the FSM event "Retreat".

Defined in:

ARMYGROUP

Parameters:

(Optional) Zone where to retreat. Default is the closest retreat zone.

#number Formation

(Optional) Formation of the group.

Triggers the FSM event "Retreated".

Defined in:

ARMYGROUP

Triggers the FSM event "Returned".

Defined in:

ARMYGROUP

Group patrols ad inifintum.

If the last waypoint is reached, it will go to waypoint one and repeat its route.

Defined in:

ARMYGROUP

Parameter:

#boolean switch

If true or nil, patrol until the end of time. If false, go along the waypoints once and stop.

Return value:

self

Define a set of possible retreat zones.

Defined in:

ARMYGROUP

Parameter:

Core.Set#SET_ZONE RetreatZoneSet

The retreat zone set. Default is an empty set.

Return value:

self

Set suppression off.

Defined in:

ARMYGROUP

Return value:

self

Set suppression on.

average, minimum and maximum time a unit is suppressed each time it gets hit.

Defined in:

ARMYGROUP

Parameters:

#number Tave

Average time [seconds] a group will be suppressed. Default is 15 seconds.

#number Tmin

(Optional) Minimum time [seconds] a group will be suppressed. Default is 5 seconds.

#number Tmax

(Optional) Maximum time a group will be suppressed. Default is 25 seconds.

Return value:

self

Update status.

Defined in:

ARMYGROUP

Switch to a specific formation.

Defined in:

ARMYGROUP

Parameters:

#number Formation

New formation the group will fly in. Default is the setting of SetDefaultFormation().

#boolean Permanently

If true, formation always used from now on.

#boolean NoRouteUpdate

If true, route is not updated.

Return value:

self

Initialize group parameters.

Also initializes waypoints if self.waypoints is nil.

Defined in:

ARMYGROUP

Parameter:

#table Template

Template used to init the group. Default is self.template.

Return value:

self

Suppress fire of the group by setting its ROE to weapon hold.

Defined in:

ARMYGROUP

Update engage target.

Defined in:

ARMYGROUP

Triggers the FSM event "Cruise" after a delay.

Defined in:

ARMYGROUP

Parameters:

#number delay

Delay in seconds.

#number Speed

Speed in knots until next waypoint is reached.

#number Formation

Formation.

Triggers the FSM event "Detour" after a delay.

Defined in:

ARMYGROUP

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "DetourReached" after a delay.

Defined in:

ARMYGROUP

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Disengage" after a delay.

Defined in:

ARMYGROUP

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "EngageTarget" after a delay.

Defined in:

ARMYGROUP

Parameters:

#number delay

Delay in seconds.

the group to be engaged.

#number Speed

Speed in knots.

#string Formation

Formation used in the engagement.

Triggers the FSM event "FullStop" after a delay.

Defined in:

ARMYGROUP

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "RTZ" after a delay.

Defined in:

ARMYGROUP

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Rearm" after a delay.

Defined in:

ARMYGROUP

Parameters:

#number delay

Delay in seconds.

Coordinate where to rearm.

#number Formation

Formation of the group.

Triggers the FSM event "Rearmed" after a delay.

Defined in:

ARMYGROUP

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Rearming" after a delay.

Defined in:

ARMYGROUP

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Retreat" after a delay.

Defined in:

ARMYGROUP

Parameters:

(Optional) Zone where to retreat. Default is the closest retreat zone.

#number Formation

(Optional) Formation of the group.

#number delay

Delay in seconds.

Triggers the FSM event "Retreated" after a delay.

Defined in:

ARMYGROUP

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Returned" after a delay.

Defined in:

ARMYGROUP

Parameter:

#number delay

Delay in seconds.

On after "Cruise" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#number Speed

Speed in knots.

#number Formation

Formation.

On after "Detour" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Coordinate where to go.

#number Speed

Speed in knots. Default cruise speed.

#number Formation

Formation of the group.

#number ResumeRoute

If true, resume route after detour point was reached. If false, the group will stop at the detour point and wait for futher commands.

On after "DetourReached" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Disengage" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "ElementSpawned" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The group element.

On after "EngageTarget" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The target to be engaged. Can also be a group or unit.

#number Speed

Attack speed in knots.

#string Formation

Formation used in the engagement. Default ENUMS.Formation.Vehicle.Vee.

On after "FullStop" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "GotoWaypoint" event.

Group will got to the given waypoint and execute its route from there.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#number UID

The goto waypoint unique ID.

#number Speed

(Optional) Speed to waypoint in knots.

#number Formation

(Optional) Formation to waypoint.

On after "Hit" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Unit that hit the element or nil.

On after "OutOfAmmo" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "RTZ" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The zone to return to.

#number Formation

Formation of the group.

On after "Rearm" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Coordinate where to rearm.

#number Formation

Formation of the group.

On after "Rearmed" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Rearming" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Retreat" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

(Optional) Zone where to retreat. Default is the closest retreat zone.

#number Formation

(Optional) Formation of the group.

On after "Retreated" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Returned" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Spawned" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

After "Recovered" event.

Group has recovered and its ROE is set back to the "normal" unsuppressed state. Optionally the group is flared green.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "UpdateRoute" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#number n

Next waypoint index. Default is the one coming after that one that has been passed last.

#number N

Waypoint Max waypoint index to be included in the route. Default is the final waypoint.

#number Speed

Speed in knots. Default cruise speed.

#number Formation

Formation of the group.

On after "EngageTarget" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

the group to be engaged.

#number Speed

Speed in knots.

#string Formation

Formation used in the engagement. Default ENUMS.Formation.Vehicle.Vee.

Target

On before "RTZ" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The zone to return to.

#number Formation

Formation of the group.

On before "Rearm" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Coordinate where to rearm.

#number Formation

Formation of the group.

On before "Retreat" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

(Optional) Zone where to retreat. Default is the closest retreat zone.

#number Formation

(Optional) Formation of the group.

Before "Recovered" event.

Check if suppression time is over.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Return value:

#boolean:

On before "UpdateRoute" event.

Defined in:

ARMYGROUP

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#number n

Next waypoint index. Default is the one coming after that one that has been passed last.

#number N

Waypoint Max waypoint index to be included in the route. Default is the final waypoint.

#number Speed

Speed in knots. Default cruise speed.

#number Formation

Formation of the group.

Field(s)

#boolean ARMYGROUP.adinfinitum

Resume route at first waypoint when final waypoint is reached.

ARMYGROUP.ammo

Group ammo.

#boolean ARMYGROUP.formationPerma

Formation that is used permanently and overrules waypoint formations.

#boolean ARMYGROUP.groupinitialized

Init done.

#boolean ARMYGROUP.isAI

Ground are always AI.

#boolean ARMYGROUP.isDead

Not dead or destroyed yet.

ARMYGROUP.isLateActivated

Is (template) group late activated.

#boolean ARMYGROUP.isMobile

If true, group is mobile.

#boolean ARMYGROUP.isSuppressed

Bla

#boolean ARMYGROUP.isUncontrolled

Ground groups cannot be uncontrolled.

ARMYGROUP.lid

Set some string id for output to DCS.log file.

ARMYGROUP.speedMax

Max speed in km/h.

ARMYGROUP.speedWp

Current set speed in m/s.

#boolean ARMYGROUP.suppressOn

Bla

#boolean ARMYGROUP.suppressionOn

Activate suppression.

ARMYGROUP.timerCheckZone

Start check zone timer.

ARMYGROUP.timerQueueUpdate

Start queue update timer.

ARMYGROUP.timerStatus

Start the status monitoring.

#string ARMYGROUP.version

Army Group version.

Function(s)

Activate a late activated group.

Defined in:

Parameter:

#number delay

(Optional) Delay in seconds before the group is activated. Default is immediately.

Return value:

self

Add a zone that triggers and event if the group enters or leaves any of the zones.

Defined in:

Parameter:

Core.Zone#ZONE CheckZone

Zone to check.

Return value:

self

Add mission to queue.

Defined in:

Parameter:

Mission for this group.

Return value:

self

Create a cargo transport assignment.

Defined in:

Parameter:

The troop transport assignment.

Return value:

self

Add a scheduled task.

Defined in:

Parameters:

#table task

DCS task table structure.

#string clock

Mission time when task is executed. Default in 5 seconds. If argument passed as #number, it defines a relative delay in seconds.

#string description

Brief text describing the task, e.g. "Attack SAM".

#number prio

Priority of the task.

#number duration

Duration before task is cancelled in seconds counted after task started. Default never.

Return value:

The task structure.

Add an enroute task.

Defined in:

Parameter:

#table task

DCS task table structure.

Add a waypoint task.

Defined in:

Parameters:

#table task

DCS task table structure.

where the task is executed. Default is the at next waypoint.

#string description

Brief text describing the task, e.g. "Attack SAM".

#number prio

Priority of the task. Number between 1 and 100. Default is 50.

#number duration

Duration before task is cancelled in seconds counted after task started. Default never.

Return value:

The task structure.

Add a weapon range for ARTY auftrag.

Defined in:

Parameters:

#number RangeMin

Minimum range in nautical miles. Default 0 NM.

#number RangeMax

Maximum range in nautical miles. Default 10 NM.

