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Module Ops.Auftrag

Ops - Auftrag (mission) for Ops.

Main Features:

  • Simplifies defining and executing DCS tasks
  • Additional useful events
  • Set mission start/stop times
  • Set mission priority and urgency (can cancel running missions)
  • Specific mission options for ROE, ROT, formation, etc.
  • Compatible with OPS classes like FLIGHTGROUP, NAVYGROUP, ARMYGROUP, AIRWING, etc.
  • FSM events when a mission is done, successful or failed

Example Missions:

Demo missions can be found on github.


Author: funkyfranky


Global(s)

Global AUFTRAG

A warrior's mission is to foster the success of others. - Morihei Ueshiba


The AUFTRAG Concept

The AUFTRAG class significantly simplifies the workflow of using DCS tasks.

#AUFTRAG AUFTRAG

A warrior's mission is to foster the success of others. - Morihei Ueshiba


The AUFTRAG Concept

The AUFTRAG class significantly simplifies the workflow of using DCS tasks.

You can think of an AUFTRAG as document, which contains the mission briefing, i.e. information about the target location, mission altitude, speed and various other parameters. This document can be handed over directly to a pilot (or multiple pilots) via the Ops.FlightGroup#FLIGHTGROUP class. The pilots will then execute the mission.

The AUFTRAG document can also be given to an AIRWING. The airwing will then determine the best assets (pilots and payloads) available for the job.

Similarly, an AUFTRAG can be given to ground or navel groups via the Ops.ArmyGroup#ARMYGROUP or Ops.NavyGroup#NAVYGROUP classes, respectively. These classes have also AIRWING analouges, which are called BRIGADE and FLEET. Brigades and fleets will likewise select the best assets they have available and pass on the AUFTRAG to them.

One more up the food chain, an AUFTRAG can be passed to a COMMANDER. The commander will recruit the best assets of AIRWINGs, BRIGADEs and/or FLEETs and pass the job over to it.

Airborne Missions

Several mission types are supported by this class.

Anti-Ship

An anti-ship mission can be created with the AUFTRAG.NewANTISHIP() function.

AWACS

An AWACS mission can be created with the AUFTRAG.NewAWACS() function.

BAI

A BAI mission can be created with the AUFTRAG.NewBAI() function.

Bombing

A bombing mission can be created with the AUFTRAG.NewBOMBING() function.

Bombing Runway

A bombing runway mission can be created with the AUFTRAG.NewBOMBRUNWAY() function.

Bombing Carpet

A carpet bombing mission can be created with the AUFTRAG.NewBOMBCARPET() function.

CAP

A CAP mission can be created with the AUFTRAG.NewCAP() function.

CAS

A CAS mission can be created with the AUFTRAG.NewCAS() function.

Escort

An escort mission can be created with the AUFTRAG.NewESCORT() function.

FACA

An FACA mission can be created with the AUFTRAG.NewFACA() function.

Ferry

Not implemented yet.

Intercept

An intercept mission can be created with the AUFTRAG.NewINTERCEPT() function.

Orbit

An orbit mission can be created with the AUFTRAG.NewORBIT() function.

GCICAP

An patrol mission can be created with the AUFTRAG.NewGCICAP() function.

RECON

An reconnaissance mission can be created with the AUFTRAG.NewRECON() function.

RESCUE HELO

An rescue helo mission can be created with the AUFTRAG.NewRESCUEHELO() function.

SEAD

An SEAD mission can be created with the AUFTRAG.NewSEAD() function.

STRIKE

An strike mission can be created with the AUFTRAG.NewSTRIKE() function.

Tanker

A refueling tanker mission can be created with the AUFTRAG.NewTANKER() function.

TROOPTRANSPORT

A troop transport mission can be created with the AUFTRAG.NewTROOPTRANSPORT() function.

Ground Missions

ARTY

An arty mission can be created with the AUFTRAG.NewARTY() function.

ARMORATTACK

A mission to send a tank group can be created with the AUFTRAG.NewARMORATTACK() function.

Options and Parameters

Assigning Missions

An AUFTRAG can be assigned to groups (FLIGHTGROUP, ARMYGROUP, NAVYGROUP), legions (AIRWING, BRIGADE, FLEET) or to a COMMANDER.

Group Level

Flight Group

Assigning an AUFTRAG to a flight group is done via the Ops.FlightGroup#FLIGHTGROUP.AddMission function. See FLIGHTGROUP docs for details.

Army Group

Assigning an AUFTRAG to an army group is done via the Ops.ArmyGroup#ARMYGROUP.AddMission function. See ARMYGROUP docs for details.

Navy Group

Assigning an AUFTRAG to a navy group is done via the Ops.NavyGroup#NAVYGROUP.AddMission function. See NAVYGROUP docs for details.

Legion Level

Adding an AUFTRAG to an airwing is done via the Ops.AirWing#AIRWING.AddMission function. See AIRWING docs for further details. Similarly, an AUFTRAG can be added to a brigade via the Ops.Brigade#BRIGADE.AddMission function.

Commander Level

Assigning an AUFTRAG to acommander is done via the Ops.Commander#COMMANDER.AddMission function. See COMMANDER docs for details.

Events

The AUFTRAG class creates many useful (FSM) events, which can be used in the mission designers script.

TODO

Examples

TODO

Global _AUFTRAGSNR

Global mission counter.

#number _AUFTRAGSNR

Global mission counter.

Type(s)

AUFTRAG , extends Core.Fsm#FSM , extends Core.Base#BASE
Fields and Methods inherited from AUFTRAG Description

AUFTRAG:AddAsset(Asset)

Add asset to mission.

AUFTRAG:AddConditionFailure(ConditionFunction, ...)

Add failure condition.

AUFTRAG:AddConditionPush(ConditionFunction, ...)

Add push condition.

AUFTRAG:AddConditionStart(ConditionFunction, ...)

Add start condition.

AUFTRAG:AddConditionSuccess(ConditionFunction, ...)

Add success condition.

AUFTRAG:AddLegion(Legion)

Add LEGION to mission.

AUFTRAG:AddOpsGroup(OpsGroup)

Add a Ops group to the mission.

AUFTRAG:AddRequiredPayload(Payload)

Add a required payload for this mission.

AUFTRAG:AddTransportCarriers(Carriers)

Add carriers for a transport of mission assets.

AUFTRAG:AssignCohort(Cohort)

Assign a legion cohort to the mission.

AUFTRAG:AssignEscortCohort(Cohort)

Assign an escort cohort.

AUFTRAG:AssignEscortLegion(Legion)

Add an escort Legion.

AUFTRAG:AssignLegion(Legion)

Assign a legion to the mission.

AUFTRAG:AssignSquadrons(Squadrons)

Assign airwing squadron(s) to the mission.

AUFTRAG:AssignTransportCohort(Cohort)

Assign a transport cohort.

AUFTRAG:AssignTransportLegion(Legion)

Assign a transport Legion.

AUFTRAG:Cancel()

Triggers the FSM event "Cancel".

AUFTRAG.Category

AUFTRAG:CheckGroupsDone()

Check if all flights are done with their mission (or dead).

AUFTRAG.CheckMissionCapability(MissionTypes, Capabilities, All)

Check if a mission type is contained in a list of possible capabilities.

AUFTRAG.CheckMissionCapabilityAll(MissionTypes, Capabilities)

Check if a mission type is contained in a list of possible capabilities.

AUFTRAG.CheckMissionCapabilityAny(MissionTypes, Capabilities)

Check if a mission type is contained in a list of possible capabilities.

AUFTRAG.CheckMissionType(MissionType, PossibleTypes)

Checks if a mission type is contained in a table of possible types.

AUFTRAG.ClassName

Name of the class.

AUFTRAG:CountMissionTargets()

Count alive mission targets.

AUFTRAG:CountOpsGroups()

Count alive OPS groups assigned for this mission.

AUFTRAG.DCStask

DCS task structure.

AUFTRAG:DelAsset(Asset)

Delete asset from mission.

AUFTRAG:DelOpsGroup(OpsGroup)

Remove an Ops group from the mission.

AUFTRAG:Done()

Triggers the FSM event "Done".

AUFTRAG:EvalConditionsAll(Conditions)

Check if all given condition are true.

AUFTRAG:EvalConditionsAny(Conditions)

Check if any of the given conditions is true.

AUFTRAG:Evaluate()

Evaluate mission outcome - success or failure.

AUFTRAG:Executing()

Triggers the FSM event "Executing".

AUFTRAG:Failed()

Triggers the FSM event "Failed".

AUFTRAG:GetAssetByName(Name)

Get asset by its spawn group name.

AUFTRAG:GetAssetDataByName(AssetName)

Get asset data table.

AUFTRAG:GetCasualties()

Get casualties, i.e.

AUFTRAG:GetDCSMissionTask(TaskControllable)

Get DCS task table for the given mission.

AUFTRAG:GetGroupData(opsgroup)

Get flight data table.

AUFTRAG:GetGroupEgressWaypointUID(opsgroup)

Get Egress waypoint UID of OPS group.

AUFTRAG:GetGroupStatus(opsgroup)

Get ops group mission status.

AUFTRAG:GetGroupWaypointCoordinate(opsgroup)

Get mission (ingress) waypoint coordinate of OPS group

AUFTRAG:GetGroupWaypointIndex(opsgroup)

Get mission (ingress) waypoint UID of OPS group.

AUFTRAG:GetGroupWaypointTask(opsgroup)

Get mission waypoint task of OPS group.

AUFTRAG:GetImportance()

Get mission importance.

AUFTRAG:GetKills()

Get kills, i.e.

AUFTRAG:GetLegionStatus(Legion)

Get LEGION mission status.

AUFTRAG:GetMissionEgressCoord()

Get the mission egress coordinate if this was defined.

AUFTRAG:GetMissionTaskforMissionType(MissionType)

Get DCS task table for an attack group or unit task.

AUFTRAG:GetMissionTypesText(MissionTypes)

Get coordinate of target.

AUFTRAG:GetMissionWaypointCoord(group, randomradius, surfacetypes)

Get coordinate of target.

AUFTRAG:GetName()

Get mission name.

AUFTRAG:GetNumberOfRequiredAssets()

Get number of required assets.

AUFTRAG:GetObjective()

Get mission objective object.

AUFTRAG:GetOpsGroups()

Get all OPS groups.

AUFTRAG:GetOpsTransport()

Get the attach OPS transport of the mission.

AUFTRAG:GetPriority()

Get mission priority.

AUFTRAG:GetRequiredAssets(Legion)

Get number of required assets.

AUFTRAG:GetTargetCoordinate()

Get coordinate of target.

AUFTRAG:GetTargetDamage()

Get target damage.

AUFTRAG:GetTargetData()

Get target.

AUFTRAG:GetTargetDistance(FromCoord)

Get distance to target.

AUFTRAG:GetTargetInitialLife()

Get target life points.

AUFTRAG:GetTargetInitialNumber()

Get initial number of targets.

AUFTRAG:GetTargetLife()

Get target life points.

AUFTRAG:GetTargetName()

Get name of the target.

AUFTRAG:GetTargetType()

Get type of target.

AUFTRAG:GetTargetVec2()

Get 2D vector of target.

AUFTRAG:GetType()

Get mission type.

AUFTRAG.GroupStatus

AUFTRAG:IsAircraft()

Check if mission is for aircarft (airplanes and/or helicopters).

AUFTRAG:IsAirplane()

Check if mission is for airplanes.

AUFTRAG:IsCancelled()

Check if mission was cancelled.

AUFTRAG:IsDone()

Check if mission is done.

AUFTRAG:IsExecuting()

Check if mission is EXECUTING.

AUFTRAG:IsGround()

Check if mission is for ground units.

AUFTRAG:IsHelicopters()

Check if mission is for helicopters.

AUFTRAG:IsNaval()

Check if mission is for naval units.

AUFTRAG:IsNotOver()

Check if mission is NOT over.

AUFTRAG:IsOver()

Check if mission is over.

AUFTRAG:IsPlanned()

Check if mission is PLANNED.

AUFTRAG:IsQueued(Legion)

Check if mission is QUEUED at a LEGION mission queue.

AUFTRAG:IsReadyToCancel()

Check if mission is ready to be started.

AUFTRAG:IsReadyToGo()

Check if mission is ready to be started.

AUFTRAG:IsReadyToPush()

Check if mission is ready to be pushed.

AUFTRAG:IsRequested(Legion)

Check if mission is REQUESTED.

AUFTRAG:IsScheduled()

Check if mission is SCHEDULED.

AUFTRAG:IsStarted()

Check if mission is STARTED.

AUFTRAG:IsSuccess()

Check if mission was a success.

AUFTRAG:IsUrgent()

Check if mission is "urgent".

AUFTRAG.Nassets

Number of requested warehouse assets.

AUFTRAG.NassetsLegMax

Number of required warehouse assets for each assigned legion.

AUFTRAG.NassetsLegMin

Number of required warehouse assets for each assigned legion.

AUFTRAG.NassetsMax

Max. number of required warehouse assets.

AUFTRAG.NassetsMin

Min. number of required warehouse assets.

AUFTRAG.NcarriersMax

Max number of required carrier assets.

AUFTRAG.NcarriersMin

Min number of required carrier assets.

AUFTRAG.Ncasualties

Number of own casualties during mission.

AUFTRAG.Nelements

Number of elements (units) assigned to mission.

AUFTRAG.NescortMax

Max. number of required escort assets for each group the mission is assigned to.

AUFTRAG.NescortMin

Min. number of required escort assets for each group the mission is assigned to.

AUFTRAG:New(Type)

Create a new generic AUFTRAG object.

AUFTRAG:NewALERT5(MissionType)

[AIR] Create an ALERT 5 mission.

AUFTRAG:NewAMMOSUPPLY(Zone)

[GROUND] Create a AMMO SUPPLY mission.