#number BitType

Bit mask of weapon type for which the given min/max ranges apply. Default is ENUMS.WeaponFlag.Auto, i.e. for all weapon types.

Return value:

self

Add weight to the internal cargo of an element of the group.

Defined in:

Parameters:

#string UnitName

Name of the unit. Default is of the whole group.

#number Weight

Cargo weight to be added in kg.

Check if the group can in principle be carrier of a cargo group.

This checks the max cargo capacity of the group but not how much cargo is already loaded (if any). Note that the cargo group cannot be split into units, i.e. the largest cargo bay of any element of the group must be able to load the whole cargo group in one piece.

Defined in:

Parameter:

Cargo data, which needs a carrier.

Return value:

#boolean:

If true, there is an element of the group that can load the whole cargo group.

Cancel all missions in mission queue that are not already done or cancelled.

Defined in:

Check if task description is unique.

Defined in:

Parameter:

#string description

Task destription

Return value:

#boolean:

If true, no other task has the same description.

Clear DCS tasks.

Defined in:

Return value:

self

Clear waypoints.

Defined in:

Parameters:

#number IndexMin

Clear waypoints up to this min WP index. Default 1.

#number IndexMax

Clear waypoints up to this max WP index. Default #self.waypoints.

Count elements of the group.

Defined in:

Parameter:

#table States

(Optional) Only count elements in specific states. Can also be a single state passed as #string.

Return value:

#number:

Number of elements.

Count remaining missons.

Defined in:

Return value:

#number:

Number of missions to be done.

Count the number of tasks that still pending in the queue.

Defined in:

Return values:

#number:

Total number of tasks remaining.

#number:

Number of SCHEDULED tasks remaining.

#number:

Number of WAYPOINT tasks remaining.

Count remaining cargo transport assignments.

Defined in:

Return value:

#number:

Number of unfinished transports in the queue.

Count remaining waypoint tasks.

Defined in:

Parameters:

#number uid

Unique waypoint ID.

id

Return value:

#number:

Number of waypoint tasks.

Deactivate the group.

Group will be respawned in late activated state.

Defined in:

Parameter:

#number delay

(Optional) Delay in seconds before the group is deactivated. Default is immediately.

Return value:

self

Delete a cargo transport assignment from the cargo queue.

Defined in:

Parameter:

Cargo transport do be deleted.

Return value:

self

Despawn the group.

The whole group is despawned and a "Remove Unit" event is generated for all current units of the group. If no Remove Unit event should be generated, the second optional parameter needs to be set to true. If this group belongs to an AIRWING, BRIGADE or FLEET, it will be added to the warehouse stock if the NoEventRemoveUnit parameter is false or nil.

Defined in:

Parameters:

#number Delay

Delay in seconds before the group will be despawned. Default immediately.

#boolean NoEventRemoveUnit

If true, no event "Remove Unit" is generated.

Return value:

self

Despawn an element/unit of the group.

Defined in:

Parameters:

The element that will be despawned.

#number Delay

Delay in seconds before the element will be despawned. Default immediately.

#boolean NoEventRemoveUnit

If true, no event "Remove Unit" is generated.

Return value:

self

Despawn a unit of the group.

A "Remove Unit" event is generated by default.

Defined in:

Parameters:

#string UnitName

Name of the unit

#number Delay

Delay in seconds before the group will be despawned. Default immediately.

#boolean NoEventRemoveUnit

If true, no event "Remove Unit" is generated.

Return value:

self

Destroy group.

The whole group is despawned and a Unit Lost for aircraft or Dead event for ground/naval units is generated for all current units.

Defined in:

Parameter:

#number Delay

Delay in seconds before the group will be destroyed. Default immediately.

Return value:

self

Destroy a unit of the group.

A Unit Lost for aircraft or Dead event for ground/naval units is generated.

Defined in:

Parameters:

#string UnitName

Name of the unit which should be destroyed.

#number Delay

Delay in seconds before the group will be destroyed. Default immediately.

Return value:

self

Find carrier for cargo by evaluating the free cargo bay storage.

Defined in:

Parameter:

#number Weight

Weight of cargo in kg.

Return value:

Carrier able to transport the cargo.

Get 2D distance to a coordinate.

Defined in:

Parameter:

Can also be a DCS#Vec2 or DCS#Vec3.

Return value:

#number:

Distance in meters.

Get current Alarm State of the group.

Defined in:

Return value:

#number:

Current Alarm State.

Set current altitude.

Defined in:

Return value:

#number:

Altitude in feet.

Get inital amount of ammunition.

Defined in:

Return value:

Initial ammo table.

Get the number of shells a unit or group currently has.

For a group the ammo count of all units is summed up.

Defined in:

Parameter:

The element.

Return value:

Ammo data.

Get total amount of ammunition of the whole group.

Defined in:

Return value:

Ammo data.

Get the number of shells a unit or group currently has.

For a group the ammo count of all units is summed up.

Defined in:

Parameters:

The unit object.

#boolean display

Display ammo table as message to all. Default false.

Return value:

Ammo data.

Get generalized attribute.

Defined in:

Return value:

#string:

Generalized attribute.

Get current TACAN parameters.

Defined in:

Return value:

TACAN beacon.

Get callsign of the first element alive.

Defined in:

Parameters:

#boolean ShortCallsign

If true, append major flight number only

#boolean Keepnumber

(Player only) If true, and using a customized callsign in the #GROUP name after an #-sign, use all of that information.

#table CallsignTranslations

(optional) Translation table between callsigns

Return value:

#string:

Callsign name, e.g. Uzi11, or "Ghostrider11".

Get all groups currently loaded as cargo.

Defined in:

Parameter:

#string CarrierName

(Optional) Only return cargo groups loaded into a particular carrier unit.

Return value:

#table:

Cargo ops groups.

Get OPSGROUPs in the cargo bay.

Defined in:

Return value:

#table:

Cargo OPSGROUPs.

Get coalition.

Defined in:

Return value:

#number:

Coalition side of carrier.

Get current coordinate of the group.

If the current position cannot be determined, the last known position is returned.

Defined in:

Parameters:

#boolean NewObject

Create a new coordiante object.

#string UnitName

(Optional) Get position of a specifc unit of the group. Default is the first existing unit in the group.

Return value:

The coordinate (of the first unit) of the group.

Get a coordinate, which is in weapon range.

Defined in:

Parameters:

Core.Point#COORDINATE TargetCoord

Coordinate of the target.

#number WeaponBitType

Weapon type.

Reference coordinate.

Return value:

Coordinate in weapon range

Get default cruise speed.

Defined in:

Return value:

#number:

Cruise altitude in feet.

Get DCS GROUP object.

Defined in:

Return value:

DCS group object.

Get DCS group object.

Defined in:

Return value:

DCS group object.

Get DCS GROUP object.

Defined in:

Parameter:

#number UnitNumber

Number of the unit in the group. Default first unit.

Return value:

DCS group object.

Get DCS units.

Defined in:

Return value:

#list<DCS#Unit>:

DCS units.

Get set of detected groups.

Defined in:

Return value:

Set of detected groups.

Get set of detected units.

Defined in:

Return value:

Set of detected units.

Get distance to waypoint.

Defined in:

Parameter:

#number indx

Waypoint index. Default is the next waypoint.

Return value:

#number:

Distance in meters.

Get current EPLRS state.

Defined in:

Return value:

#boolean:

If true, EPLRS is on.

Get the first element of a group, which is alive.

Defined in:

Return value:

The element or #nil if no element is alive any more.

Get the element of a group.

Defined in:

Parameter:

#string unitname

Name of unit.

Return value:

The element.

Get the bounding box of the element.

Defined in:

Parameter:

#string UnitName

Name of unit.

Return value:

Bounding box polygon zone.

Get the loading zone of the element.

Defined in:

Parameter:

#string UnitName

Name of unit.

Return value:

Bounding box polygon zone.

Get the unloading zone of the element.

Defined in:

Parameter:

#string UnitName

Name of unit.

Return value:

Bounding box polygon zone.

Get current emission state.

Defined in:

Return value:

#boolean:

If true, emission is on.

Returns the currently expected speed.

Defined in:

Return value:

#number:

Expected speed in m/s.

Get free cargo bay weight.

Defined in:

Parameters:

#string UnitName

Name of the unit. Default is of the whole group.

#boolean IncludeReserved

If false, cargo weight that is only reserved is not counted. By default (true or nil), the reserved cargo is included.

Return value:

#number:

Free cargo bay in kg.

Get max weight of cargo (group) this group can load.

This is the largest free cargo bay of any (not dead) element of the group. Optionally, you can calculate the current max weight possible, which accounts for currently loaded cargo.

Defined in:

Parameter:

#boolean Currently

If true, calculate the max weight currently possible in case there is already cargo loaded.

Return value:

#number:

Max weight in kg.

Get relative free cargo bay in percent.

Defined in:

Parameters:

#string UnitName

Name of the unit. Default is of the whole group.

#boolean IncludeReserved

If false, cargo weight that is only reserved is not counted. By default (true or nil), the reserved cargo is included.

Return value:

#number:

Free cargo bay in percent.

Get MOOSE GROUP object.

Defined in:

Return value:

Moose group object.

Get current heading of the group or (optionally) of a specific unit of the group.

Defined in:

Parameter:

#string UnitName

(Optional) Get heading of a specific unit of the group. Default is from the first existing unit in the group.

Return value:

#number:

Current heading of the group in degrees.

Get highest threat.

Defined in:

Return values:

The highest threat unit.

#number:

Threat level of the unit.

Get LASER code.

Defined in:

Return value:

#number:

Current Laser code.

Get current LASER coordinate, i.e.

where the beam is pointing at if the LASER is on.

Defined in:

Return value:

Current position where the LASER is pointing at.

Get current target of the LASER.

This can be a STATIC or UNIT object.

Defined in:

Return value:

Current target object.

Returns the absolute total life points of the group.

Defined in:

Parameter:

(Optional) Only get life points of this element.

Return values:

#number:

Life points, i.e. the sum of life points over all units in the group (unless a specific element was passed).

#number:

Initial life points.

Get mission by its id (auftragsnummer).

Defined in:

Parameter:

#number id

Mission id (auftragsnummer).

Return value:

The mission.

Get mission by its task id.

Defined in:

Parameter:

#number taskid

The id of the (waypoint) task of the mission.

Return value:

The mission.

Get current mission.

Defined in:

Return value:

The current mission or nil.

Get the group name.

Defined in:

Return value:

#string:

Group name.

Get number of elements alive.

Defined in:

Parameter:

#string status

(Optional) Only count number, which are in a special status.

Return value:

#number:

Number of elements.

Get coordinate of next waypoint of the group.

Defined in:

Parameter:

#boolean cyclic

If true, return first waypoint if last waypoint was reached.

Return value:

Coordinate of the next waypoint.

Get cargo transport assignment from the cargo queue by its unique ID.

Defined in:

Parameter:

#number uid

Unique ID of the transport

Return value:

Get current orientation of the group.

Defined in:

Parameter:

#string UnitName

(Optional) Get orientation of a specific unit of the group. Default is the first existing unit of the group.

Return values:

Orientation X parallel to where the "nose" is pointing.

Orientation Y pointing "upwards".

Orientation Z perpendicular to the "nose".

Get current "X" orientation of the first unit in the group.

Defined in:

Parameter:

#string UnitName

(Optional) Get orientation of a specific unit of the group. Default is the first existing unit of the group.

Return value:

Orientation X parallel to where the "nose" is pointing.

Get current ROE of the group.

Defined in:

Return value:

#number:

Current ROE.

Get current ROT of the group.

Defined in:

Return value:

#number:

Current ROT.

Get current Radio frequency and modulation.

Defined in:

Return values:

#number:

Radio frequency in MHz or nil.

#number:

Radio modulation or nil.

#boolean:

If true, the radio is on. Otherwise, radio is turned off.

Get default cruise speed.

Defined in:

Return value:

#number:

Cruise speed (>0) in knots.

Returns a non-zero speed to the next waypoint (even if the waypoint speed is zero).

Defined in:

Parameter:

#number indx

Waypoint index.

Return value:

#number:

Speed to next waypoint (>0) in knots.

Get current TACAN parameters.

Defined in:

Return values:

#number:

TACAN channel.

#string:

TACAN Morse code.

#string:

TACAN band ("X" or "Y").

#boolean:

TACAN is On (true) or Off (false).

#string:

UnitName Name of the unit acting as beacon.

Get task by its id.

Defined in:

Parameters:

#number id

Task id.

#string status

(Optional) Only return tasks with this status, e.g. OPSGROUP.TaskStatus.SCHEDULED.

Return value:

The task or nil.

Get the currently executed task if there is any.

Defined in:

Return value:

Current task or nil.

Get the unfinished waypoint tasks

Defined in:

Parameter:

#number id

Unique waypoint ID.

Return value:

#table:

Table of tasks. Table could also be empty {}.

Get highest detected threat.

Detection must be turned on. The threat level is a number between 0 and 10, where 0 is the lowest, e.g. unarmed units.

Defined in:

Parameters:

#number ThreatLevelMin

Only consider threats with level greater or equal to this number. Default 1 (so unarmed units wont be considered).

#number ThreatLevelMax

Only consider threats with level smaller or queal to this number. Default 10.

Return values:

Highest threat unit detected by the group or nil if no threat is currently detected.

#number:

Threat level.

Get time to waypoint based on current velocity.

Defined in:

Parameter:

#number indx

Waypoint index. Default is the next waypoint.

Return value:

#number:

Time in seconds. If velocity is 0

Get MOOSE UNIT object.

Defined in:

Parameter:

#number UnitNumber

Number of the unit in the group. Default first unit.

Return value:

The MOOSE UNIT object.

Get relative used (loaded) cargo bay in percent.

Defined in:

Parameters:

#string UnitName

Name of the unit. Default is of the whole group.

#boolean IncludeReserved

If false, cargo weight that is only reserved is not counted. By default (true or nil), the reserved cargo is included.

Return value:

#number:

Used cargo bay in percent.

Get current 2D position vector of the group.

Defined in:

Parameter:

#string UnitName

(Optional) Get position of a specifc unit of the group. Default is the first existing unit in the group.

Return value:

Vector with x,y components.

Get current 3D position vector of the group.

Defined in:

Parameter:

#string UnitName

(Optional) Get position of a specifc unit of the group. Default is the first existing unit in the group.

Return value:

Vector with x,y,z components.

Get current velocity of the group.

Defined in:

Parameter:

#string UnitName

(Optional) Get heading of a specific unit of the group. Default is from the first existing unit in the group.

Return value:

#number:

Velocity in m/s.

Get waypoint.

Defined in:

Parameter:

#number indx

Waypoint index.

Return value:

Waypoint table.

Get the waypoint from its unique ID.

Defined in:

Parameter:

#number uid

Waypoint unique ID.

Return value:

Waypoint data.

Get the waypoint from its index.

Defined in:

Parameter:

#number index

Waypoint index.

Return value:

Waypoint data.

Get waypoint coordinates.

Defined in:

Parameter:

#number index

Waypoint index.

Return value:

Coordinate of the next waypoint.

Get current waypoint.

Defined in:

Return value:

Current waypoint table.

Get current waypoint UID.

Defined in:

Return value:

#number:

Current waypoint UID.

Get final waypoint.

Defined in:

Return value:

Final waypoint table.

Get unique ID of waypoint given its index.

Defined in:

Parameter:

#number indx

Waypoint index.

Return value:

#number:

Unique ID.

Get the waypoint index (its position in the current waypoints table).

Defined in:

Parameter:

#number uid

Waypoint unique ID.

Return value:

Waypoint data.

Get waypoint index after waypoint with given ID.

So if the waypoint has index 3 it will return 4.

Defined in:

Parameter:

#number uid

Unique ID of the waypoint. Default is new waypoint index after the last current one.

Return value:

#number:

Index after waypoint with given ID.

Get current waypoint index.

This is the index of the last passed waypoint.

Defined in:

Return value:

#number:

Current waypoint index.

Get next waypoint index.

Defined in:

Parameters:

#boolean cyclic

If true, return first waypoint if last waypoint was reached. Default is patrol ad infinitum value set.

#number i

Waypoint index from which the next index is returned. Default is the last waypoint passed.

Return value:

#number:

Next waypoint index.

Get next waypoint.

Defined in:

Parameter:

#boolean cyclic

If true, return first waypoint if last waypoint was reached.

Return value:

Next waypoint table.

Get waypoint speed.

Defined in:

Parameter:

#number indx

Waypoint index.

Return value:

#number:

Speed set at waypoint in knots.

Get unique ID of waypoint.

Defined in:

Parameter:

The waypoint data table.

Return value:

#number:

Unique ID.

Get the waypoint UID from its index, i.e.

its current position in the waypoints table.

Defined in:

Parameter:

#number index

Waypoint index.

Return value:

#number:

Unique waypoint ID.

Get the waypoints.

Defined in:

Return value:

#table:

Table of all waypoints.

Get weapon data.

Defined in:

Parameter:

#number BitType

Type of weapon.

Return value:

Weapon range data.

Get weight of the internal cargo the group is carriing right now.

Defined in:

Parameters:

#string UnitName

Name of the unit. Default is of the whole group.

#boolean IncludeReserved

If false, cargo weight that is only reserved is not counted. By default (true or nil), the reserved cargo is included.

Return value:

#number:

Cargo weight in kg.

Get max weight of the internal cargo the group can carry.

Optionally, the max cargo weight of a specific unit can be requested.

Defined in:

Parameter:

#string UnitName

Name of the unit. Default is of the whole group.

Return value:

#number:

Max cargo weight in kg. This does not include any cargo loaded or reserved currently.

Get total weight of the group including cargo.

Optionally, the total weight of a specific unit can be requested.

Defined in:

Parameters:

#string UnitName

Name of the unit. Default is of the whole group.

#boolean IncludeReserved

If false, cargo weight that is only reserved is not counted. By default (true or nil), the reserved cargo is included.

Return value:

#number:

Total weight in kg.

Check if an element of the group has line of sight to a coordinate.

Defined in:

Parameters:

The position to which we check the LoS. Can also be a DCS#Vec3.

The (optinal) element. If not given, all elements are checked.