AUFTRAG:NewANTISHIP(Target, Altitude)

[AIR] Create an ANTI-SHIP mission.

AUFTRAG:NewARMORATTACK(Target, Speed, Formation)

[GROUND] Create a ARMORATTACK mission.

AUFTRAG:NewARMOREDGUARD(Coordinate, Formation)

[GROUND] Create an ARMORED ON GUARD mission.

AUFTRAG:NewARTY(Target, Nshots, Radius, Altitude)

[GROUND, NAVAL] Create an ARTY mission.

AUFTRAG:NewAUTO(EngageGroup)

Create a mission to attack a group.

AUFTRAG:NewAWACS(Coordinate, Altitude, Speed, Heading, Leg)

[AIR] Create a AWACS mission.

AUFTRAG:NewBAI(Target, Altitude)

[AIR] Create a BAI mission.

AUFTRAG:NewBARRAGE(Zone, Heading, Angle, Radius, Altitude, Nshots)

[GROUND, NAVAL] Create an BARRAGE mission.

AUFTRAG:NewBOMBCARPET(Target, Altitude, CarpetLength)

[AIR] Create a CARPET BOMBING mission.

AUFTRAG:NewBOMBING(Target, Altitude)

[AIR] Create a BOMBING mission.

AUFTRAG:NewBOMBRUNWAY(Airdrome, Altitude)

[AIR] Create a BOMBRUNWAY mission.

AUFTRAG:NewCAP(ZoneCAP, Altitude, Speed, Coordinate, Heading, Leg, TargetTypes)

[AIR] Create a CAP mission.

AUFTRAG:NewCAS(ZoneCAS, Altitude, Speed, Coordinate, Heading, Leg, TargetTypes)

[AIR] Create a CAS mission.

AUFTRAG:NewESCORT(EscortGroup, OffsetVector, EngageMaxDistance, TargetTypes)

[AIR] Create an ESCORT (or FOLLOW) mission.

AUFTRAG:NewFACA(Target, Designation, DataLink, Frequency, Modulation)

[AIR] Create a FACA mission.

AUFTRAG:NewFUELSUPPLY(Zone)

[GROUND] Create a FUEL SUPPLY mission.

AUFTRAG:NewFromTarget(Target, MissionType)

Create a mission to attack a TARGET object.

AUFTRAG:NewGCICAP(Coordinate, Altitude, Speed, Heading, Leg)

[AIR] Create a Ground Controlled CAP (GCICAP) mission.

AUFTRAG:NewINTERCEPT(Target)

[AIR] Create an INTERCEPT mission.

AUFTRAG:NewONGUARD(Coordinate)

[GROUND, NAVAL] Create an ON GUARD mission.

AUFTRAG:NewORBIT(Coordinate, Altitude, Speed, Heading, Leg)

[AIR] Create an ORBIT mission, which can be either a circular orbit or a race-track pattern.

AUFTRAG:NewORBIT_CIRCLE(Coordinate, Altitude, Speed)

[AIR] Create an ORBIT mission, where the aircraft will go in a circle around the specified coordinate.

AUFTRAG:NewORBIT_RACETRACK(Coordinate, Altitude, Speed, Heading, Leg)

[AIR] Create an ORBIT mission, where the aircraft will fly a race-track pattern.

AUFTRAG:NewPATROLZONE(Zone, Speed, Altitude)

[AIR, GROUND, NAVAL] Create a PATROLZONE mission.

AUFTRAG:NewRECON(ZoneSet, Speed, Altitude, Adinfinitum, Randomly)

[AIR, GROUND, NAVAL] Create a RECON mission.

AUFTRAG:NewRESCUEHELO(Carrier)

[AIR ROTARY] Create a RESCUE HELO mission.

AUFTRAG:NewSEAD(Target, Altitude)

[AIR] Create a SEAD mission.

AUFTRAG:NewSTRIKE(Target, Altitude)

[AIR] Create a STRIKE mission.

AUFTRAG:NewTANKER(Coordinate, Altitude, Speed, Heading, Leg, RefuelSystem)

[AIR] Create a TANKER mission.

AUFTRAG:NewTROOPTRANSPORT(TransportGroupSet, DropoffCoordinate, PickupCoordinate)

[AIR ROTARY, GROUND] Create a TROOP TRANSPORT mission.

AUFTRAG.Nkills

Number of (enemy) units killed by assets of this mission.

AUFTRAG.Nrepeat

Number of times the mission is repeated.

AUFTRAG.NrepeatFailure

Number of times mission is repeated if failed.

AUFTRAG.NrepeatSuccess

Number of times mission is repeated if successful.

AUFTRAG:OnAfterCancel(From, Event, To)

On after "Cancel" event.

AUFTRAG:OnAfterDone(From, Event, To)

On after "Done" event.

AUFTRAG:OnAfterExecuting(From, Event, To)

On after "Executing" event.

AUFTRAG:OnAfterFailed(From, Event, To)

On after "Failed" event.

AUFTRAG:OnAfterPlanned(From, Event, To)

On after "Planned" event.

AUFTRAG:OnAfterQueued(From, Event, To)

On after "Queued" event.

AUFTRAG:OnAfterRepeat(From, Event, To)

On after "Repeat" event.

AUFTRAG:OnAfterRequested(From, Event, To)

On after "Requested" event.

AUFTRAG:OnAfterScheduled(From, Event, To)

On after "Scheduled" event.

AUFTRAG:OnAfterStarted(From, Event, To)

On after "Started" event.

AUFTRAG:OnAfterSuccess(From, Event, To)

On after "Success" event.

AUFTRAG:OnEventUnitLost(EventData)

Unit lost event.

AUFTRAG:Planned()

Triggers the FSM event "Planned".

AUFTRAG:Queued()

Triggers the FSM event "Queued".

AUFTRAG:RemoveLegion(Legion)

Remove LEGION from mission.

AUFTRAG:Repeat()

Triggers the FSM event "Repeat".

AUFTRAG:Requested()

Triggers the FSM event "Requested".

AUFTRAG:Scheduled()

Triggers the FSM event "Scheduled".

AUFTRAG:SetAlarmstate(Alarmstate)

Set alarm state for this mission.

AUFTRAG:SetDuration(Duration)

Set time how low the mission is executed.

AUFTRAG:SetEPLRS(OnOffSwitch)

Set EPLRS datalink setting for this mission.

AUFTRAG:SetEnableMarkers(Coalition)

Enable markers, which dispay the mission status on the F10 map.

AUFTRAG:SetEngageAltitude(Altitude)

Set engage altitude.

AUFTRAG:SetEngageAsGroup(Switch)

Set whether target will be attack as group.

AUFTRAG:SetEngageDetected(RangeMax, TargetTypes, EngageZoneSet, NoEngageZoneSet)

Enable to automatically engage detected targets.

AUFTRAG:SetEvaluationTime(Teval)

Set time interval between mission done and success/failure evaluation.

AUFTRAG:SetFormation(Formation)

Set formation for this mission.

AUFTRAG:SetGroupEgressWaypointUID(opsgroup, waypointindex)

Set Egress waypoint UID for OPS group.

AUFTRAG:SetGroupStatus(opsgroup, status)

Set opsgroup mission status.

AUFTRAG:SetGroupWaypointCoordinate(opsgroup, coordinate)

Set mission (ingress) waypoint coordinate for OPS group.

AUFTRAG:SetGroupWaypointIndex(opsgroup, waypointindex)

Set mission (ingress) waypoint UID for OPS group.

AUFTRAG:SetGroupWaypointTask(opsgroup, task)

Set mission waypoint task for OPS group.

AUFTRAG:SetICLS(Channel, Morse, UnitName)

Set ICLS beacon channel and Morse code for this mission.

AUFTRAG:SetLegionStatus(Legion, Status)

Set LEGION mission status.

AUFTRAG:SetMissionAltitude(Altitude)

Set mission altitude.

AUFTRAG:SetMissionEgressCoord(Coordinate, Altitude)

Set the mission egress coordinate.

AUFTRAG:SetMissionRange(Range)

Set max mission range.

AUFTRAG:SetMissionSpeed(Speed)

Set mission speed.

AUFTRAG:SetMissionWaypointCoord(Coordinate)

Set the mission waypoint coordinate where the mission is executed.

AUFTRAG:SetMissionWaypointRandomization(Radius)

Set randomization of the mission waypoint coordinate.

AUFTRAG:SetName(Name)

Set mission name.

AUFTRAG:SetOpsTransport(OpsTransport)

Attach OPS transport to the mission.

AUFTRAG:SetPriority(Prio, Urgent, Importance)

Set mission priority and (optional) urgency.

AUFTRAG:SetPushTime(ClockPush)

Set mission push time.

AUFTRAG:SetROE(roe)

Set Rules of Engagement (ROE) for this mission.

AUFTRAG:SetROT(rot)

Set Reaction on Threat (ROT) for this mission.

AUFTRAG:SetRadio(Frequency, Modulation)

Set radio frequency and modulation for this mission.

AUFTRAG:SetRepeat(Nrepeat)

Set how many times the mission is repeated.

AUFTRAG:SetRepeatOnFailure(Nrepeat)

Set how many times the mission is repeated if it fails.

AUFTRAG:SetRepeatOnSuccess(Nrepeat)

Set how many times the mission is repeated if it was successful.

AUFTRAG:SetRequiredAssets(NassetsMin, NassetsMax)

Define how many assets are required to do the job.

AUFTRAG:SetRequiredCarriers(NcarriersMin, NcarriersMax)

Set number of required carrier groups if an OPSTRANSPORT assignment is required.

AUFTRAG:SetRequiredEscorts(NescortMin, NescortMax)

Define how many assets are required to do the job.

AUFTRAG:SetRequiredTransport(DeployZone, NcarriersMin, NcarriersMax, DisembarkZone)

Attach OPS transport to the mission.

AUFTRAG:SetTACAN(Channel, Morse, UnitName, Band)

Set TACAN beacon channel and Morse code for this mission.

AUFTRAG:SetTime(ClockStart, ClockStop)

Set mission start and stop time.

AUFTRAG:SetVerbosity(VerbosityLevel)

Set verbosity level.

AUFTRAG:SetWeaponExpend(WeaponExpend)

Set number of weapons to expend.

AUFTRAG:SetWeaponType(WeaponType)

Set weapon type used for the engagement.

AUFTRAG.SpecialTask

AUFTRAG:Started()

Triggers the FSM event "Started".

AUFTRAG:Status()

Triggers the FSM event "Status".

AUFTRAG:Stop()

Triggers the FSM event "Stop".

AUFTRAG:Success()

Triggers the FSM event "Success".

AUFTRAG.TargetType

AUFTRAG.Texecuting

Time stamp (abs) when mission is executing. Is #nil on start.

AUFTRAG.Tover

Mission abs. time stamp, when mission was over.

AUFTRAG.Tpush

Mission push/execute time in abs. seconds.

AUFTRAG.Tstart

Mission start time in abs. seconds.

AUFTRAG.Tstarted

Time stamp (abs) when mission is started.

AUFTRAG.Tstop

Mission stop time in abs. seconds.

AUFTRAG.Type

AUFTRAG:UpdateMarker()

Update mission F10 map marker.

AUFTRAG:_DetermineAuftragType(Target)

Create a mission to attack a group.

AUFTRAG:_GetDCSAttackTask(Target, DCStasks)

Get DCS task table for an attack group or unit task.

AUFTRAG:_SetLogID()

Set log ID string.

AUFTRAG:_TargetFromObject(Object)

Create target data from a given object.

AUFTRAG:__Cancel(delay)

Triggers the FSM event "Cancel" after a delay.

AUFTRAG:__Done(delay)

Triggers the FSM event "Done" after a delay.

AUFTRAG:__Executing(delay)

Triggers the FSM event "Executing" after a delay.

AUFTRAG:__Failed(delay)

Triggers the FSM event "Failed" after a delay.

AUFTRAG:__Planned(delay)

Triggers the FSM event "Planned" after a delay.

AUFTRAG:__Queued(delay)

Triggers the FSM event "Queued" after a delay.

AUFTRAG:__Repeat(delay)

Triggers the FSM event "Repeat" after a delay.

AUFTRAG:__Requested(delay)

Triggers the FSM event "Requested" after a delay.

AUFTRAG:__Scheduled(delay)

Triggers the FSM event "Scheduled" after a delay.

AUFTRAG:__Started(delay)

Triggers the FSM event "Started" after a delay.

AUFTRAG:__Status(delay)

Triggers the FSM event "Status" after a delay.

AUFTRAG:__Stop(delay)

Triggers the FSM event "Stop" after a delay.

AUFTRAG:__Success(delay)

Triggers the FSM event "Success" after a delay.

AUFTRAG.alert5MissionType

Alert 5 mission type. This is the mission type, the alerted assets will be able to carry out.

AUFTRAG.artyAltitude

Altitude in meters. Can be used for a Barrage.

AUFTRAG.artyAngle

Shooting angle in degrees (for Barrage).

AUFTRAG.artyHeading

Heading in degrees (for Barrage).

AUFTRAG.artyRadius

Radius in meters.

AUFTRAG.artyShots

Number of shots fired.

AUFTRAG.assets

Warehouse assets assigned for this mission.

AUFTRAG.auftragsnummer

Auftragsnummer.

AUFTRAG.categories

Mission categories.

AUFTRAG.chief

The CHIEF managing this mission.

AUFTRAG.commander

The COMMANDER managing this mission.

AUFTRAG.conditionFailure

If all conditions are true, the mission is cancelled.

AUFTRAG.conditionPush

If all conditions are true, the mission is executed. Before, the group(s) wait at the mission execution waypoint.

AUFTRAG.conditionStart

Condition(s) that have to be true, before the mission will be started.

AUFTRAG.conditionSuccess

If all conditions are true, the mission is cancelled.

AUFTRAG.dTevaluate

Time interval in seconds before the mission result is evaluated after mission is over.

AUFTRAG.duration

Mission duration in seconds.

AUFTRAG.durationExe

Mission execution time in seconds.

AUFTRAG.engageAltitude

Engagement altitude in meters.

AUFTRAG.engageAsGroup

Group attack.

AUFTRAG.engageDirection

Engagement direction in degrees.

AUFTRAG.engageMaxDistance

Max engage distance.

AUFTRAG.engageQuantity

Number of times a target is engaged.

AUFTRAG.engageRange

AUFTRAG.engageTarget

Target data to engage.

AUFTRAG.engageTargetTypes

Table of target types that are engaged in the engagement zone.

AUFTRAG.engageWeaponExpend

How many weapons are used.

AUFTRAG.engageWeaponType

Weapon type used.

AUFTRAG.engageZone

Circular engagement zone.

AUFTRAG.engagedetectedEngageZones

AUFTRAG.engagedetectedNoEngageZones

AUFTRAG.engagedetectedOn

AUFTRAG.engagedetectedRmax

AUFTRAG.engagedetectedTypes

AUFTRAG.enrouteTasks

Mission enroute tasks.

AUFTRAG.escortCohorts

Cohorts explicitly requested for providing escorting assets.

AUFTRAG.escortGroup

The group to be escorted.

AUFTRAG.escortGroupName

AUFTRAG.escortLegions

Legions explicitly requested for providing escorting assets.

AUFTRAG.escortVec3

The 3D offset vector from the escorted group to the escort group.

AUFTRAG.facDatalink

FAC datalink enabled.

AUFTRAG.facDesignation

FAC designation type.

AUFTRAG.facFreq

FAC radio frequency in MHz.

AUFTRAG.facModu

FAC radio modulation 0=AM 1=FM.

AUFTRAG.failurecondition

AUFTRAG.groupdata

Group specific data.

AUFTRAG.icls

ICLS setting.

AUFTRAG.importance

Importance.

AUFTRAG.legions

Assigned legions.

AUFTRAG.lid

Class id string for output to DCS log file.

AUFTRAG.marker

F10 map marker.

AUFTRAG.markerCoaliton

Coalition to which the marker is dispayed.

AUFTRAG.markerOn

If true, display marker on F10 map with the AUFTRAG status.

AUFTRAG.missionAltitude

Mission altitude in meters.

AUFTRAG.missionEgressCoord

Mission egress waypoint coordinate.

AUFTRAG.missionFraction

Mission coordiante fraction. Default is 0.5.

AUFTRAG.missionRange

Mission range in meters. Used by LEGION classes (AIRWING, BRIGADE, ...).

AUFTRAG.missionSpeed

Mission speed in km/h.

AUFTRAG.missionTask

Mission task. See ENUMS.MissionTask.

AUFTRAG.missionWaypointCoord

Mission waypoint coordinate.

AUFTRAG.missionWaypointRadius

Random radius in meters.

AUFTRAG.name

Mission name.

AUFTRAG:onafterAssetDead(From, Event, To, Asset)

On after "AssetDead" event.

AUFTRAG:onafterAssign(From, Event, To)

On after "Assign" event.

AUFTRAG:onafterCancel(From, Event, To)

On after "Cancel" event.

AUFTRAG:onafterDone(From, Event, To)

On after "Done" event.

AUFTRAG:onafterElementDestroyed(From, Event, To, OpsGroup, Element)

On after "ElementDestroyed" event.

AUFTRAG:onafterExecuting(From, Event, To)

On after "Execute" event.

AUFTRAG:onafterFailed(From, Event, To)

On after "Failed" event.

AUFTRAG:onafterGroupDead(From, Event, To, OpsGroup)

On after "GroupDead" event.

AUFTRAG:onafterPlanned(From, Event, To)

On after "Planned" event.

AUFTRAG:onafterQueued(From, Event, To, Airwing)

On after "Queue" event.

AUFTRAG:onafterRepeat(From, Event, To)

On after "Repeat" event.

AUFTRAG:onafterRequested(From, Event, To)

On after "Requested" event.

AUFTRAG:onafterScheduled(From, Event, To)

On after "Schedule" event.

AUFTRAG:onafterStarted(From, Event, To)

On after "Start" event.

AUFTRAG:onafterStatus(From, Event, To)

On after "Status" event.

AUFTRAG:onafterStop(From, Event, To)

On after "Stop" event.

AUFTRAG:onafterSuccess(From, Event, To)

On after "Success" event.

AUFTRAG:onbeforeRepeat(From, Event, To)

On before "Repeat" event.

AUFTRAG.opstransport

OPS transport assignment.

AUFTRAG.optionAlarm

Alarm state.

AUFTRAG.optionCM

Counter measures.

AUFTRAG.optionECM

ECM.

AUFTRAG.optionEPLRS

EPLRS datalink.

AUFTRAG.optionFormation

Formation.

AUFTRAG.optionROE

ROE.

AUFTRAG.optionROT

ROT.

AUFTRAG.optionRTBammo

RTB on out-of-ammo.

AUFTRAG.optionRTBfuel

RTB on out-of-fuel.

AUFTRAG.orbitAltitude

Orbit altitude in meters.

AUFTRAG.orbitHeading

Orbit heading in degrees.

AUFTRAG.orbitLeg

Length of orbit leg in meters.

AUFTRAG.orbitRaceTrack

Race-track orbit coordinate.

AUFTRAG.orbitSpeed

Orbit speed in m/s.

AUFTRAG.patroldata

Patrol data.

AUFTRAG.payloads

User specified airwing payloads for this mission. Only these will be considered for the job!

AUFTRAG.prio

Mission priority.

AUFTRAG.radio

Radio freq and modulation.

AUFTRAG.refuelSystem

Refuel type (boom or probe) for TANKER missions.

AUFTRAG.repeated

Number of times mission was repeated.

AUFTRAG.repeatedFailure

Number of times mission was repeated after a failure.

AUFTRAG.repeatedSuccess

Number of times mission was repeated after a success.

AUFTRAG.requestID

The ID of the queued warehouse request. Necessary to cancel the request if the mission was cancelled before the request is processed.

AUFTRAG.specialCohorts

User specified cohorts assigned for this mission. Only these will be considered for the job!

AUFTRAG.specialLegions

User specified legions assigned for this mission. Only these will be considered for the job!

AUFTRAG.status

Mission status.

AUFTRAG.statusChief

Mission status of the CHIEF.

AUFTRAG.statusCommander

Mission status of the COMMANDER.

AUFTRAG.statusLegion

Mission status of all assigned LEGIONs.

AUFTRAG.successcondition

AUFTRAG.tacan

TACAN setting.

AUFTRAG.transportCohorts

Cohorts explicitly requested for providing transport carrier assets.

AUFTRAG.transportDeployZone

Deploy zone of an OPSTRANSPORT.

AUFTRAG.transportDisembarkZone

Disembark zone of an OPSTRANSPORT.

AUFTRAG.transportDropoff

Coordinate where to drop off the cargo.

AUFTRAG.transportGroupSet

Groups to be transported.

AUFTRAG.transportLegions

Legions explicitly requested for providing transport carrier assets.

AUFTRAG.transportPickup

Coordinate where to pickup the cargo.

AUFTRAG.type

Mission type.

AUFTRAG.urgent

Mission is urgent. Running missions with lower prio might be cancelled.

AUFTRAG.verbose

Verbosity level.

AUFTRAG.version

AUFTRAG class version.

Fields and Methods inherited from FSM Description

AUFTRAG:AddEndState(State)

Adds an End state.

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

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

AUFTRAG:AddScore(State, ScoreText, Score)

Adds a score for the FSM to be achieved.

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

Adds a score for the FSM_PROCESS to be achieved.

AUFTRAG:AddTransition(From, Event, To)

Add a new transition rule to the FSM.

AUFTRAG.CallScheduler

Call scheduler.

AUFTRAG.ClassName

Name of the class.

AUFTRAG.Events

AUFTRAG:GetCurrentState()

Get current state.

AUFTRAG:GetEndStates()

Returns the End states.

AUFTRAG:GetProcess(From, Event)

AUFTRAG:GetProcesses()

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

AUFTRAG:GetScores()

Returns a table with the scores defined.

AUFTRAG:GetStartState()

Returns the start state of the FSM.

AUFTRAG:GetState()

Get current state.

AUFTRAG:GetSubs()

Returns a table with the Subs defined.

AUFTRAG:GetTransitions()

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

AUFTRAG:Is(State)

Check if FSM is in state.

AUFTRAG:LoadCallBacks(CallBackTable)

Load call backs.

AUFTRAG:New()

Creates a new FSM object.

AUFTRAG.Scores

Scores.

AUFTRAG:SetProcess(From, Event, Fsm)

AUFTRAG:SetStartState(State)

Sets the start state of the FSM.

AUFTRAG._EndStates

AUFTRAG._EventSchedules

AUFTRAG._Processes

AUFTRAG._Scores

AUFTRAG._StartState

AUFTRAG._Transitions

AUFTRAG:_add_to_map(Map, Event)

Add to map.

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

Call handler.

AUFTRAG:_create_transition(EventName)

Create transition.

AUFTRAG:_delayed_transition(EventName)

Delayed transition.

AUFTRAG:_eventmap(Events, EventStructure)

Event map.

AUFTRAG:_gosub(ParentFrom, ParentEvent)

Go sub.

AUFTRAG:_handler(EventName, ...)

Handler.

AUFTRAG:_isendstate(Current)

Is end state.

AUFTRAG:_submap(subs, sub, name)

Sub maps.

AUFTRAG:can(e)

Check if can do an event.

AUFTRAG:cannot(e)

Check if cannot do an event.

AUFTRAG.current

Current state name.

AUFTRAG.endstates

AUFTRAG:is(State, state)

Check if FSM is in state.

AUFTRAG.options

Options.

AUFTRAG.subs

Subs.

Fields and Methods inherited from BASE Description

AUFTRAG.ClassID

The ID number of the class.

AUFTRAG.ClassName

The name of the class.

AUFTRAG.ClassNameAndID

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

AUFTRAG:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

AUFTRAG:CreateEventCrash(EventTime, Initiator)

Creation of a Crash Event.

AUFTRAG:CreateEventDead(EventTime, Initiator)

Creation of a Dead Event.

AUFTRAG:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

AUFTRAG:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

AUFTRAG:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

AUFTRAG:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

AUFTRAG:E(Arguments)

Log an exception which will be traced always.

AUFTRAG:EventDispatcher()

Returns the event dispatcher

AUFTRAG:EventRemoveAll()

Remove all subscribed events

AUFTRAG:F(Arguments)

Trace a function call.

AUFTRAG:F2(Arguments)

Trace a function call level 2.

AUFTRAG:F3(Arguments)

Trace a function call level 3.

AUFTRAG:GetClassID()

Get the ClassID of the class instance.

AUFTRAG:GetClassName()

Get the ClassName of the class instance.

AUFTRAG:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

AUFTRAG:GetEventPriority()

Get the Class Event processing Priority.

AUFTRAG:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

AUFTRAG:GetState(Object, Key)

Get a Value given a Key from the Object.

AUFTRAG:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

AUFTRAG:I(Arguments)

Log an information which will be traced always.

AUFTRAG:Inherit(Child, Parent)

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

AUFTRAG:IsInstanceOf(ClassName)

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

AUFTRAG:IsTrace()

Enquires if tracing is on (for the class).

AUFTRAG:New()

BASE constructor.

AUFTRAG:OnEvent(EventData)

Occurs when an Event for an object is triggered.

AUFTRAG:OnEventBDA(EventData)

BDA.

AUFTRAG:OnEventBaseCaptured(EventData)

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

AUFTRAG:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

AUFTRAG:OnEventCrash(EventData)

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

AUFTRAG:OnEventDead(EventData)

Occurs when an object is dead.

AUFTRAG:OnEventDetailedFailure(EventData)

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

AUFTRAG:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

AUFTRAG: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.

AUFTRAG:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

AUFTRAG:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

AUFTRAG:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

AUFTRAG:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

AUFTRAG:OnEventKill(EventData)

Occurs on the death of a unit.

AUFTRAG: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.

AUFTRAG:OnEventLandingAfterEjection(EventData)

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

AUFTRAG:OnEventLandingQualityMark(EventData)

Landing quality mark.

AUFTRAG:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

AUFTRAG:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

AUFTRAG:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

AUFTRAG:OnEventMissionEnd(EventData)

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

AUFTRAG:OnEventMissionStart(EventData)

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

AUFTRAG:OnEventParatrooperLanding(EventData)

Weapon add.

AUFTRAG:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

AUFTRAG:OnEventPlayerEnterAircraft(EventData)

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

AUFTRAG:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

AUFTRAG:OnEventPlayerLeaveUnit(EventData)

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

AUFTRAG:OnEventRefueling(EventData)

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

AUFTRAG:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

AUFTRAG:OnEventScore(EventData)

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

AUFTRAG:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

AUFTRAG:OnEventShootingStart(EventData)

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

AUFTRAG:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

AUFTRAG:OnEventTakeoff(EventData)

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

AUFTRAG:OnEventTriggerZone(EventData)

Trigger zone.

AUFTRAG:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

AUFTRAG:ScheduleStop(SchedulerID)

Stops the Schedule.

AUFTRAG.Scheduler

AUFTRAG:SetEventPriority(EventPriority)

Set the Class Event processing Priority.

AUFTRAG:SetState(Object, Key, Value)

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

AUFTRAG:T(Arguments)

Trace a function logic level 1.

AUFTRAG:T2(Arguments)

Trace a function logic level 2.

AUFTRAG:T3(Arguments)

Trace a function logic level 3.

AUFTRAG:TraceAll(TraceAll)

Trace all methods in MOOSE

AUFTRAG:TraceClass(Class)

Set tracing for a class

AUFTRAG:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

AUFTRAG:TraceLevel(Level)

Set trace level

AUFTRAG:TraceOff()

Set trace off.