DCS#Vec3 OffsetElement

Offset vector of the element.

DCS#Vec3 OffsetCoordinate

Offset vector of the coordinate.

Return value:

#boolean:

If true, there is line of sight to the specified coordinate.

Check if this group has passed its final waypoint.

Defined in:

Return value:

#boolean:

If true, this group has passed the final waypoint.

Returns true if the DCS controller currently has a task.

Defined in:

Return value:

#boolean:

True or false if the controller has a task. Nil if no controller.

Check if a given coordinate is in weapon range.

Defined in:

Parameters:

Core.Point#COORDINATE TargetCoord

Coordinate of the target.

#number WeaponBitType

Weapon type.

Reference coordinate.

Return value:

#boolean:

If true, coordinate is in range.

Check if group is activated.

Defined in:

Return value:

#boolean:

If true, the group exists or false if the group does not exist. If nil, the DCS group could not be found.

Check if group is alive.

Defined in:

Return value:

#boolean:

true if group is exists and is activated, false if group is exist but is NOT activated. nil otherwise, e.g. the GROUP object is nil or the group is not spawned yet.

Check if this is a ARMYGROUP.

Defined in:

Return value:

#boolean:

If true, this is a ground group.

Check if awaiting a transport lift.

Defined in:

Parameter:

(Optional) The transport.

Return value:

#boolean:

If true, group is awaiting transport lift..

Check if the group is currently boarding a carrier.

Defined in:

Parameter:

#string CarrierGroupName

(Optional) Additionally check if group is boarding this particular carrier group.

Return value:

#boolean:

If true, group is boarding.

Check if the group is currently busy doing something.

  • Boarding
  • Rearming
  • Returning
  • Pickingup, Loading, Transporting, Unloading
  • Engageing

Defined in:

Return value:

#boolean:

If true, group is busy.

Check if the group is assigned as cargo.

Defined in:

Parameter:

#boolean CheckTransport

If true or nil, also check if cargo is associated with a transport assignment. If not, we consider it not cargo.

Return value:

#boolean:

If true, group is cargo.

Check if the group is a carrier.

Defined in:

Return value:

#boolean:

If true, group is a carrier.

Check if group is dead.

Could be destroyed or despawned. FSM state of dead group is InUtero though.

Defined in:

Return value:

#boolean:

If true, all units/elements of the group are dead.

Check if group was destroyed.

Defined in:

Return value:

#boolean:

If true, all units/elements of the group were destroyed.

Check if the group is engaging another unit or group.

Defined in:

Return value:

#boolean:

If true, group is engaging.

Check if group is exists.

Defined in:

Return value:

#boolean:

If true, the group exists or false if the group does not exist. If nil, the DCS group could not be found.

Check if this is a FLIGHTGROUP.

Defined in:

Return value:

#boolean:

If true, this is an airplane or helo group.

Check if group is in state in utero.

Note that dead groups are also in utero but will return false here.

Defined in:

Return value:

#boolean:

If true, group is not spawned yet.

Check if group is currently inside a zone.

Defined in:

Parameter:

The zone.

Return value:

#boolean:

If true, group is in this zone

Check if the group has currently switched a LASER on.

Defined in:

Return value:

#boolean:

If true, LASER of the group is on.

Check if this group is currently "late activated" and needs to be "activated" to appear in the mission.

Defined in:

Return value:

#boolean:

Is this the group late activated?

Check if the group is currently loaded into a carrier.

Defined in:

Parameter:

#string CarrierGroupName

(Optional) Additionally check if group is loaded into a particular carrier group(s).

Return value:

#boolean:

If true, group is loaded.

Check if the group is loading cargo.

Defined in:

Return value:

#boolean:

If true, group is loading.

Check if a given mission is already in the queue.

Defined in:

Parameter:

the mission to check

Return value:

#boolean:

If true, the mission is in the queue.

Check if a given mission type is already in the queue.

Defined in:

Parameter:

#string MissionType

MissionType Type of mission.

Return value:

#boolean:

If true, the mission type is in the queue.

Check if this is a NAVYGROUP.

Defined in:

Return value:

#boolean:

If true, this is a ship group.

Check if the group is not cargo.

Defined in:

Parameter:

#boolean CheckTransport

If true or nil, also check if cargo is associated with a transport assignment. If not, we consider it not cargo.

Return value:

#boolean:

If true, group is not cargo.

Check if the group is not a carrier yet.

Defined in:

Return value:

#boolean:

If true, group is not a carrier.

Check if group is currently on a mission.

Defined in:

Parameter:

#number MissionUID

(Optional) Check if group is currently on a mission with this UID. Default is to check for any current mission.

Return value:

#boolean:

If true, group is currently on a mission.

Check if the group is completely out of ammo.

Defined in:

Return value:

#boolean:

If true, group is out-of-ammo.

Check if the group is out of bombs.

Defined in:

Return value:

#boolean:

If true, group is out of bombs.

Check if the group is out of guns.

Defined in:

Return value:

#boolean:

If true, group is out of guns.

Check if the group is out of missiles.

Defined in:

Return value:

#boolean:

If true, group is out of missiles.

Check if the group is out of torpedos.

Defined in:

Return value:

#boolean:

If true, group is out of torpedos.

Check if the group is picking up cargo.

Defined in:

Return value:

#boolean:

If true, group is picking up.

Check if the group is currently rearming or on its way to the rearming place.

Defined in:

Return value:

#boolean:

If true, group is rearming.

Check if the group is retreated (has reached its retreat zone).

Defined in:

Return value:

#boolean:

If true, group is retreated.

Check if the group is currently retreating or retreated.

Defined in:

Return value:

#boolean:

If true, group is retreating or retreated.

Check if the group is currently returning to a zone.

Defined in:

Return value:

#boolean:

If true, group is returning.

Check if group is in state spawned.

Defined in:

Return value:

#boolean:

If true, group is spawned.

Check if FSM is stopped.

Defined in:

Return value:

#boolean:

If true, FSM state is stopped.

Check if target is detected.

Defined in:

Parameter:

The target object.

Return value:

#boolean:

If true, target was detected.

Check if the group is transporting cargo.

Defined in:

Return value:

#boolean:

If true, group is transporting.

Check if this group is currently "uncontrolled" and needs to be "started" to begin its route.

Defined in:

Return value:

#boolean:

If true, this group uncontrolled.

Check if the group is unloading cargo.

Defined in:

Return value:

#boolean:

If true, group is unloading.

Check if group is currently waiting.

Defined in:

Return value:

#boolean:

If true, group is currently waiting.

Set detection on or off.

If detection is on, detected targets of the group will be evaluated and FSM events triggered.

Defined in:

Parameters:

The target object.

#boolean KnowType

Make type known.

#boolean KnowDist

Make distance known.

#number Delay

Delay in seconds before the target is known.

Return value:

self

Mark waypoints on F10 map.

Defined in:

Parameter:

#number Duration

Duration in seconds how long the waypoints are displayed before they are automatically removed. Default is that they are never removed.

Return value:

self

Triggers the FSM event "MissionCancel".

Defined in:

Parameter:

The mission.

Triggers the FSM event "MissionDone".

Defined in:

Parameter:

The mission.

Triggers the FSM event "MissionExecute".

Defined in:

Parameter:

The mission.

Triggers the FSM event "MissionStart".

Defined in:

Parameter:

The mission.

Create a new OPSGROUP class object.

Defined in:

Parameter:

The GROUP object. Can also be given by its group name as #string.

Return value:

self

Create a scheduled task.

Defined in:

Parameters:

#table task

DCS task table structure.

#string clock

Mission time when task is executed. Default in 5 seconds. If argument passed as #number, it defines a relative delay in seconds.

#string description

Brief text describing the task, e.g. "Attack SAM".

#number prio

Priority of the task.

#number duration

Duration before task is cancelled in seconds counted after task started. Default never.

Return value:

The task structure.

On After "DetectedGroup" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Detected Group.

On After "DetectedGroupKnown" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Known detected group.

On After "DetectedGroupLost" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Lost detected group.

On After "DetectedGroupNew" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Newly detected group.

On After "DetectedUnit" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Detected Unit.

On After "DetectedUnitKnown" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Known detected unit.

On After "DetectedUnitLost" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Lost detected unit.

On After "DetectedUnitNew" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Newly detected unit.

On after "HoverEnd" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "HoverStart" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "MissionCancel" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The mission.

On after "MissionDone" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The mission.

On after "MissionExecute" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The mission.

On after "MissionStart" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The mission.

On after "TransportCancel" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The transport.

Event function handling the birth of a unit.

Defined in:

Parameter:

Event data.

Event function handling the dead of a unit.

Defined in:

Parameter:

Event data.

Event function handling the hit of a unit.

Defined in:

Parameter:

Event data.

Event function handling the event that a unit achieved a kill.

Defined in:

Parameter:

Event data.

Event function handling when a unit is removed from the game.

Defined in:

Parameter:

Event data.

Event function handling when a unit is removed from the game.

Defined in:

Parameter:

Event data.

Push DCS task.

Defined in:

Parameter:

#table DCSTask

DCS task structure.

Return value:

self

Send a radio transmission via SRS Text-To-Speech.

Defined in:

Parameters:

#string Text

Text of transmission.

#number Delay

Delay in seconds before the transmission is started.

#boolean SayCallsign

If true, the callsign is prepended to the given text. Default false.

#number Frequency

Override sender frequency, helpful when you need multiple radios from the same sender. Default is the frequency set for the OpsGroup.

Return value:

self

Reduce weight to the internal cargo of an element of the group.

Defined in:

Parameters:

#string UnitName

Name of the unit.

#number Weight

Cargo weight to be reduced in kg.

Remove mission from queue.

Defined in:

Parameter:

Mission to be removed.

Return value:

self

Remove task from task queue.

Defined in:

Parameter:

The task to be removed from the queue.

Return value:

#boolean:

True if task could be removed.

Remove a waypoint.

Defined in:

Parameter:

#number wpindex

Waypoint number.

Return value:

self

Remove a waypoint with a ceratin UID.

Defined in:

Parameter:

#number uid

Waypoint UID.

Return value:

self

Remove waypoints markers on the F10 map.

Defined in:

Parameter:

#number Delay

Delay in seconds before the markers are removed. Default is immediately.

Return value:

self

Return group back to the legion it belongs to.

Group is despawned and added back to the stock.

Defined in:

Parameter:

#number Delay

Delay in seconds before the group will be despawned. Default immediately

Return value:

self

Route group along waypoints.

Defined in:

Parameters:

#table waypoints

Table of waypoints.

#number delay

Delay in seconds.

Return value:

self

Route group to mission.

Defined in:

Parameters:

The mission table.

#number delay

Delay in seconds.

Self destruction of group.

An explosion is created at the position of each element.

Defined in:

Parameters:

#number Delay

Delay in seconds. Default now.

#number ExplosionPower

(Optional) Explosion power in kg TNT. Default 100 kg.

#string ElementName

Name of the element that should be destroyed. Default is all elements.

Return value:

self

Set current altitude.

Defined in:

Parameters:

#number Altitude

Altitude in feet. Default is 10,000 ft for airplanes and 1,500 feet for helicopters.

#boolean Keep

If true the group will maintain that speed on passing waypoints. If nil or false the group will return to the speed as defined by their route.

RadarAlt

Return value:

self

Set max weight that each unit of the group can handle.

Defined in:

Parameters:

#number Weight

Max weight of cargo in kg the unit can carry.

#string UnitName

Name of the Unit. If not given, weight is set for all units of the group.

Return value:

self

Set that this carrier is an all aspect loader.

Defined in:

Parameters:

#number Length

Length of loading zone in meters. Default 50 m.

#number Width

Width of loading zone in meters. Default 20 m.

Return value:

self

Set that this carrier is a back loader.

Defined in:

Parameters:

#number Length

Length of loading zone in meters. Default 50 m.

#number Width

Width of loading zone in meters. Default 20 m.

Return value:

self

Set that this carrier is a front loader.

Defined in:

Parameters:

#number Length

Length of loading zone in meters. Default 50 m.

#number Width

Width of loading zone in meters. Default 20 m.

Return value:

self

Set that this carrier is a port (left side) loader.

Defined in:

Parameters:

#number Length

Length of loading zone in meters. Default 50 m.

#number Width

Width of loading zone in meters. Default 20 m.

Return value:

self

Set that this carrier is a starboard (right side) loader.

Defined in:

Parameters:

#number Length

Length of loading zone in meters. Default 50 m.

#number Width

Width of loading zone in meters. Default 20 m.

Return value:

self

Set that this carrier is an all aspect unloader.

Defined in:

Parameters:

#number Length

Length of loading zone in meters. Default 50 m.

#number Width

Width of loading zone in meters. Default 20 m.

Return value:

self

Set that this carrier is a back unloader.

Defined in:

Parameters:

#number Length

Length of loading zone in meters. Default 50 m.

#number Width

Width of loading zone in meters. Default 20 m.

Return value:

self

Set that this carrier is a front unloader.

Defined in:

Parameters:

#number Length

Length of loading zone in meters. Default 50 m.

#number Width

Width of loading zone in meters. Default 20 m.

Return value:

self

Set that this carrier is a port (left side) unloader.

Defined in:

Parameters:

#number Length

Length of loading zone in meters. Default 50 m.

#number Width

Width of loading zone in meters. Default 20 m.

Return value:

self

Set that this carrier is a starboard (right side) unloader.

Defined in:

Parameters:

#number Length

Length of loading zone in meters. Default 50 m.

#number Width

Width of loading zone in meters. Default 20 m.

Return value:

self

Define a SET of zones that trigger and event if the group enters or leaves any of the zones.

Defined in:

Parameter:

Core.Set#SET_ZONE CheckZonesSet

Set of zones.

Return value:

self

Set the default Alarm State for the group.

This is the state gets when the group is spawned or to which it defaults back after a mission.

Defined in:

Parameter:

#number alarmstate

Alarm state of group. Default is AI.Option.Ground.val.ALARM_STATE.AUTO (0).

Return value:

self

Set default cruise altitude.

Defined in:

Parameter:

#number Altitude

Altitude in feet. Default is 10,000 ft for airplanes and 1,500 feet for helicopters.

Return value:

self

Set default callsign.

Defined in:

Parameters:

#number CallsignName

Callsign name.

#number CallsignNumber

Callsign number. Default 1.

Return value:

self

Set the default EPLRS for the group.

Defined in:

Parameter:

#boolean OnOffSwitch

If true, EPLRS is on by default. If false default EPLRS setting is off. If nil, default is on if group has EPLRS and off if it does not have a datalink.

Return value:

self

Set the default EPLRS for the group.

Defined in:

Parameter:

#boolean OnOffSwitch

If true, EPLRS is on by default. If false default EPLRS setting is off. If nil, default is on if group has EPLRS and off if it does not have a datalink.

Return value:

self

Set default formation.

Defined in:

Parameter:

#number Formation

The formation the groups flies in.

Return value:

self

Set default ICLS parameters.

Defined in:

Parameters:

#number Channel

ICLS channel. Default is 1.

#string Morse

Morse code. Default "XXX".

#string UnitName

Name of the unit acting as beacon.

#boolean OffSwitch

If true, TACAN is off by default.

Return value:

self

Set the default immortal for the group.

Defined in:

Parameter:

#boolean OnOffSwitch

If true, group is immortal by default.

Return value:

self

Set the default invisible for the group.

Defined in:

Parameter:

#boolean OnOffSwitch

If true, group is ivisible by default.

Return value:

self

Set the default ROE for the group.

This is the ROE state gets when the group is spawned or to which it defaults back after a mission.

Defined in:

Parameter:

#number roe

ROE of group. Default is ENUMS.ROE.ReturnFire.

Return value:

self

Set the default ROT for the group.

This is the ROT state gets when the group is spawned or to which it defaults back after a mission.

Defined in:

Parameter:

#number rot

ROT of group. Default is ENUMS.ROT.PassiveDefense.

Return value:

self

Set default Radio frequency and modulation.

Defined in:

Parameters:

#number Frequency

Radio frequency in MHz. Default 251 MHz.

#number Modulation

Radio modulation. Default radio.modulation.AM.

#boolean OffSwitch

If true, radio is OFF by default.

Return value:

self

Set default cruise speed.

Defined in:

Parameter:

#number Speed

Speed in knots.

Return value:

self

Set default TACAN parameters.

Defined in:

Parameters:

#number Channel

TACAN channel. Default is 74.

#string Morse

Morse code. Default "XXX".

#string UnitName

Name of the unit acting as beacon.

#string Band

TACAN mode. Default is "X" for ground and "Y" for airborne units.

#boolean OffSwitch

If true, TACAN is off by default.

Return value:

self

Set detection on or off.

If detection is on, detected targets of the group will be evaluated and FSM events triggered.

Defined in:

Parameter:

#boolean Switch

If true, detection is on. If false or nil, detection is off. Default is off.

Return value:

self

Disable to automatically engage detected targets.

Defined in:

Return value:

self

Enable to automatically engage detected targets.

Defined in:

Parameters:

#number RangeMax

Max range in NM. Only detected targets within this radius from the group will be engaged. Default is 25 NM.

#table TargetTypes

Types of target attributes that will be engaged. See DCS enum attributes. Default "All".

Core.Set#SET_ZONE EngageZoneSet

Set of zones in which targets are engaged. Default is anywhere.

Core.Set#SET_ZONE NoEngageZoneSet

Set of zones in which targets are not engaged. Default is nowhere.

Return value:

self

Set LASER parameters.

Defined in:

Parameters:

#number Code

Laser code. Default 1688.

#boolean CheckLOS

Check if lasing unit has line of sight to target coordinate. Default is true.

#boolean IROff

If true, then dont switch on the additional IR pointer.

#number UpdateTime

Time interval in seconds the beam gets up for moving targets. Default every 0.5 sec.

Return value:

self

Set LASER target.

Defined in:

Parameter:

The target to lase. Can also be a COORDINATE object.

Set that group is going to rearm once it runs out of ammo.

Defined in:

Return value:

self

Set that group is retreating once it runs out of ammo.

Defined in:

Return value:

self

Set that group is return to legion once it runs out of ammo.