AUFTRAG:TraceOn()

Set trace on.

AUFTRAG: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.

AUFTRAG:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

AUFTRAG._

AUFTRAG:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

AUFTRAG:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

AUFTRAG.__

AUFTRAG:onEvent(event)

The main event handling function...

Fields and Methods inherited from AUFTRAG.Capability Description

AUFTRAG.Capability.MissionType

Type of mission.

AUFTRAG.Capability.Performance

Number describing the performance level. The higher the better.

Fields and Methods inherited from AUFTRAG.Category Description

AUFTRAG.Category.AIRCRAFT

Airplanes and helicopters.

AUFTRAG.Category.AIRPLANE

Airplanes.

AUFTRAG.Category.ALL

AUFTRAG.Category.GROUND

Ground troops.

AUFTRAG.Category.HELICOPTER

Helicopter.

AUFTRAG.Category.NAVAL

Naval grous.

Fields and Methods inherited from AUFTRAG.Condition Description

AUFTRAG.Condition.arg

Optional arguments passed to the condition callback function.

AUFTRAG.Condition.func

Callback function to check for a condition. Should return a #boolean.

Fields and Methods inherited from AUFTRAG.GroupData Description

AUFTRAG.GroupData.asset

The warehouse asset.

AUFTRAG.GroupData.opsgroup

The OPS group.

AUFTRAG.GroupData.status

Group mission status.

AUFTRAG.GroupData.waypointEgressUID

Egress Waypoint UID.

AUFTRAG.GroupData.waypointcoordinate

Ingress waypoint coordinate.

AUFTRAG.GroupData.waypointindex

Mission (ingress) Waypoint UID.

AUFTRAG.GroupData.waypointtask

Waypoint task.

AUFTRAG.GroupData.wpegresscoordinate

Egress waypoint coordinate.

Fields and Methods inherited from AUFTRAG.GroupStatus Description

AUFTRAG.GroupStatus.CANCELLED

Mission was cancelled.

AUFTRAG.GroupStatus.DONE

Mission task of the Ops group is done.

AUFTRAG.GroupStatus.EXECUTING

Ops group is executing this mission.

AUFTRAG.GroupStatus.PAUSED

Ops group has paused this mission, e.g. for refuelling.

AUFTRAG.GroupStatus.SCHEDULED

Mission is scheduled in a FLIGHGROUP queue waiting to be started.

AUFTRAG.GroupStatus.STARTED

Ops group started this mission but it is not executed yet.

Fields and Methods inherited from AUFTRAG.SpecialTask Description

AUFTRAG.SpecialTask.ALERT5

Alert 5 task.

AUFTRAG.SpecialTask.AMMOSUPPLY

Ammo Supply.

AUFTRAG.SpecialTask.ARMORATTACK

AUFTRAG.SpecialTask.ARMOREDGUARD

On guard with armor.

AUFTRAG.SpecialTask.BARRAGE

Barrage.

AUFTRAG.SpecialTask.FUELSUPPLY

Fuel Supply.

AUFTRAG.SpecialTask.ONGUARD

On guard.

AUFTRAG.SpecialTask.PATROLZONE

Patrol zone task.

AUFTRAG.SpecialTask.RECON

Recon task

Fields and Methods inherited from AUFTRAG.Status Description

AUFTRAG.Status.CANCELLED

Mission was cancelled.

AUFTRAG.Status.DONE

Mission is over.

AUFTRAG.Status.EXECUTING

Mission is being executed.

AUFTRAG.Status.FAILED

Mission failed.

AUFTRAG.Status.PLANNED

Mission is at the early planning stage and has not been added to any queue.

AUFTRAG.Status.QUEUED

Mission is queued at a LEGION.

AUFTRAG.Status.REQUESTED

Mission assets were requested from the warehouse.

AUFTRAG.Status.SCHEDULED

Mission is scheduled in an OPSGROUP queue waiting to be started.

AUFTRAG.Status.STARTED

Mission has started but is not executed yet.

AUFTRAG.Status.SUCCESS

Mission was a success.

Fields and Methods inherited from AUFTRAG.Success Description

AUFTRAG.Success.DAMAGED

Target was damaged.

AUFTRAG.Success.DESTROYED

Target was destroyed.

AUFTRAG.Success.ENGAGED

Target was engaged.

AUFTRAG.Success.SURVIVED

Group did survive.

Fields and Methods inherited from AUFTRAG.TargetData Description

AUFTRAG.TargetData.Lifepoints

Total life points.

AUFTRAG.TargetData.Lifepoints0

Inital life points.

AUFTRAG.TargetData.Name

Target name.

AUFTRAG.TargetData.Ninital

Number of initial targets.

AUFTRAG.TargetData.Target

Target Object.

AUFTRAG.TargetData.Type

Target type: "Group", "Unit", "Static", "Coordinate", "Airbase", "SetGroup", "SetUnit".

Fields and Methods inherited from AUFTRAG.TargetType Description

AUFTRAG.TargetType.AIRBASE

Target is an AIRBASE.

AUFTRAG.TargetType.COORDINATE

Target is a COORDINATE.

AUFTRAG.TargetType.GROUP

Target is a GROUP object.

AUFTRAG.TargetType.SETGROUP

Target is a SET of GROUPs.

AUFTRAG.TargetType.SETUNIT

Target is a SET of UNITs.

AUFTRAG.TargetType.STATIC

Target is a STATIC object.

AUFTRAG.TargetType.UNIT

Target is a UNIT object.

Fields and Methods inherited from AUFTRAG.Type Description

AUFTRAG.Type.ALERT5

Alert 5.

AUFTRAG.Type.AMMOSUPPLY

Ammo supply.

AUFTRAG.Type.ANTISHIP

Anti-ship mission.

AUFTRAG.Type.ARMORATTACK

Armor attack.

AUFTRAG.Type.ARMOREDGUARD

On guard - with armored groups.

AUFTRAG.Type.ARTY

Fire at point.

AUFTRAG.Type.AWACS

AWACS mission.

AUFTRAG.Type.BAI

Battlefield Air Interdiction.

AUFTRAG.Type.BARRAGE

Barrage.

AUFTRAG.Type.BOMBCARPET

Carpet bombing.

AUFTRAG.Type.BOMBING

Bombing mission.

AUFTRAG.Type.BOMBRUNWAY

Bomb runway of an airbase.

AUFTRAG.Type.CAP

Combat Air Patrol.

AUFTRAG.Type.CAS

Close Air Support.

AUFTRAG.Type.ESCORT

Escort mission.

AUFTRAG.Type.FACA

Forward AirController airborne mission.

AUFTRAG.Type.FERRY

Ferry flight mission.

AUFTRAG.Type.FUELSUPPLY

Fuel supply.

AUFTRAG.Type.GCICAP

Similar to CAP but no auto engage targets.

AUFTRAG.Type.INTERCEPT

Intercept mission.

AUFTRAG.Type.ONGUARD

On guard.

AUFTRAG.Type.OPSTRANSPORT

Ops transport.

AUFTRAG.Type.ORBIT

Orbit mission.

AUFTRAG.Type.PATROLZONE

Patrol a zone.

AUFTRAG.Type.RECON

Recon mission.

AUFTRAG.Type.RECOVERYTANKER

Recovery tanker mission. Not implemented yet.

AUFTRAG.Type.RESCUEHELO

Rescue helo.

AUFTRAG.Type.SEAD

Suppression/destruction of enemy air defences.

AUFTRAG.Type.STRIKE

Strike mission.

AUFTRAG.Type.TANKER

Tanker mission.

AUFTRAG.Type.TROOPTRANSPORT

Troop transport mission.

AUFTRAG class.

Field(s)

#string AUFTRAG.ClassName

Name of the class.

#table AUFTRAG.DCStask

DCS task structure.

#number AUFTRAG.Nassets

Number of requested warehouse assets.

#table AUFTRAG.NassetsLegMax

Number of required warehouse assets for each assigned legion.

#table AUFTRAG.NassetsLegMin

Number of required warehouse assets for each assigned legion.

#number AUFTRAG.NassetsMax

Max. number of required warehouse assets.

#number AUFTRAG.NassetsMin

Min. number of required warehouse assets.

#number AUFTRAG.NcarriersMax

Max number of required carrier assets.

#number AUFTRAG.NcarriersMin

Min number of required carrier assets.

#number AUFTRAG.Ncasualties

Number of own casualties during mission.

#number AUFTRAG.Nelements

Number of elements (units) assigned to mission.

#number AUFTRAG.NescortMax

Max. number of required escort assets for each group the mission is assigned to.

#number AUFTRAG.NescortMin

Min. number of required escort assets for each group the mission is assigned to.

#number AUFTRAG.Nkills

Number of (enemy) units killed by assets of this mission.

#number AUFTRAG.Nrepeat

Number of times the mission is repeated.

#number AUFTRAG.NrepeatFailure

Number of times mission is repeated if failed.

#number AUFTRAG.NrepeatSuccess

Number of times mission is repeated if successful.

#number AUFTRAG.Texecuting

Time stamp (abs) when mission is executing. Is #nil on start.

#number AUFTRAG.Tover

Mission abs. time stamp, when mission was over.

#number AUFTRAG.Tpush

Mission push/execute time in abs. seconds.

#number AUFTRAG.Tstart

Mission start time in abs. seconds.

#number AUFTRAG.Tstarted

Time stamp (abs) when mission is started.

#number AUFTRAG.Tstop

Mission stop time in abs. seconds.

#string AUFTRAG.alert5MissionType

Alert 5 mission type. This is the mission type, the alerted assets will be able to carry out.

#number AUFTRAG.artyAltitude

Altitude in meters. Can be used for a Barrage.

#number AUFTRAG.artyAngle

Shooting angle in degrees (for Barrage).

#number AUFTRAG.artyHeading

Heading in degrees (for Barrage).

#number AUFTRAG.artyRadius

Radius in meters.

#number AUFTRAG.artyShots

Number of shots fired.

#table AUFTRAG.assets

Warehouse assets assigned for this mission.

#number AUFTRAG.auftragsnummer

Auftragsnummer.

#table AUFTRAG.categories

Mission categories.

Ops.Chief#CHIEF AUFTRAG.chief

The CHIEF managing this mission.

Ops.Commander#COMMANDER AUFTRAG.commander

The COMMANDER managing this mission.

#table AUFTRAG.conditionFailure

If all conditions are true, the mission is cancelled.

#table AUFTRAG.conditionPush

If all conditions are true, the mission is executed. Before, the group(s) wait at the mission execution waypoint.

#table AUFTRAG.conditionStart

Condition(s) that have to be true, before the mission will be started.

#table AUFTRAG.conditionSuccess

If all conditions are true, the mission is cancelled.

#number AUFTRAG.dTevaluate

Time interval in seconds before the mission result is evaluated after mission is over.

#number AUFTRAG.duration

Mission duration in seconds.

#number AUFTRAG.durationExe

Mission execution time in seconds.

#number AUFTRAG.engageAltitude

Engagement altitude in meters.

#boolean AUFTRAG.engageAsGroup

Group attack.

#number AUFTRAG.engageDirection

Engagement direction in degrees.

#number AUFTRAG.engageMaxDistance

Max engage distance.

#number AUFTRAG.engageQuantity

Number of times a target is engaged.

Ops.Target#TARGET AUFTRAG.engageTarget

Target data to engage.

#table AUFTRAG.engageTargetTypes

Table of target types that are engaged in the engagement zone.

#number AUFTRAG.engageWeaponExpend

How many weapons are used.

#number AUFTRAG.engageWeaponType

Weapon type used.

Core.Zone#ZONE_RADIUS AUFTRAG.engageZone

Circular engagement zone.

#boolean AUFTRAG.engagedetectedOn

Set parameters.

#table AUFTRAG.enrouteTasks

Mission enroute tasks.

#table AUFTRAG.escortCohorts

Cohorts explicitly requested for providing escorting assets.

Wrapper.Group#GROUP AUFTRAG.escortGroup

The group to be escorted.

#table AUFTRAG.escortLegions

Legions explicitly requested for providing escorting assets.

DCS#Vec3 AUFTRAG.escortVec3

The 3D offset vector from the escorted group to the escort group.

#boolean AUFTRAG.facDatalink

FAC datalink enabled.

#number AUFTRAG.facDesignation

FAC designation type.

#number AUFTRAG.facFreq

FAC radio frequency in MHz.

#number AUFTRAG.facModu

FAC radio modulation 0=AM 1=FM.

#table AUFTRAG.groupdata

Group specific data.

#number AUFTRAG.importance

Importance.

#table AUFTRAG.legions

Assigned legions.

#string AUFTRAG.lid

Class id string for output to DCS log file.

#number AUFTRAG.markerCoaliton

Coalition to which the marker is dispayed.

#boolean AUFTRAG.markerOn

If true, display marker on F10 map with the AUFTRAG status.

#number AUFTRAG.missionAltitude

Mission altitude in meters.

Core.Point#COORDINATE AUFTRAG.missionEgressCoord

Mission egress waypoint coordinate.

#number AUFTRAG.missionFraction

Mission coordiante fraction. Default is 0.5.

#number AUFTRAG.missionRange

Mission range in meters. Used by LEGION classes (AIRWING, BRIGADE, ...).

#number AUFTRAG.missionSpeed

Mission speed in km/h.

#string AUFTRAG.missionTask

Mission task. See ENUMS.MissionTask.

#number AUFTRAG.missionWaypointRadius

Random radius in meters.

#string AUFTRAG.name

Mission name.

#number AUFTRAG.optionAlarm

Alarm state.

#number AUFTRAG.optionCM

Counter measures.

#number AUFTRAG.optionECM

ECM.

#boolean AUFTRAG.optionEPLRS

EPLRS datalink.