Defined in:

Return value:

self

[GROUND, NAVAL] Set whether this group should return to its legion once all mission etc are finished.

Only for ground and naval groups. Aircraft will

Defined in:

Parameter:

#boolean Switch

If true or nil, group will return. If false, group will not return and stay where it finishes its last mission.

Return value:

self

Use SRS Simple-Text-To-Speech for transmissions.

Defined in:

Parameters:

#string PathToSRS

Path to SRS directory.

#string Gender

Gender: "male" or "female" (default).

#string Culture

Culture, e.g. "en-GB" (default).

#string Voice

Specific voice. Overrides Gender and Culture.

#number Port

SRS port. Default 5002.

#string PathToGoogleKey

Full path to the google credentials JSON file, e.g. "C:\Users\myUsername\Downloads\key.json".

#string Label

Label of the SRS comms for the SRS Radio overlay. Defaults to "ROBOT". No spaces allowed!

#number Volume

Volume to be set, 0.0 = silent, 1.0 = loudest. Defaults to 1.0

Return value:

self

Set current speed.

Defined in:

Parameters:

#number Speed

Speed in knots. Default is 70% of max speed.

#boolean Keep

If true the group will maintain that speed on passing waypoints. If nil or false the group will return to the speed as defined by their route.

#boolean AltCorrected

If true, use altitude corrected indicated air speed.

Return value:

self

Set DCS task.

Enroute tasks are injected automatically.

Defined in:

Parameter:

#table DCSTask

DCS task structure.

Return value:

self

Set verbosity level.

Defined in:

Parameter:

#number VerbosityLevel

Level of output (higher=more). Default 0.

Return value:

self

Triggers the FSM event "Status".

Defined in:

Triggers the FSM event "Stop".

Stops the OPSGROUP and all its event handlers.

Defined in:

Set current Alarm State of the group.

  • 0 = "Auto"
  • 1 = "Green"
  • 2 = "Red"

Defined in:

Parameter:

#number alarmstate

Alarm state of group. Default is 0="Auto".

Return value:

self

Switch to a specific callsign.

Defined in:

Parameters:

#number CallsignName

Callsign name.

#number CallsignNumber

Callsign number.

Return value:

self

Switch EPLRS datalink on or off.

Defined in:

Parameter:

#boolean OnOffSwitch

If true or nil, switch EPLRS on. If false EPLRS switched off.

Return value:

self

Switch emission on or off.

Defined in:

Parameter:

#boolean OnOffSwitch

If true or nil, switch emission on. If false emission switched off.

Return value:

self

Switch to a specific formation.

Defined in:

Parameter:

#number Formation

New formation the group will fly in. Default is the setting of SetDefaultFormation().

Return value:

self

Activate/switch ICLS beacon settings.

Defined in:

Parameters:

#number Channel

ICLS Channel. Default is what is set in SetDefaultICLS() so usually channel 1.

#string Morse

ICLS morse code. Default is what is set in SetDefaultICLS() so usually "XXX".

#string UnitName

Name of the unit in the group which should activate the ICLS beacon. Can also be given as #number to specify the unit number. Default is the first unit of the group.

Return value:

self

Switch immortality on or off.

Defined in:

Parameter:

#boolean OnOffSwitch

If true or nil, switch immortality on. If false immortality switched off.

Return value:

self

Switch invisibility on or off.

Defined in:

Parameter:

#boolean OnOffSwitch

If true or nil, switch invisibliity on. If false invisibility switched off.

Return value:

self

Set current ROE for the group.

Defined in:

Parameter:

#string roe

ROE of group. Default is value set in SetDefaultROE (usually ENUMS.ROE.ReturnFire).

Return value:

self

Set ROT for the group.

Defined in:

Parameter:

#string rot

ROT of group. Default is value set in :SetDefaultROT (usually ENUMS.ROT.PassiveDefense).

Return value:

self

Turn radio on or switch frequency/modulation.

Defined in:

Parameters:

#number Frequency

Radio frequency in MHz. Default is value set in SetDefaultRadio (usually 251 MHz).

#number Modulation

Radio modulation. Default is value set in SetDefaultRadio (usually radio.modulation.AM).

Return value:

self

Activate/switch TACAN beacon settings.

Defined in:

Parameters:

#number Channel

TACAN Channel.

#string Morse

TACAN morse code. Default is the value set in OPSGROUP.SetDefaultTACAN or if not set "XXX".

#string UnitName

Name of the unit in the group which should activate the TACAN beacon. Can also be given as #number to specify the unit number. Default is the first unit of the group.

#string Band

TACAN channel mode "X" or "Y". Default is "Y" for aircraft and "X" for ground and naval groups.

Return value:

self

Teleport the group to a different location.

Defined in:

Parameters:

Coordinate where the group is teleported to.

#number Delay

Delay in seconds before respawn happens. Default 0.

#boolean NoPauseMission

If true, dont pause a running mission.

Return value:

self

Triggers the FSM event "TransportCancel".

Defined in:

Parameter:

The transport.

Deactivate ICLS beacon.

Defined in:

Return value:

self

Turn radio off.

Defined in:

Return value:

self

Deactivate TACAN beacon.

Defined in:

Return value:

self

Add OPSGROUP to cargo bay of a carrier.

Defined in:

Parameters:

#OPSGROUP CargoGroup

Cargo group.

#OPSGROUP.Element CarrierElement

The element of the carrier.

#boolean Reserved

Only reserve the cargo bay space.

Add warehouse storage to cargo bay of a carrier.

Defined in:

Parameters:

#OPSGROUP.Element CarrierElement

The element of the carrier.

#number CargoUID

UID of the cargo data.

#string StorageType

Storage type.

#number StorageAmount

Storage amount.

#number StorageWeight

Weight of a single storage item in kg.

Add a unit/element to the OPS group.

Defined in:

Parameter:

#string unitname

Name of unit.

Return value:

The element or nil.

Add storage to cargo bay of a carrier.

Defined in:

Parameters:

My cargo.

#OPSGROUP.Element CarrierElement

The element of the carrier.

Check if awaiting a transport.

Defined in:

Parameter:

The transport.

Return value:

self

Initialize Mission Editor waypoints.

Defined in:

Parameters:

Waypoint data.

#number wpnumber

Waypoint index/number. Default is as last waypoint.

Check if all elements of the group have the same status (or are dead).

Defined in:

Parameters:

#string unitname

Name of unit.

status

Check if all elements of the group have the same status (or are dead).

Defined in:

Parameter:

#string status

Status to check.

Return value:

#boolean:

If true, all elements have a similar status.

Check ammo is full.

Defined in:

Return value:

#boolean:

If true, ammo is full.

Check ammo status.

Defined in:

Check cargo transport assignments.

Defined in:

Return value:

self

Check damage.

Defined in:

Return value:

self

Check if all cargo of this transport assignment was delivered.

Defined in:

Parameter:

The next due cargo transport or nil.

Return value:

#boolean:

If true, all cargo was delivered.

Check detected units.

Defined in:

Check if all cargo of this transport assignment was delivered.

Defined in:

Parameter:

The next due cargo transport or nil.

Return value:

#boolean:

If true, all cargo was delivered.

Check if passed the final waypoint and, if necessary, update route.

Defined in:

Parameter:

#number delay

Delay in seconds.

Check if group is in zones.

Defined in:

Check if group got stuck.

Defined in:

Get coordinate from an object.

Defined in:

Parameter:

The object.

Return value:

The coordinate of the object.

Count paused mission.

Defined in:

Return value:

#number:

Number of paused missions.

Add OPSGROUP to cargo bay of a carrier.

Defined in:

Parameters:

#number CargoUID

UID of the cargo data.

#OPSGROUP OpsGroup

Cargo group.

#string StorageType

Storage type.

#number StorageAmount

Storage amount.

#number StorageWeight

Weight of a single storage item in kg.

Return value:

My cargo object.

Enhance waypoint table.

Defined in:

Parameters:

data.

waypoint

Return value:

Modified waypoint data.

Remove OPSGROUP from cargo bay of a carrier.

Defined in:

Parameter:

#OPSGROUP CargoGroup

Cargo group.

Return value:

#boolean:

If true, cargo could be removed.

Remove OPSGROUP from cargo bay of a carrier.

Defined in:

Parameters:

Cargo group.

My cargo data.

Return value:

#boolean:

If true, cargo could be removed.

Remove my lift.

Defined in:

Parameter:

The transport.

Return value:

self

Get cargo bay item.

Defined in:

Parameter:

#OPSGROUP CargoGroup

Cargo group.

Return values:

Cargo bay item or nil if the group is not in the carrier.

#number:

CargoBayIndex Index of item in the cargo bay table.

Carrier element.

Remove OPSGROUP from cargo bay of a carrier.

Defined in:

Parameters:

Cargo group.

#number CargoUID

Cargo UID.

Return value:

MyCargo My cargo data.

Get target group.

Defined in:

Return values:

Detected target group.

#number:

Distance to target.

Get/update the (un-)loading zone of the element.

Defined in:

Parameters:

Element.

The zone.

Loader parameters.

Return value:

Bounding box polygon zone.

Get cargo bay data from a cargo data id.

Defined in:

Parameter:

#number uid

Unique ID of cargo data.