#number AUFTRAG.optionFormation

Formation.

#number AUFTRAG.optionROE

ROE.

#number AUFTRAG.optionROT

ROT.

#number AUFTRAG.optionRTBammo

RTB on out-of-ammo.

#number AUFTRAG.optionRTBfuel

RTB on out-of-fuel.

#number AUFTRAG.orbitAltitude

Orbit altitude in meters.

#number AUFTRAG.orbitHeading

Orbit heading in degrees.

#number AUFTRAG.orbitLeg

Length of orbit leg in meters.

Core.Point#COORDINATE AUFTRAG.orbitRaceTrack

Race-track orbit coordinate.

#number AUFTRAG.orbitSpeed

Orbit speed in m/s.

#table AUFTRAG.payloads

User specified airwing payloads for this mission. Only these will be considered for the job!

#number AUFTRAG.prio

Mission priority.

Ops.OpsGroup#OPSGROUP.Radio AUFTRAG.radio

Radio freq and modulation.

#number AUFTRAG.refuelSystem

Refuel type (boom or probe) for TANKER missions.

#number AUFTRAG.repeated

Number of times mission was repeated.

#number AUFTRAG.repeatedFailure

Number of times mission was repeated after a failure.

#number AUFTRAG.repeatedSuccess

Number of times mission was repeated after a success.

#table AUFTRAG.requestID

The ID of the queued warehouse request. Necessary to cancel the request if the mission was cancelled before the request is processed.

#table AUFTRAG.specialCohorts

User specified cohorts assigned for this mission. Only these will be considered for the job!

#table AUFTRAG.specialLegions

User specified legions assigned for this mission. Only these will be considered for the job!

#string AUFTRAG.status

Mission status.

#string AUFTRAG.statusChief

Mission status of the CHIEF.

#string AUFTRAG.statusCommander

Mission status of the COMMANDER.

#table AUFTRAG.statusLegion

Mission status of all assigned LEGIONs.

#table AUFTRAG.transportCohorts

Cohorts explicitly requested for providing transport carrier assets.

Core.Zone#ZONE AUFTRAG.transportDeployZone

Deploy zone of an OPSTRANSPORT.

Core.Zone#ZONE AUFTRAG.transportDisembarkZone

Disembark zone of an OPSTRANSPORT.

Core.Point#COORDINATE AUFTRAG.transportDropoff

Coordinate where to drop off the cargo.

Core.Set#SET_GROUP AUFTRAG.transportGroupSet

Groups to be transported.

#table AUFTRAG.transportLegions

Legions explicitly requested for providing transport carrier assets.

Core.Point#COORDINATE AUFTRAG.transportPickup

Coordinate where to pickup the cargo.

#string AUFTRAG.type

Mission type.

#boolean AUFTRAG.urgent

Mission is urgent. Running missions with lower prio might be cancelled.

#number AUFTRAG.verbose

Verbosity level.

#string AUFTRAG.version

AUFTRAG class version.

Function(s)

Add asset to mission.

Defined in:

AUFTRAG

Parameter:

The asset to be added to the mission.

Return value:

self

Add failure condition.

Defined in:

AUFTRAG

Parameters:

#function ConditionFunction

If this function returns true, the mission is cancelled.

...

Condition function arguments if any.

Return value:

self

Add push condition.

Defined in:

AUFTRAG

Parameters:

#function ConditionFunction

If this function returns true, the mission is executed.

...

Condition function arguments if any.

Return value:

self

Add start condition.

Defined in:

AUFTRAG

Parameters:

#function ConditionFunction

Function that needs to be true before the mission can be started. Must return a #boolean.

...

Condition function arguments if any.

Return value:

self

Add success condition.

Defined in:

AUFTRAG

Parameters:

#function ConditionFunction

If this function returns true, the mission is cancelled.

...

Condition function arguments if any.

Return value:

self

Add LEGION to mission.

Defined in:

AUFTRAG

Parameter:

The legion.

Return value:

self

Add a Ops group to the mission.

Defined in:

AUFTRAG

Parameter:

The OPSGROUP object.

Return value:

self

Add a required payload for this mission.

Only these payloads will be used for this mission. If they are not available, the mission cannot start. Only available for use with an AIRWING.

Defined in:

AUFTRAG

Parameter:

Required payload.

Return value:

self

Add carriers for a transport of mission assets.

Defined in:

AUFTRAG

Parameter:

Set of carriers. Can also be a single group.

Return value:

self

Assign a legion cohort to the mission.

Only these cohorts will be considered for the job.

Defined in:

AUFTRAG

Parameter:

The cohort.

Return value:

self

Assign an escort cohort.

Defined in:

AUFTRAG

Parameter:

The cohort.

Add an escort Legion.

Defined in:

AUFTRAG

Parameter:

The legion.

Assign a legion to the mission.

Only cohorts of this legion will be considered for the job. You can assign multiple legions.

Defined in:

AUFTRAG

Parameter:

The legion.

Return value:

self

Assign airwing squadron(s) to the mission.

Only these squads will be considered for the job.

Defined in:

AUFTRAG

Parameter:

#table Squadrons

A table of SQUADRON(s). Has to be a table {} even if a single squad is given.

Return value:

self

Assign a transport cohort.

Defined in:

AUFTRAG

Parameter:

The cohort.

Assign a transport Legion.

Defined in:

AUFTRAG

Parameter:

The legion.

Triggers the FSM event "Cancel".

Defined in:

AUFTRAG

Check if all flights are done with their mission (or dead).

Defined in:

AUFTRAG

Return value:

#boolean:

If true, all flights are done with the mission.

Check if a mission type is contained in a list of possible capabilities.

Defined in:

AUFTRAG

Parameters:

#table MissionTypes

The requested mission type. Can also be passed as a single mission type #string.

#table Capabilities

A table with possible capabilities Ops.Auftrag#AUFTRAG.Capability.

#boolean All

If true, given mission type must be includedin ALL capabilities. If false or nil, it must only match one.

Return value:

#boolean:

If true, the requested mission type is part of the possible mission types.

Check if a mission type is contained in a list of possible capabilities.

Defined in:

AUFTRAG

Parameters:

#table MissionTypes

The requested mission type. Can also be passed as a single mission type #string.

#table Capabilities

A table with possible capabilities Ops.Auftrag#AUFTRAG.Capability.

Return value:

#boolean:

If true, the requested mission type is part of the possible mission types.

Check if a mission type is contained in a list of possible capabilities.

Defined in:

AUFTRAG

Parameters:

#table MissionTypes

The requested mission type. Can also be passed as a single mission type #string.

#table Capabilities

A table with possible capabilities Ops.Auftrag#AUFTRAG.Capability.

Return value:

#boolean:

If true, the requested mission type is part of the possible mission types.

Checks if a mission type is contained in a table of possible types.

Defined in:

AUFTRAG

Parameters:

#string MissionType

The requested mission type.

#table PossibleTypes

A table with possible mission types.

Return value:

#boolean:

If true, the requested mission type is part of the possible mission types.

Count alive mission targets.

Defined in:

AUFTRAG

Return value:

#number:

Number of alive target units.

Count alive OPS groups assigned for this mission.

Defined in:

AUFTRAG

Return value:

#number:

Number of alive OPS groups.

Delete asset from mission.

Defined in:

AUFTRAG

Parameter:

The asset to be removed.

Return value:

self

Remove an Ops group from the mission.

Defined in:

AUFTRAG

Parameter:

The OPSGROUP object.

Return value:

self

Triggers the FSM event "Done".

Defined in:

AUFTRAG

Check if all given condition are true.

Defined in:

AUFTRAG

Parameter:

#table Conditions

Table of conditions.

Return value:

#boolean:

If true, all conditions were true. Returns false if at least one condition returned false.

Check if any of the given conditions is true.

Defined in:

AUFTRAG

Parameter:

#table Conditions

Table of conditions.

Return value:

#boolean:

If true, at least one condition is true.

Evaluate mission outcome - success or failure.

Defined in:

AUFTRAG

Return value:

self

Triggers the FSM event "Executing".

Defined in:

AUFTRAG

Triggers the FSM event "Failed".

Defined in:

AUFTRAG

Get asset by its spawn group name.

Defined in:

AUFTRAG

Parameter:

#string Name

Asset spawn group name.

Return value:

Get asset data table.

Defined in:

AUFTRAG

Parameter:

#string AssetName

Name of the asset.

Return value:

Group data or nil if OPS group does not exist.

Get casualties, i.e.

number of units that died during this mission.

Defined in:

AUFTRAG

Return value:

#number:

Number of dead units.

Get DCS task table for the given mission.

Defined in:

AUFTRAG

Parameter:

The controllable for which this task is set. Most tasks don't need it.

Return value:

The DCS task table. If multiple tasks are necessary, this is returned as a combo task.

Get flight data table.

Defined in:

AUFTRAG

Parameter:

The flight group.

Return value:

Flight data or nil if opsgroup does not exist.

Get Egress waypoint UID of OPS group.

Defined in:

AUFTRAG

Parameter:

The OPS group.

Return value:

#number:

Waypoint UID.

Get ops group mission status.

Defined in:

AUFTRAG

Parameter:

The OPS group.

Return value:

#string:

The group status.

Get mission (ingress) waypoint coordinate of OPS group

Defined in:

AUFTRAG

Parameter:

The OPS group.

Return value:

Waypoint Coordinate.

Get mission (ingress) waypoint UID of OPS group.

Defined in:

AUFTRAG

Parameter:

The OPS group.

Return value:

#number:

Waypoint UID.

Get mission waypoint task of OPS group.

Defined in:

AUFTRAG

Parameter:

The OPS group.

Return value:

task Waypoint task. Waypoint task.

Get mission importance.

Defined in:

AUFTRAG

Return value:

#number:

Importance. Smaller is higher.

Get kills, i.e.

number of units that were destroyed by assets of this mission.

Defined in:

AUFTRAG

Return value:

#number:

Number of units destroyed.

Get LEGION mission status.

Defined in:

AUFTRAG

Parameter:

The legion.

Return value:

#string:

status Current status.

Get the mission egress coordinate if this was defined.

Defined in:

AUFTRAG

Return value:

Coordinate Coordinate or nil.

Get DCS task table for an attack group or unit task.

Defined in:

AUFTRAG

Parameter:

#string MissionType

Mission (AUFTAG) type.

Return value:

#string:

DCS mission task for the auftrag type.

Get coordinate of target.

First unit/group of the set is used.

Defined in:

AUFTRAG

Parameter:

#table MissionTypes

A table of mission types.

Return value:

#string:

Comma separated list of mission types.

Get coordinate of target.

First unit/group of the set is used.

Defined in:

AUFTRAG

Parameters:

Group.

#number randomradius

Random radius in meters.

#table surfacetypes

Surface types of random zone.

Return value:

Coordinate where the mission is executed.

Get mission name.

Defined in:

AUFTRAG

Return value:

#string:

Mission name, e.g. "Auftrag Nr.1".

Get number of required assets.

Defined in:

AUFTRAG

Return value:

#number:

Numer of required assets.

Get mission objective object.

Could be many things depending on the mission type.

Defined in:

AUFTRAG

Return value:

The target object. Could be many things.

Get all OPS groups.

Defined in:

AUFTRAG

Return value:

#table:

Table of Ops.OpsGroup#OPSGROUP or {}.

Get the attach OPS transport of the mission.

Defined in:

AUFTRAG

Return value:

The OPS transport assignment attached to the mission.

Get mission priority.

Defined in:

AUFTRAG

Return value:

#number:

Priority. Smaller is higher.

Get number of required assets.

Defined in:

AUFTRAG

Parameter:

(Optional) Only get the required assets for a specific legion. If required assets for this legion are not defined, the total number is returned.

Return values:

#number:

Min. number of required assets.

#number:

Max. number of required assets.

Get coordinate of target.

Defined in:

AUFTRAG

Return value:

The target coordinate or nil.

Get target damage.

Defined in:

AUFTRAG

Return value:

#number:

Damage in percent.

Get target.

Defined in:

AUFTRAG

Return value:

The target object. Could be many things.

Get distance to target.

Defined in:

AUFTRAG

Parameter:

The coordinate from which the distance is measured.

Return value:

#number:

Distance in meters or 0.

Get target life points.

Defined in:

AUFTRAG

Return value:

#number:

Number of initial life points when mission was planned.

Get initial number of targets.

Defined in:

AUFTRAG

Return value:

#number:

Number of initial life points when mission was planned.

Get target life points.

Defined in:

AUFTRAG

Return value:

#number:

Life points of target.

Get name of the target.

Defined in:

AUFTRAG

Return value:

#string:

Name of the target or "N/A".

Get type of target.

Defined in:

AUFTRAG

Return value:

#string:

The target type.

Get 2D vector of target.

Defined in:

AUFTRAG

Return value:

The target 2D vector or nil.

Get mission type.

Defined in:

AUFTRAG

Return value:

#string:

Mission type, e.g. "BAI".

Check if mission is for aircarft (airplanes and/or helicopters).

Defined in:

AUFTRAG

Return value:

#boolean:

If true, mission is for aircraft.

Check if mission is for airplanes.

Defined in:

AUFTRAG

Return value:

#boolean:

If true, mission is for airplanes.

Check if mission was cancelled.

Defined in:

AUFTRAG

Return value:

#boolean:

If true, mission was cancelled.

Check if mission is done.

Defined in:

AUFTRAG

Return value:

#boolean:

If true, mission is done.

Check if mission is EXECUTING.

The first OPSGROUP has reached the mission execution waypoint and is not executing the mission task.

Defined in:

AUFTRAG

Return value:

#boolean:

If true, mission is currently executing.

Check if mission is for ground units.

Defined in:

AUFTRAG

Return value:

#boolean:

If true, mission is for ground units.

Check if mission is for helicopters.

Defined in:

AUFTRAG

Return value:

#boolean:

If true, mission is for helicopters.

Check if mission is for naval units.

Defined in:

AUFTRAG

Return value:

#boolean:

If true, mission is for naval units.

Check if mission is NOT over.

Defined in:

AUFTRAG

Return value:

#boolean:

If true, mission is NOT over yet.

Check if mission is over.

This could be state DONE or CANCELLED.

Defined in:

AUFTRAG

Return value:

#boolean:

If true, mission is currently executing.

Check if mission is PLANNED.

Defined in:

AUFTRAG

Return value:

#boolean:

If true, mission is in the planning state.

Check if mission is QUEUED at a LEGION mission queue.

Defined in:

AUFTRAG

Parameter:

(Optional) Check if mission is queued at this legion.

Return value:

#boolean:

If true, mission is queued.

Check if mission is ready to be started.

  • Mission stop already passed.
  • Any stop condition is true.

Defined in:

AUFTRAG

Return value:

#boolean:

If true, mission should be cancelled.

Check if mission is ready to be started.

  • Mission start time passed.
  • Mission stop time did not pass already.
  • All start conditions are true.

Defined in:

AUFTRAG

Return value:

#boolean:

If true, mission can be started.

Check if mission is ready to be pushed.

  • Mission push time already passed.
  • All push conditions are true.

Defined in:

AUFTRAG

Return value:

#boolean:

If true, mission groups can push.

Check if mission is REQUESTED.

The mission request out to the WAREHOUSE.

Defined in:

AUFTRAG

Parameter:

(Optional) Check if mission is requested at this legion.

Return value:

#boolean:

If true, mission is requested.

Check if mission is SCHEDULED.

The first OPSGROUP has been assigned.

Defined in:

AUFTRAG

Return value:

#boolean:

If true, mission is queued.

Check if mission is STARTED.

The first OPSGROUP is on its way to the mission execution waypoint.

Defined in:

AUFTRAG

Return value:

#boolean:

If true, mission is started.

Check if mission was a success.

Defined in:

AUFTRAG

Return value:

#boolean:

If true, mission was successful.

Check if mission is "urgent".

Defined in:

AUFTRAG

Return value:

#boolean:

If true, mission is "urgent".

Create a new generic AUFTRAG object.

Defined in:

AUFTRAG

Parameter:

#string Type

Mission type.

Return value:

self

[AIR] Create an ALERT 5 mission.

Aircraft will be spawned uncontrolled and wait for an assignment. You must specify one mission type which is performed. This determines the payload and the DCS mission task which are used when the aircraft is spawned.

Defined in:

AUFTRAG

Parameter:

#string MissionType

Mission type AUFTRAG.Type.XXX. Determines payload and mission task (intercept, ground attack, etc.).

Return value:

self

[GROUND] Create a AMMO SUPPLY mission.

Defined in:

AUFTRAG

Parameter:

The zone, where supply units go.

Return value:

self

[AIR] Create an ANTI-SHIP mission.

Defined in:

AUFTRAG

Parameters:

The target to attack. Can be passed as a Wrapper.Group#GROUP or Wrapper.Unit#UNIT object.

#number Altitude

Engage altitude in feet. Default 2000 ft.

Return value:

self

[GROUND] Create a ARMORATTACK mission.

Armoured ground group(s) will go to the zone and attack.

Defined in:

AUFTRAG

Parameters:

The target to attack. Can be a GROUP, UNIT or STATIC object.

#number Speed

Speed in knots.

#string Formation

The attack formation, e.g. "Wedge", "Vee" etc.

Return value:

self

[GROUND] Create an ARMORED ON GUARD mission.

Defined in:

AUFTRAG

Parameters:

Coordinate, where to stand guard.

#string Formation

Formation to take, e.g. "on Road", "Vee" etc.

Return value:

self

[GROUND, NAVAL] Create an ARTY mission.

Defined in:

AUFTRAG

Parameters:

Center of the firing solution.

#number Nshots

Number of shots to be fired. Default 3.

#number Radius

Radius of the shells in meters. Default 100 meters.

#number Altitude

Altitude in meters. Can be used to setup a Barrage. Default #nil.

Return value:

self

Create a mission to attack a group.

Mission type is automatically chosen from the group category.

Defined in:

AUFTRAG

Parameter:

Wrapper.Group#GROUP EngageGroup

Group to be engaged.

Return value:

self

[AIR] Create a AWACS mission.

Defined in:

AUFTRAG

Parameters:

Where to orbit. Altitude is also taken from the coordinate.

#number Altitude

Orbit altitude in feet. Default is y component of Coordinate.

#number Speed

Orbit speed in knots. Default 350 kts.

#number Heading

Heading of race-track pattern in degrees. Default 270 (East to West).

#number Leg

Length of race-track in NM. Default 10 NM.

Return value:

self

[AIR] Create a BAI mission.

Defined in:

AUFTRAG

Parameters:

The target to attack. Can be a GROUP, UNIT or STATIC object.

#number Altitude

Engage altitude in feet. Default 5000 ft.

Return value:

self

[GROUND, NAVAL] Create an BARRAGE mission.

Assigned groups will move to a random coordinate within a given zone and start firing into the air.

Defined in:

AUFTRAG

Parameters:

The zone where the unit will go.

#number Heading

Heading in degrees. Default random heading [0, 360).

#number Angle

Shooting angle in degrees. Default random [45, 85].

#number Radius

Radius of the shells in meters. Default 100 meters.

#number Altitude

Altitude in meters. Default 500 m.

#number Nshots

Number of shots to be fired. Default is until ammo is empty (#nil).

Return value:

self

[AIR] Create a CARPET BOMBING mission.

Defined in:

AUFTRAG

Parameters:

Target coordinate. Can also be specified as a GROUP, UNIT or STATIC object.

#number Altitude

Engage altitude in feet. Default 25000 ft.

#number CarpetLength

Length of bombing carpet in meters. Default 500 m.

Return value:

self

[AIR] Create a BOMBING mission.

Flight will drop bombs a specified coordinate.

Defined in:

AUFTRAG

Parameters:

Target coordinate. Can also be specified as a GROUP, UNIT, STATIC or TARGET object.

#number Altitude

Engage altitude in feet. Default 25000 ft.

Return value:

self

[AIR] Create a BOMBRUNWAY mission.

Defined in:

AUFTRAG

Parameters:

The airbase to bomb. This must be an airdrome (not a FARP or ship) as these to not have a runway.

#number Altitude

Engage altitude in feet. Default 25000 ft.

Return value:

self

[AIR] Create a CAP mission.

Defined in:

AUFTRAG

Parameters:

Circular CAP zone. Detected targets in this zone will be engaged.

#number Altitude

Altitude at which to orbit in feet. Default is 10,000 ft.

#number Speed

Orbit speed in knots. Default 350 kts.

Where to orbit. Default is the center of the CAP zone.

#number Heading

Heading of race-track pattern in degrees. If not specified, a simple circular orbit is performed.

#number Leg

Length of race-track in NM. If not specified, a simple circular orbit is performed.

#table TargetTypes

Table of target types. Default {"Air"}.

Return value:

self

[AIR] Create a CAS mission.

Defined in:

AUFTRAG

Parameters:

Circular CAS zone. Detected targets in this zone will be engaged.

#number Altitude

Altitude at which to orbit. Default is 10,000 ft.

#number Speed

Orbit speed in knots. Default 350 KIAS.

Where to orbit. Default is the center of the CAS zone.

#number Heading

Heading of race-track pattern in degrees. If not specified, a simple circular orbit is performed.

#number Leg

Length of race-track in NM. If not specified, a simple circular orbit is performed.

#table TargetTypes

(Optional) Table of target types. Default {"Helicopters", "Ground Units", "Light armed ships"}.

Return value:

self

[AIR] Create an ESCORT (or FOLLOW) mission.

Flight will escort another group and automatically engage certain target types.

Defined in:

AUFTRAG

Parameters:

Wrapper.Group#GROUP EscortGroup

The group to escort.

DCS#Vec3 OffsetVector

A table with x, y and z components specifying the offset of the flight to the escorted group. Default {x=-100, y=0, z=200} for z=200 meters to the right, same alitude (y=0), x=-100 meters behind.

#number EngageMaxDistance

Max engage distance of targets in nautical miles. Default auto (nil).

#table TargetTypes

Types of targets to engage automatically. Default is {"Air"}, i.e. all enemy airborne units. Use an empty set {} for a simple "FOLLOW" mission.

Return value:

self

[AIR] Create a FACA mission.

Defined in:

AUFTRAG

Parameters:

Target group. Must be a GROUP object.

#string Designation

Designation of target. See AI.Task.Designation. Default AI.Task.Designation.AUTO.

#boolean DataLink

Enable data link. Default true.

#number Frequency

Radio frequency in MHz the FAC uses for communication. Default is 133 MHz.

#number Modulation

Radio modulation band. Default 0=AM. Use 1 for FM. See radio.modulation.AM or radio.modulaton.FM.

Return value:

self

[GROUND] Create a FUEL SUPPLY mission.

Defined in:

AUFTRAG

Parameter:

The zone, where supply units go.

Return value:

self

Create a mission to attack a TARGET object.

Defined in:

AUFTRAG

Parameters:

The target.

#string MissionType

The mission type.

Return value:

self

[AIR] Create a Ground Controlled CAP (GCICAP) mission.

Flights with this task are considered for A2A INTERCEPT missions by the CHIEF class. They will perform a compat air patrol but not engage by themselfs. They wait for the CHIEF to tell them whom to engage.

Defined in:

AUFTRAG

Parameters:

Where to orbit.

#number Altitude

Orbit altitude in feet. Default is y component of Coordinate.

#number Speed

Orbit speed in knots. Default 350 kts.

#number Heading

Heading of race-track pattern in degrees. Default random in [0, 360) degrees.

#number Leg

Length of race-track in NM. Default 10 NM.

Return value:

self

[AIR] Create an INTERCEPT mission.

Defined in:

AUFTRAG

Parameter:

The target to intercept. Can also be passed as simple Wrapper.Group#GROUP or Wrapper.Unit#UNIT object.

Return value:

self

[GROUND, NAVAL] Create an ON GUARD mission.

Defined in:

AUFTRAG

Parameter:

Coordinate, where to stand guard.

Return value:

self

[AIR] Create an ORBIT mission, which can be either a circular orbit or a race-track pattern.

Defined in:

AUFTRAG

Parameters:

Where to orbit.

#number Altitude

Orbit altitude in feet. Default is y component of Coordinate.

#number Speed

Orbit speed in knots. Default 350 KIAS.

#number Heading

Heading of race-track pattern in degrees. If not specified, a circular orbit is performed.

#number Leg

Length of race-track in NM. If not specified, a circular orbit is performed.

Return value:

self

[AIR] Create an ORBIT mission, where the aircraft will go in a circle around the specified coordinate.

Defined in:

AUFTRAG

Parameters:

Position where to orbit around.

#number Altitude

Orbit altitude in feet. Default is y component of Coordinate.

#number Speed

Orbit speed in knots. Default 350 KIAS.

Return value:

self

[AIR] Create an ORBIT mission, where the aircraft will fly a race-track pattern.

Defined in:

AUFTRAG

Parameters:

Where to orbit.

#number Altitude

Orbit altitude in feet. Default is y component of Coordinate.

#number Speed

Orbit speed in knots. Default 350 KIAS.

#number Heading

Heading of race-track pattern in degrees. Default random in [0, 360) degrees.

#number Leg

Length of race-track in NM. Default 10 NM.

Return value:

self

[AIR, GROUND, NAVAL] Create a PATROLZONE mission.

Group(s) will go to the zone and patrol it randomly.

Defined in:

AUFTRAG

Parameters:

The patrol zone.

#number Speed

Speed in knots.

#number Altitude

Altitude in feet. Only for airborne units. Default 2000 feet ASL.

Return value:

self

[AIR, GROUND, NAVAL] Create a RECON mission.

Defined in:

AUFTRAG

Parameters:

The recon zones.

#number Speed

Speed in knots.

#number Altitude

Altitude in feet. Only for airborne units. Default 2000 feet ASL.

#boolean Adinfinitum

If true, the group will start over again after reaching the final zone.

#boolean Randomly

If true, the group will select a random zone.

Return value:

self

[AIR ROTARY] Create a RESCUE HELO mission.

Defined in:

AUFTRAG

Parameter:

The carrier unit.

Return value:

self

[AIR] Create a SEAD mission.

Defined in:

AUFTRAG

Parameters:

The target to attack. Can be a GROUP or UNIT object.

#number Altitude

Engage altitude in feet. Default 8000 ft.

Return value:

self

[AIR] Create a STRIKE mission.

Flight will attack the closest map object to the specified coordinate.

Defined in:

AUFTRAG

Parameters:

The target coordinate. Can also be given as a GROUP, UNIT, STATIC or TARGET object.

#number Altitude

Engage altitude in feet. Default 2000 ft.

Return value:

self

[AIR] Create a TANKER mission.

Defined in:

AUFTRAG

Parameters:

Where to orbit.

#number Altitude

Orbit altitude in feet. Default is y component of Coordinate.

#number Speed

Orbit speed in knots. Default 350 kts.

#number Heading

Heading of race-track pattern in degrees. Default 270 (East to West).

#number Leg

Length of race-track in NM. Default 10 NM.

#number RefuelSystem

Refueling system (0=boom, 1=probe). This info is only for AIRWINGs so they launch the right tanker type.

Return value:

self

[AIR ROTARY, GROUND] Create a TROOP TRANSPORT mission.

Defined in:

AUFTRAG

Parameters:

Core.Set#SET_GROUP TransportGroupSet

The set group(s) to be transported.

Core.Point#COORDINATE DropoffCoordinate

Coordinate where the helo will land drop off the the troops.