Return values:

Cargo My cargo.

Element that has loaded the cargo.

Get my carrier.

Defined in:

Return values:

Carrier group.

Carrier element.

#boolean:

If true, space is reserved for me

Get my carrier element.

Defined in:

Return value:

Carrier element.

Get my carrier group.

Defined in:

Return value:

Carrier group.

Get cargo transport from cargo queue.

Defined in:

Return value:

The next due cargo transport or nil.

Get next mission.

Defined in:

Return value:

Next mission or nil.

Get next task in queue.

Task needs to be in state SCHEDULED and time must have passed.

Defined in:

Return value:

The next task in line or nil.

Get paused mission.

Defined in:

Return value:

Paused mission or nil.

Get name of ROE corresponding to the numerical value.

Defined in:

Parameter:

roe

Return value:

#string:

Name of ROE.

Get the template of the group.

Defined in:

Parameter:

#boolean Copy

Get a deep copy of the template.

Return value:

#table:

Template table.

Get weight of warehouse storage to transport.

Defined in:

Parameters:

#boolean Total

Get total weight. Otherweise the amount left to deliver (total-loaded-lost-delivered).

#boolean Reserved

Reduce weight that is reserved.

#boolean Amount

Return amount not weight.

Return value:

#number:

Weight of cargo in kg or amount in number of items, if Amount=true.

Initialize Mission Editor waypoints.

Defined in:

Parameters:

#number WpIndexMin

#number WpIndexMax

Return value:

self

Check if a unit is an element of the flightgroup.

Defined in:

Parameter:

#string unitname

Name of unit.

Return value:

#boolean:

If true, unit is element of the flight group or false if otherwise.

Check if a group is in the cargo bay.

Defined in:

Parameter:

#OPSGROUP OpsGroup

Group to check.

Return value:

#boolean:

If true, group is in the cargo bay.

Is my carrier reserved.

Defined in:

Return value:

#boolean:

If true, space for me was reserved.

Returns a name of a missile category.

Defined in:

Parameter:

#number categorynumber

Number of missile category from weapon missile category enumerator. See https://wiki.hoggitworld.com/view/DCS_Class_Weapon

Return value:

#string:

Missile category name.

Set (new) cargo status.

Defined in:

Parameter:

#string Status

New status.

Set (new) carrier status.

Defined in:

Parameter:

#string Status

New status.

Set passed final waypoint value.

Defined in:

Parameters:

#boolean final

If true, final waypoint was passed.

#string comment

Some comment as to why the final waypoint was passed.

Function called when a group is passing a waypoint.

Defined in:

Parameters:

#OPSGROUP opsgroup

Ops group object.

#number uid

Waypoint UID.

Print info on mission and task status to DCS log file.

Defined in:

On after "QueueUpdate" event.

Defined in:

On after "MissionDone" event.

Defined in:

Parameters:

#boolean Silently

Remove waypoints by table.remove() and do not update the route.

Remove my carrier.

Defined in:

Return value:

self

Remove paused mission from the table.

Defined in:

Parameter:

#number AuftragsNummer

Mission ID of the paused mission to remove.

Return value:

self

Respawn the group.

Defined in:

Parameters:

#number Delay

Delay in seconds before respawn happens. Default 0.

DCS#Template 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 waypoints and reinit group if true.

Return value:

self

Sandwitch DCS task in stop condition and push the task to the group.

Defined in:

Parameters:

DCS#Task DCSTask

The DCS task.

#boolean SetTask

Set task instead of pushing it.

#number Delay

Delay in seconds. Default nil.

Set status for all elements (except dead ones).

Defined in:

Parameter:

#string status

Element status.

Set legion this ops group belongs to.

Defined in:

Parameter:

The Legion.

Return value:

self

Set mission specific options for ROE, Alarm state, etc.

Defined in:

Parameter:

The mission table.

Set my carrier.

Defined in:

Parameters:

#OPSGROUP CarrierGroup

Carrier group.

#OPSGROUP.Element CarrierElement

Carrier element.

#boolean Reserved

If true, reserve space for me.

Set the template of the group.

Defined in:

Parameter:

#table Template

Template to set. Default is from the GROUP.

Return value:

self

Set tasks at this waypoint

Defined in:

Parameter:

The waypoint.

Return value:

#number:

Number of tasks.

Simple task function.

Can be used to call a function which has the warehouse and the executing group as parameters.

Defined in:

Parameters:

#string Function

The name of the function to call passed as string.

#number uid

Waypoint UID.

On after "Loading" event.

Defined in:

Parameter:

#table Cargos

Table of cargos.

Return value:

#table:

Table of sorted cargos.

Sort task queue.

Defined in:

Activate/switch ICLS beacon settings.

Defined in:

Parameter:

ICLS data table.

Return value:

self

Activate/switch TACAN beacon settings.

Defined in:

Parameter:

TACAN data table. Default is the default TACAN settings.

Return value:

self

Function called when a task is done.

Defined in:

Parameters:

Group for which the task is done.

#OPSGROUP opsgroup

Ops group.

Task.

Function called when a task is executed.

Defined in:

Parameters:

Group which should execute the task.

#OPSGROUP opsgroup

Ops group.

Task.

Transfer cargo from to another carrier.

Defined in:

Parameters:

#OPSGROUP CargoGroup

The cargo group to be transferred.

#OPSGROUP CarrierGroup

The new carrier group.

#OPSGROUP.Element CarrierElement

The new carrier element.

Update laser point.

Defined in:

Check if all elements of the group have the same status (or are dead).

Defined in:

Return value:

self

Check if all elements of the group have the same status or are dead.

Defined in:

Parameters:

Element.

#string newstatus

New status of element

Airbase if applicable.

Update (DCS) task.

Defined in:

Parameters:

The mission.

Initialize Mission Editor waypoints.

Defined in:

Parameter:

#number n

Waypoint

Triggers the FSM event "MissionCancel" after a delay.

Defined in:

Parameters:

#number delay

Delay in seconds.

The mission.

Triggers the FSM event "MissionDone" after a delay.

Defined in:

Parameters:

#number delay

Delay in seconds.

The mission.

Triggers the FSM event "MissionExecute" after a delay.

Defined in:

Parameters:

#number delay

Delay in seconds.

The mission.

Triggers the FSM event "MissionStart" after a delay.

Defined in:

Parameters:

#number delay

Delay in seconds.

The mission.

Triggers the FSM event "Status" after a delay.

Defined in:

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Stop" after a delay.

Stops the OPSGROUP and all its event handlers.

Defined in:

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "TransportCancel" after a delay.

Defined in:

Parameters:

#number delay

Delay in seconds.

The transport.

On after "Board" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#OPSGROUP CarrierGroup

The carrier group.

The OPSGROUP element

On after "Damaged" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Dead" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Delivered" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The cargo transport assignment.

On after "Destroyed" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "DetectedGroup" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The detected Group.

On after "DetectedGroupNew" event.

Add newly detected group to detected group set.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The detected group.

On after "DetectedUnit" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The detected unit.

On after "DetectedUnitNew" event.

Add newly detected unit to detected unit set.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The detected unit.

On after "ElementDamaged" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The flight group element.

On after "ElementDead" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The flight group element.

On after "ElementDestroyed" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The flight group element.

On after "ElementHit" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The flight group element.

Unit that hit the element or nil.

On after "ElementInUtero" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The flight group element.

On after "EnterZone" event.

Sets self.inzones[zonename]=true.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The zone that the group entered.

On after "GotoWaypoint" event.

Group will got to the given waypoint and execute its route from there.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#number UID

The goto waypoint unique ID.

#number Speed

(Optional) Speed to waypoint in knots.

On after "Hit" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Unit that hit the element or nil.

On after "InUtero" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "LaserCode" event.

Changes the LASER code.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#number Code

Laser code. Default is 1688.

On after "LaserGotLOS" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "LaserLostLOS" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "LaserOff" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "LaserOn" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Target Coordinate. Target can also be any POSITIONABLE from which we can obtain its coordinates.

On after "LaserPause" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "LaserResume" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "LeaveZone" event.

Sets self.inzones[zonename]=false.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The zone that the group entered.

On after "Load" event.

Carrier loads a cargo group into ints cargo bay.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#OPSGROUP CargoGroup

The OPSGROUP loaded as cargo.

The carrier element/unit.

On after "Loading" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "LoadingDone" event.

Carrier has loaded all (possible) cargo at the pickup zone.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "MissionCancel" event.

Cancels the mission.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The mission to be cancelled.

On after "MissionDone" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The mission that is done.

On after "MissionExecute" event.

Mission execution began.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The mission table.

On after "MissionStart" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The mission table.

On after "OutOfAmmo" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "PassedFinalWaypoint" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "PassingWaypoint" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Waypoint data passed.

On after "PauseMission" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Pickup" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Respawn" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#table Template

The template used to respawn the group. Default is the inital template of the group.

On after "Stop" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "TaskCancel" event.

Cancels the current task or simply sets the status to DONE if the task is not the current one.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The task to cancel. Default is the current task (if any).

On after "TaskDone" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "TaskExecute" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Transport" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "TransportCancel" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

transport to be cancelled.

Transport

On after "Unload" event.