Core.Point#COORDINATE PickupCoordinate

Coordinate where the helo will land to pick up the the cargo. Default is the fist transport group.

Return value:

self

On after "Cancel" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Done" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Executing" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Failed" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Planned" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Queued" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Repeat" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Requested" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Scheduled" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Started" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Success" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Unit lost event.

Defined in:

AUFTRAG

Parameter:

Event data.

Triggers the FSM event "Planned".

Defined in:

AUFTRAG

Triggers the FSM event "Queued".

Defined in:

AUFTRAG

Remove LEGION from mission.

Defined in:

AUFTRAG

Parameter:

The legion.

Return value:

self

Triggers the FSM event "Repeat".

Defined in:

AUFTRAG

Triggers the FSM event "Requested".

Defined in:

AUFTRAG

Triggers the FSM event "Scheduled".

Defined in:

AUFTRAG

Set alarm state for this mission.

Defined in:

AUFTRAG

Parameter:

#number Alarmstate

Alarm state 0=Auto, 1=Green, 2=Red.

Return value:

self

Set time how low the mission is executed.

Once this time limit has passed, the mission is cancelled.

Defined in:

AUFTRAG

Parameter:

#number Duration

Duration in seconds.

Return value:

self

Set EPLRS datalink setting for this mission.

Defined in:

AUFTRAG

Parameter:

#boolean OnOffSwitch

If true or nil, EPLRS is on. If false, EPLRS is off.

Return value:

self

Enable markers, which dispay the mission status on the F10 map.

Defined in:

AUFTRAG

Parameter:

#number Coalition

The coaliton side to which the markers are dispayed. Default is to all.

Return value:

self

Set engage altitude.

This is the altitude passed to the DCS task. In the ME it is the tickbox ALTITUDE ABOVE.

Defined in:

AUFTRAG

Parameter:

#string Altitude

Altitude in feet. Default 6000 ft.

Return value:

self

Set whether target will be attack as group.

Defined in:

AUFTRAG

Parameter:

#boolean Switch

If true or nil, engage as group. If false, not.

Return value:

self

Enable to automatically engage detected targets.

Defined in:

AUFTRAG

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 time interval between mission done and success/failure evaluation.

Defined in:

AUFTRAG

Parameter:

#number Teval

Time in seconds before the mission result is evaluated. Default depends on mission type.

Return value:

self

Set formation for this mission.

Defined in:

AUFTRAG

Parameter:

#number Formation

Formation.

Return value:

self

Set Egress waypoint UID for OPS group.

Defined in:

AUFTRAG

Parameters:

The OPS group.

#number waypointindex

Waypoint UID.

Return value:

self

Set opsgroup mission status.

Defined in:

AUFTRAG

Parameters:

The flight group.

#string status

New status.

Return value:

self

Set mission (ingress) waypoint coordinate for OPS group.

Defined in:

AUFTRAG

Parameters:

The OPS group.

Waypoint Coordinate.

Return value:

self

Set mission (ingress) waypoint UID for OPS group.

Defined in:

AUFTRAG

Parameters:

The OPS group.

#number waypointindex

Waypoint UID.

Return value:

self

Set mission waypoint task for OPS group.

Defined in:

AUFTRAG

Parameters:

The OPS group.

Waypoint task.

Set ICLS beacon channel and Morse code for this mission.

Defined in:

AUFTRAG

Parameters:

#number Channel

ICLS channel.

#string Morse

Morse code. Default "XXX".

#string UnitName

Name of the unit in the group for which acts as ICLS beacon. Default is the first unit in the group.

Return value:

self

Set LEGION mission status.

Defined in:

AUFTRAG

Parameters:

The legion.

#string Status

New status.

Return value:

self

Set mission altitude.

This is the altitude of the waypoint create where the DCS task is executed.

Defined in:

AUFTRAG

Parameter:

#string Altitude

Altitude in feet.

Return value:

self

Set the mission egress coordinate.

This is the coordinate where the assigned group will go once the mission is finished.

Defined in:

AUFTRAG

Parameters:

Egrees coordinate.

#number Altitude

(Optional) Altitude in feet. Default is y component of coordinate.

Return value:

self

Set max mission range.

Only applies if the AUFTRAG is handled by an AIRWING or CHIEF. This is the max allowed distance from the airbase to the target.

Defined in:

AUFTRAG

Parameter:

#number Range

Max range in NM. Default 100 NM.

Return value:

self

Set mission speed.

That is the speed the group uses to get to the mission waypoint.

Defined in:

AUFTRAG

Parameter:

#string Speed

Mission speed in knots.

Return value:

self

Set the mission waypoint coordinate where the mission is executed.

Note that altitude is set via :SetMissionAltitude.

Defined in:

AUFTRAG

Parameter:

Coordinate where the mission is executed.

Return value:

self

Set randomization of the mission waypoint coordinate.

Each assigned group will get a random ingress coordinate, where the mission is executed.

Defined in:

AUFTRAG

Parameter:

#number Radius

Distance in meters. Default #nil.

Return value:

self

Set mission name.

Defined in:

AUFTRAG

Parameter:

#string Name

Name of the mission. Default is "Auftrag Nr. X", where X is a running number, which is automatically increased.

Return value:

self

Attach OPS transport to the mission.

Mission assets will be transported before the mission is started at the OPSGROUP level.

Defined in:

AUFTRAG

Parameter:

The OPS transport assignment attached to the mission.

Return value:

self

Set mission priority and (optional) urgency.

Urgent missions can cancel other running missions.

Defined in:

AUFTRAG

Parameters:

#number Prio

Priority 1=high, 100=low. Default 50.

#boolean Urgent

If true, another running mission might be cancelled if it has a lower priority.

#number Importance

Number 1-10. If missions with lower value are in the queue, these have to be finished first. Default is nil.

Return value:

self

Set mission push time.

This is the time the mission is executed. If the push time is not passed, the group will wait at the mission execution waypoint.

Defined in:

AUFTRAG

Parameter:

#string ClockPush

Time the mission is executed, e.g. "05:00" for 5 am. Can also be given as a #number, where it is interpreted as relative push time in seconds.

Return value:

self

Set Rules of Engagement (ROE) for this mission.

Defined in:

AUFTRAG

Parameter:

#string roe

Mission ROE.

Return value:

self

Set Reaction on Threat (ROT) for this mission.

Defined in:

AUFTRAG

Parameter:

#string rot

Mission ROT.

Return value:

self

Set radio frequency and modulation for this mission.

Defined in:

AUFTRAG

Parameters:

#number Frequency

Frequency in MHz.

#number Modulation

Radio modulation. Default 0=AM.

Return value:

self

Set how many times the mission is repeated.

Only valid if the mission is handled by a LEGION (AIRWING, BRIGADE, ...) or higher level.

Defined in:

AUFTRAG

Parameter:

#number Nrepeat

Number of repeats. Default 0.

Return value:

self

Set how many times the mission is repeated if it fails.

Only valid if the mission is handled by a LEGION (AIRWING, BRIGADE, ...) or higher level.

Defined in:

AUFTRAG

Parameter:

#number Nrepeat

Number of repeats. Default 0.

Return value:

self

Set how many times the mission is repeated if it was successful.

Only valid if the mission is handled by a LEGION (AIRWING, BRIGADE, ...) or higher level.

Defined in:

AUFTRAG

Parameter:

#number Nrepeat

Number of repeats. Default 0.

Return value:

self

Define how many assets are required to do the job.

Only used if the mission is handled by a LEGION (AIRWING, BRIGADE, ...) or higher level.

Defined in:

AUFTRAG

Parameters:

#number NassetsMin

Minimum number of asset groups. Default 1.

#number NassetsMax

Maximum Number of asset groups. Default is same as NassetsMin.

Return value:

self

Set number of required carrier groups if an OPSTRANSPORT assignment is required.

Defined in:

AUFTRAG

Parameters:

#number NcarriersMin

Number of carriers at least required. Default 1.

#number NcarriersMax

Number of carriers at most used for transportation. Default is same as NcarriersMin.

Return value:

self

Define how many assets are required to do the job.

Only used if the mission is handled by a LEGION (AIRWING, BRIGADE, ...) or higher level.

Defined in:

AUFTRAG

Parameters:

#number NescortMin

Minimum number of asset groups. Default 1.

#number NescortMax

Maximum Number of asset groups. Default is same as NassetsMin.

Return value:

self

Attach OPS transport to the mission.

Mission assets will be transported before the mission is started at the OPSGROUP level.

Defined in:

AUFTRAG

Parameters:

Core.Zone#ZONE DeployZone

Zone where assets are deployed.

#number NcarriersMin

Number of carriers at least required. Default 1.

#number NcarriersMax

Number of carriers at most used for transportation. Default is same as NcarriersMin.

Core.Zone#ZONE DisembarkZone

Zone where assets are disembarked to.

Return value:

self

Set TACAN beacon channel and Morse code for this mission.

Defined in:

AUFTRAG

Parameters:

#number Channel

TACAN channel.

#string Morse

Morse code. Default "XXX".

#string UnitName

Name of the unit in the group for which acts as TACAN beacon. Default is the first unit in the group.

#string Band

Tacan channel mode ("X" or "Y"). Default is "X" for ground/naval and "Y" for aircraft.

Return value:

self

Set mission start and stop time.

Defined in:

AUFTRAG

Parameters:

#string ClockStart

Time the mission is started, e.g. "05:00" for 5 am. If specified as a #number, it will be relative (in seconds) to the current mission time. Default is 5 seconds after mission was added.

#string ClockStop

(Optional) Time the mission is stopped, e.g. "13:00" for 1 pm. If mission could not be started at that time, it will be removed from the queue. If specified as a #number it will be relative (in seconds) to the current mission time.

Return value:

self

Set verbosity level.

Defined in:

AUFTRAG

Parameter:

#number VerbosityLevel

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

Return value:

self

Set number of weapons to expend.

Defined in:

AUFTRAG

Parameter:

#number WeaponExpend

How much of the weapon load is expended during the attack, e.g. AI.Task.WeaponExpend.ALL. Default "Auto".

Return value:

self

Set weapon type used for the engagement.

Defined in:

AUFTRAG

Parameter:

#number WeaponType

Weapon type. Default is ENUMS.WeaponFlag.Auto.

Return value:

self

Triggers the FSM event "Started".

Defined in:

AUFTRAG

Triggers the FSM event "Status".

Defined in:

AUFTRAG

Triggers the FSM event "Stop".

Defined in:

AUFTRAG

Triggers the FSM event "Success".

Defined in:

AUFTRAG

Update mission F10 map marker.

Defined in:

AUFTRAG

Return value:

self

Create a mission to attack a group.

Mission type is automatically chosen from the group category.

Defined in:

AUFTRAG

Parameter:

Target object.

Return value:

#string:

Auftrag type, e.g. AUFTRAG.Type.BAI (="BAI").

Get DCS task table for an attack group or unit task.

Defined in:

AUFTRAG

Parameters:

Target data.

#table DCStasks

DCS DCS tasks table to which the task is added.

Return value:

The DCS task table.

Set log ID string.

Defined in:

AUFTRAG

Return value:

self

Create target data from a given object.

Defined in:

AUFTRAG

Parameter:

The target GROUP, UNIT, STATIC.

Triggers the FSM event "Cancel" after a delay.

Defined in:

AUFTRAG

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Done" after a delay.

Defined in:

AUFTRAG

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Executing" after a delay.

Defined in:

AUFTRAG

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Failed" after a delay.

Defined in:

AUFTRAG

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Planned" after a delay.

Defined in:

AUFTRAG

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Queued" after a delay.

Defined in:

AUFTRAG

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Repeat" after a delay.

Defined in:

AUFTRAG

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Requested" after a delay.

Defined in:

AUFTRAG

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Scheduled" after a delay.

Defined in:

AUFTRAG

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Started" after a delay.

Defined in:

AUFTRAG

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Status" after a delay.

Defined in:

AUFTRAG

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Stop" after a delay.

Defined in:

AUFTRAG

Parameter:

#number delay

Delay in seconds.

Triggers the FSM event "Success" after a delay.

Defined in:

AUFTRAG

Parameter:

#number delay

Delay in seconds.

On after "AssetDead" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Assign" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Cancel" event.

Cancells the mission.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Done" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "ElementDestroyed" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The ops group that is dead now.

Element

On after "Execute" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Failed" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "GroupDead" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

The ops group that is dead now.

On after "Planned" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Queue" event.

Mission is added to the mission queue of a LEGION.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Airwing

On after "Repeat" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Requested" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Schedule" event.

Mission is added to the mission queue of an OPSGROUP.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Start" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Status" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Stop" event.

Remove mission from AIRWING and FLIGHTGROUP mission queues.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On after "Success" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

On before "Repeat" event.

Defined in:

AUFTRAG

Parameters:

#string From

From state.

#string Event

Event.

#string To

To state.

Field(s)

#string AUFTRAG.ClassName

Name of the class.

#table AUFTRAG.DCStask

DCS task structure.

#number AUFTRAG.Nassets

Number of requested warehouse assets.

#table AUFTRAG.NassetsLegMax

Number of required warehouse assets for each assigned legion.

#table AUFTRAG.NassetsLegMin

Number of required warehouse assets for each assigned legion.

#number AUFTRAG.NassetsMax

Max. number of required warehouse assets.

#number AUFTRAG.NassetsMin

Min. number of required warehouse assets.

#number AUFTRAG.NcarriersMax

Max number of required carrier assets.

#number AUFTRAG.NcarriersMin

Min number of required carrier assets.

#number AUFTRAG.Ncasualties

Number of own casualties during mission.

#number AUFTRAG.Nelements

Number of elements (units) assigned to mission.

#number AUFTRAG.NescortMax

Max. number of required escort assets for each group the mission is assigned to.

#number AUFTRAG.NescortMin

Min. number of required escort assets for each group the mission is assigned to.