Carrier unloads a cargo group from its cargo bay.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#OPSGROUP OpsGroup

The OPSGROUP loaded as cargo.

Coordinate were the group is unloaded to.

#boolean Activated

If true, group is active. If false, group is spawned in late activated state.

#number Heading

(Optional) Heading of group in degrees. Default is random heading for each unit.

On after "Unloaded" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#OPSGROUP OpsGroupCargo

Cargo OPSGROUP that was unloaded from a carrier.

On after "Unloading" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "UnloadingDone" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "UnpauseMission" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Wait" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#number Duration

Duration in seconds how long the group will be waiting. Default nil (for ever).

On before "Board" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#OPSGROUP CarrierGroup

The carrier group.

The OPSGROUP element

On before "Dead" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On before "ElementSpawned" event.

Check that element is not in status spawned already.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The flight group element.

On before "LaserOff" event.

Check if LASER is on.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On before "LaserOn" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Target Coordinate. Target can also be any POSITIONABLE from which we can obtain its coordinates.

On before "LaserResume" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On before "MissionStart" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The mission table.

On before "Stop" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On before "TaskDone" event.

Deny transition if task status is PAUSED.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On before "TaskExecute" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On before "Transport" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On before "Unload" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#OPSGROUP OpsGroup

The OPSGROUP loaded as cargo.

Coordinate were the group is unloaded to.

#number Heading

Heading of group.

On before "Wait" event.

Defined in:

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

#number Duration

Duration how long the group will be waiting in seconds. Default nil (=forever).

Field(s)

#boolean ARMYGROUP.adinfinitum

Resume route at first waypoint when final waypoint is reached.

ARMYGROUP.ammo

Group ammo.

#boolean ARMYGROUP.formationPerma

Formation that is used permanently and overrules waypoint formations.

#boolean ARMYGROUP.groupinitialized

Init done.

#boolean ARMYGROUP.isAI

Ground are always AI.

#boolean ARMYGROUP.isDead

Not dead or destroyed yet.

ARMYGROUP.isLateActivated

Is (template) group late activated.

#boolean ARMYGROUP.isMobile

If true, group is mobile.

#boolean ARMYGROUP.isSuppressed

Bla

#boolean ARMYGROUP.isUncontrolled

Ground groups cannot be uncontrolled.

ARMYGROUP.lid

Set some string id for output to DCS.log file.

ARMYGROUP.speedMax

Max speed in km/h.

ARMYGROUP.speedWp

Current set speed in m/s.

#boolean ARMYGROUP.suppressOn

Bla

#boolean ARMYGROUP.suppressionOn

Activate suppression.

ARMYGROUP.timerCheckZone

Start check zone timer.

ARMYGROUP.timerQueueUpdate

Start queue update timer.

ARMYGROUP.timerStatus

Start the status monitoring.

#string ARMYGROUP.version

Army Group version.

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM state.

Set the default #FSM_PROCESS template with key ProcessName providing the ProcessClass and the process object when it is assigned to a Wrapper.Controllable by the task.

Defined in:

Parameters:

#table From

Can contain a string indicating the From state or a table of strings containing multiple From states.

#string Event

The Event name.

An sub-process FSM.

#table ReturnEvents

A table indicating for which returned events of the SubFSM which Event must be triggered in the FSM.

Return value:

The SubFSM.

Adds a score for the FSM to be achieved.

Defined in:

Parameters:

#string State

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

#string ScoreText

is a text describing the score that is given according the status.

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Adds a score for the FSM_PROCESS to be achieved.

Defined in:

Parameters:

#string From

is the From State of the main process.

#string Event

is the Event of the main process.

#string State

is the state of the process when the score needs to be given. (See the relevant state descriptions of the process).

#string ScoreText

is a text describing the score that is given according the status.

#number Score

is a number providing the score of the status.

Return value:

#FSM:

self

Add a new transition rule to the FSM.

A transition rule defines when and if the FSM can transition from a state towards another state upon a triggered event.

Defined in:

Parameters:

#table From

Can contain a string indicating the From state or a table of strings containing multiple From states.

#string Event

The Event name.

#string To

The To state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns the End states.

Defined in:

Return value:

#table:

End states.

Defined in:

Parameters:

From

Event

Returns a table of the SubFSM rules defined within the FSM.

Defined in:

Return value:

#table:

Sub processes.

Returns a table with the scores defined.

Defined in:

Return value:

#table:

Scores.

Returns the start state of the FSM.

Defined in:

Return value:

#string:

A string containing the start state.

Get current state.

Defined in:

Return value:

#string:

Current FSM state.

Returns a table with the Subs defined.

Defined in:

Return value:

#table:

Sub processes.

Returns a table of the transition rules defined within the FSM.

Defined in:

Return value:

#table:

Transitions.

Check if FSM is in state.

Defined in:

Parameter:

#string State

State name.

Return value:

#boolean:

If true, FSM is in this state.

Load call backs.

Defined in:

Parameter:

#table CallBackTable

Table of call backs.

Creates a new FSM object.

Defined in:

Return value:

#FSM:

Defined in:

Parameters:

From

Event

Fsm

Sets the start state of the FSM.

Defined in:

Parameter:

#string State

A string defining the start state.

Add to map.

Defined in:

Parameters:

#table Map

Map.

#table Event

Event table.

Call handler.

Defined in:

Parameters:

#string step

Step "onafter", "onbefore", "onenter", "onleave".

#string trigger

Trigger.

#table params

Parameters.

#string EventName

Event name.

Return value:

Value.

Create transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Delayed transition.

Defined in:

Parameter:

#string EventName

Event name.

Return value:

#function:

Function.

Event map.

Defined in:

Parameters:

#table Events

Events.

#table EventStructure

Event structure.

Go sub.

Defined in:

Parameters:

#string ParentFrom

Parent from state.

#string ParentEvent

Parent event name.

Return value:

#table:

Subs.

Handler.

Defined in:

Parameters:

#string EventName

Event name.

...

Arguments.

Is end state.

Defined in:

Parameter:

#string Current

Current state name.

Return values:

#table:

FSM parent.

#string:

Event name.

Sub maps.

Defined in:

Parameters:

#table subs

Subs.

#table sub

Sub.

#string name

Name.

Check if can do an event.

Defined in:

Parameter:

#string e

Event name.

Return values:

#boolean:

If true, FSM can do the event.

#string:

To state.

Check if cannot do an event.

Defined in:

Parameter:

#string e

Event name.

Return value:

#boolean:

If true, FSM cannot do the event.

Check if FSM is in state.

Defined in:

Parameters:

#string State

State name.

state

Return value:

#boolean:

If true, FSM is in this state.

Field(s)

#boolean ARMYGROUP.adinfinitum

Resume route at first waypoint when final waypoint is reached.

ARMYGROUP.ammo

Group ammo.

#boolean ARMYGROUP.formationPerma

Formation that is used permanently and overrules waypoint formations.

#boolean ARMYGROUP.groupinitialized

Init done.

#boolean ARMYGROUP.isAI

Ground are always AI.

#boolean ARMYGROUP.isDead

Not dead or destroyed yet.

ARMYGROUP.isLateActivated

Is (template) group late activated.

#boolean ARMYGROUP.isMobile

If true, group is mobile.

#boolean ARMYGROUP.isSuppressed

Bla

#boolean ARMYGROUP.isUncontrolled

Ground groups cannot be uncontrolled.

ARMYGROUP.lid

Set some string id for output to DCS.log file.

ARMYGROUP.speedMax

Max speed in km/h.

ARMYGROUP.speedWp

Current set speed in m/s.

#boolean ARMYGROUP.suppressOn

Bla

#boolean ARMYGROUP.suppressionOn

Activate suppression.

ARMYGROUP.timerCheckZone

Start check zone timer.

ARMYGROUP.timerQueueUpdate

Start queue update timer.

ARMYGROUP.timerStatus

Start the status monitoring.

#string ARMYGROUP.version

Army Group version.

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

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.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

The ClassName + ClassID is formatted as '%s#%09d'.

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

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.

Defined in:

Return value:

#number:

The Core.Event processing Priority.

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()

Defined in:

Parameters:

#BASE Child

This is the Child class from which the Parent class needs to be retrieved.

#BASE FromClass

(Optional) The class from which to get the parent.

Return value:

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:

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.

Defined in:

Parameter:

Arguments

A #table or any field.

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).

Defined in:

Return value:

#boolean:

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

Defined in:

Return value:

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.

Defined in:

Parameter:

The EventData structure.

BDA.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

Occurs when a mission ends Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when a mission starts Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Trigger zone.

Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

The EventData structure.

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.

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

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.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

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.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

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.

Defined in:

Parameter:

DCS#Event event

Engage Target.

Field(s)

Core.Point#COORDINATE ARMYGROUP.Target.Coordinate

Last known coordinate of the target.

#string ARMYGROUP.Target.Formation

Formation used in the engagement.

#number ARMYGROUP.Target.Speed

Speed in knots.

Ops.OpsGroup#OPSGROUP.Waypoint ARMYGROUP.Target.Waypoint

the waypoint created to go to the target.

#number ARMYGROUP.Target.alarmstate

Alarm state backup.

#number ARMYGROUP.Target.roe

ROE backup.

Function(s)