#number AUFTRAG.Nkills

Number of (enemy) units killed by assets of this mission.

#number AUFTRAG.Nrepeat

Number of times the mission is repeated.

#number AUFTRAG.NrepeatFailure

Number of times mission is repeated if failed.

#number AUFTRAG.NrepeatSuccess

Number of times mission is repeated if successful.

#number AUFTRAG.Texecuting

Time stamp (abs) when mission is executing. Is #nil on start.

#number AUFTRAG.Tover

Mission abs. time stamp, when mission was over.

#number AUFTRAG.Tpush

Mission push/execute time in abs. seconds.

#number AUFTRAG.Tstart

Mission start time in abs. seconds.

#number AUFTRAG.Tstarted

Time stamp (abs) when mission is started.

#number AUFTRAG.Tstop

Mission stop time in abs. seconds.

#string AUFTRAG.alert5MissionType

Alert 5 mission type. This is the mission type, the alerted assets will be able to carry out.

#number AUFTRAG.artyAltitude

Altitude in meters. Can be used for a Barrage.

#number AUFTRAG.artyAngle

Shooting angle in degrees (for Barrage).

#number AUFTRAG.artyHeading

Heading in degrees (for Barrage).

#number AUFTRAG.artyRadius

Radius in meters.

#number AUFTRAG.artyShots

Number of shots fired.

#table AUFTRAG.assets

Warehouse assets assigned for this mission.

#number AUFTRAG.auftragsnummer

Auftragsnummer.

#table AUFTRAG.categories

Mission categories.

Ops.Chief#CHIEF AUFTRAG.chief

The CHIEF managing this mission.

Ops.Commander#COMMANDER AUFTRAG.commander

The COMMANDER managing this mission.

#table AUFTRAG.conditionFailure

If all conditions are true, the mission is cancelled.

#table AUFTRAG.conditionPush

If all conditions are true, the mission is executed. Before, the group(s) wait at the mission execution waypoint.

#table AUFTRAG.conditionStart

Condition(s) that have to be true, before the mission will be started.

#table AUFTRAG.conditionSuccess

If all conditions are true, the mission is cancelled.

#number AUFTRAG.dTevaluate

Time interval in seconds before the mission result is evaluated after mission is over.

#number AUFTRAG.duration

Mission duration in seconds.

#number AUFTRAG.durationExe

Mission execution time in seconds.

#number AUFTRAG.engageAltitude

Engagement altitude in meters.

#boolean AUFTRAG.engageAsGroup

Group attack.

#number AUFTRAG.engageDirection

Engagement direction in degrees.

#number AUFTRAG.engageMaxDistance

Max engage distance.

#number AUFTRAG.engageQuantity

Number of times a target is engaged.

Ops.Target#TARGET AUFTRAG.engageTarget

Target data to engage.

#table AUFTRAG.engageTargetTypes

Table of target types that are engaged in the engagement zone.

#number AUFTRAG.engageWeaponExpend

How many weapons are used.

#number AUFTRAG.engageWeaponType

Weapon type used.

Core.Zone#ZONE_RADIUS AUFTRAG.engageZone

Circular engagement zone.

#boolean AUFTRAG.engagedetectedOn

Set parameters.

#table AUFTRAG.enrouteTasks

Mission enroute tasks.

#table AUFTRAG.escortCohorts

Cohorts explicitly requested for providing escorting assets.

Wrapper.Group#GROUP AUFTRAG.escortGroup

The group to be escorted.

#table AUFTRAG.escortLegions

Legions explicitly requested for providing escorting assets.

DCS#Vec3 AUFTRAG.escortVec3

The 3D offset vector from the escorted group to the escort group.

#boolean AUFTRAG.facDatalink

FAC datalink enabled.

#number AUFTRAG.facDesignation

FAC designation type.

#number AUFTRAG.facFreq

FAC radio frequency in MHz.

#number AUFTRAG.facModu

FAC radio modulation 0=AM 1=FM.

#table AUFTRAG.groupdata

Group specific data.

#number AUFTRAG.importance

Importance.

#table AUFTRAG.legions

Assigned legions.

#string AUFTRAG.lid

Class id string for output to DCS log file.

#number AUFTRAG.markerCoaliton

Coalition to which the marker is dispayed.

#boolean AUFTRAG.markerOn

If true, display marker on F10 map with the AUFTRAG status.

#number AUFTRAG.missionAltitude

Mission altitude in meters.

Core.Point#COORDINATE AUFTRAG.missionEgressCoord

Mission egress waypoint coordinate.

#number AUFTRAG.missionFraction

Mission coordiante fraction. Default is 0.5.

#number AUFTRAG.missionRange

Mission range in meters. Used by LEGION classes (AIRWING, BRIGADE, ...).

#number AUFTRAG.missionSpeed

Mission speed in km/h.

#string AUFTRAG.missionTask

Mission task. See ENUMS.MissionTask.

#number AUFTRAG.missionWaypointRadius

Random radius in meters.

#string AUFTRAG.name

Mission name.

#number AUFTRAG.optionAlarm

Alarm state.

#number AUFTRAG.optionCM

Counter measures.

#number AUFTRAG.optionECM

ECM.

#boolean AUFTRAG.optionEPLRS

EPLRS datalink.

#number AUFTRAG.optionFormation

Formation.

#number AUFTRAG.optionROE

ROE.

#number AUFTRAG.optionROT

ROT.

#number AUFTRAG.optionRTBammo

RTB on out-of-ammo.

#number AUFTRAG.optionRTBfuel

RTB on out-of-fuel.

#number AUFTRAG.orbitAltitude

Orbit altitude in meters.

#number AUFTRAG.orbitHeading

Orbit heading in degrees.

#number AUFTRAG.orbitLeg

Length of orbit leg in meters.

Core.Point#COORDINATE AUFTRAG.orbitRaceTrack

Race-track orbit coordinate.

#number AUFTRAG.orbitSpeed

Orbit speed in m/s.

#table AUFTRAG.payloads

User specified airwing payloads for this mission. Only these will be considered for the job!

#number AUFTRAG.prio

Mission priority.

Ops.OpsGroup#OPSGROUP.Radio AUFTRAG.radio

Radio freq and modulation.

#number AUFTRAG.refuelSystem

Refuel type (boom or probe) for TANKER missions.

#number AUFTRAG.repeated

Number of times mission was repeated.

#number AUFTRAG.repeatedFailure

Number of times mission was repeated after a failure.

#number AUFTRAG.repeatedSuccess

Number of times mission was repeated after a success.

#table AUFTRAG.requestID

The ID of the queued warehouse request. Necessary to cancel the request if the mission was cancelled before the request is processed.

#table AUFTRAG.specialCohorts

User specified cohorts assigned for this mission. Only these will be considered for the job!

#table AUFTRAG.specialLegions

User specified legions assigned for this mission. Only these will be considered for the job!

#string AUFTRAG.status

Mission status.

#string AUFTRAG.statusChief

Mission status of the CHIEF.

#string AUFTRAG.statusCommander

Mission status of the COMMANDER.

#table AUFTRAG.statusLegion

Mission status of all assigned LEGIONs.

#table AUFTRAG.transportCohorts

Cohorts explicitly requested for providing transport carrier assets.

Core.Zone#ZONE AUFTRAG.transportDeployZone

Deploy zone of an OPSTRANSPORT.

Core.Zone#ZONE AUFTRAG.transportDisembarkZone

Disembark zone of an OPSTRANSPORT.

Core.Point#COORDINATE AUFTRAG.transportDropoff

Coordinate where to drop off the cargo.

Core.Set#SET_GROUP AUFTRAG.transportGroupSet

Groups to be transported.

#table AUFTRAG.transportLegions

Legions explicitly requested for providing transport carrier assets.

Core.Point#COORDINATE AUFTRAG.transportPickup

Coordinate where to pickup the cargo.

#string AUFTRAG.type

Mission type.

#boolean AUFTRAG.urgent

Mission is urgent. Running missions with lower prio might be cancelled.

#number AUFTRAG.verbose

Verbosity level.

#string AUFTRAG.version

AUFTRAG class version.

Function(s)

Adds an End state.

Defined in:

Parameter:

#string State

The FSM state.

Set the default 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)

#string AUFTRAG.ClassName

Name of the class.

#table AUFTRAG.DCStask

DCS task structure.

#number AUFTRAG.Nassets

Number of requested warehouse assets.

#table AUFTRAG.NassetsLegMax

Number of required warehouse assets for each assigned legion.

#table AUFTRAG.NassetsLegMin

Number of required warehouse assets for each assigned legion.

#number AUFTRAG.NassetsMax

Max. number of required warehouse assets.

#number AUFTRAG.NassetsMin

Min. number of required warehouse assets.

#number AUFTRAG.NcarriersMax

Max number of required carrier assets.

#number AUFTRAG.NcarriersMin

Min number of required carrier assets.

#number AUFTRAG.Ncasualties

Number of own casualties during mission.

#number AUFTRAG.Nelements

Number of elements (units) assigned to mission.

#number AUFTRAG.NescortMax

Max. number of required escort assets for each group the mission is assigned to.

#number AUFTRAG.NescortMin

Min. number of required escort assets for each group the mission is assigned to.

#number AUFTRAG.Nkills

Number of (enemy) units killed by assets of this mission.

#number AUFTRAG.Nrepeat

Number of times the mission is repeated.

#number AUFTRAG.NrepeatFailure

Number of times mission is repeated if failed.

#number AUFTRAG.NrepeatSuccess

Number of times mission is repeated if successful.

#number AUFTRAG.Texecuting

Time stamp (abs) when mission is executing. Is #nil on start.

#number AUFTRAG.Tover

Mission abs. time stamp, when mission was over.

#number AUFTRAG.Tpush

Mission push/execute time in abs. seconds.

#number AUFTRAG.Tstart

Mission start time in abs. seconds.

#number AUFTRAG.Tstarted

Time stamp (abs) when mission is started.

#number AUFTRAG.Tstop

Mission stop time in abs. seconds.

#string AUFTRAG.alert5MissionType

Alert 5 mission type. This is the mission type, the alerted assets will be able to carry out.

#number AUFTRAG.artyAltitude

Altitude in meters. Can be used for a Barrage.

#number AUFTRAG.artyAngle

Shooting angle in degrees (for Barrage).

#number AUFTRAG.artyHeading

Heading in degrees (for Barrage).

#number AUFTRAG.artyRadius

Radius in meters.

#number AUFTRAG.artyShots

Number of shots fired.

#table AUFTRAG.assets

Warehouse assets assigned for this mission.

#number AUFTRAG.auftragsnummer

Auftragsnummer.

#table AUFTRAG.categories

Mission categories.

Ops.Chief#CHIEF AUFTRAG.chief

The CHIEF managing this mission.

Ops.Commander#COMMANDER AUFTRAG.commander

The COMMANDER managing this mission.

#table AUFTRAG.conditionFailure

If all conditions are true, the mission is cancelled.

#table AUFTRAG.conditionPush

If all conditions are true, the mission is executed. Before, the group(s) wait at the mission execution waypoint.

#table AUFTRAG.conditionStart

Condition(s) that have to be true, before the mission will be started.

#table AUFTRAG.conditionSuccess

If all conditions are true, the mission is cancelled.

#number AUFTRAG.dTevaluate

Time interval in seconds before the mission result is evaluated after mission is over.

#number AUFTRAG.duration

Mission duration in seconds.

#number AUFTRAG.durationExe

Mission execution time in seconds.

#number AUFTRAG.engageAltitude

Engagement altitude in meters.

#boolean AUFTRAG.engageAsGroup

Group attack.

#number AUFTRAG.engageDirection

Engagement direction in degrees.

#number AUFTRAG.engageMaxDistance

Max engage distance.

#number AUFTRAG.engageQuantity

Number of times a target is engaged.

Ops.Target#TARGET AUFTRAG.engageTarget

Target data to engage.

#table AUFTRAG.engageTargetTypes

Table of target types that are engaged in the engagement zone.

#number AUFTRAG.engageWeaponExpend

How many weapons are used.

#number AUFTRAG.engageWeaponType

Weapon type used.

Core.Zone#ZONE_RADIUS AUFTRAG.engageZone

Circular engagement zone.

#boolean AUFTRAG.engagedetectedOn

Set parameters.

#table AUFTRAG.enrouteTasks

Mission enroute tasks.

#table AUFTRAG.escortCohorts

Cohorts explicitly requested for providing escorting assets.

Wrapper.Group#GROUP AUFTRAG.escortGroup

The group to be escorted.

#table AUFTRAG.escortLegions

Legions explicitly requested for providing escorting assets.

DCS#Vec3 AUFTRAG.escortVec3

The 3D offset vector from the escorted group to the escort group.

#boolean AUFTRAG.facDatalink

FAC datalink enabled.

#number AUFTRAG.facDesignation

FAC designation type.

#number AUFTRAG.facFreq

FAC radio frequency in MHz.

#number AUFTRAG.facModu

FAC radio modulation 0=AM 1=FM.

#table AUFTRAG.groupdata

Group specific data.

#number AUFTRAG.importance

Importance.

#table AUFTRAG.legions

Assigned legions.

#string AUFTRAG.lid

Class id string for output to DCS log file.

#number AUFTRAG.markerCoaliton

Coalition to which the marker is dispayed.

#boolean AUFTRAG.markerOn

If true, display marker on F10 map with the AUFTRAG status.

#number AUFTRAG.missionAltitude

Mission altitude in meters.

Core.Point#COORDINATE AUFTRAG.missionEgressCoord

Mission egress waypoint coordinate.

#number AUFTRAG.missionFraction

Mission coordiante fraction. Default is 0.5.

#number AUFTRAG.missionRange

Mission range in meters. Used by LEGION classes (AIRWING, BRIGADE, ...).

#number AUFTRAG.missionSpeed

Mission speed in km/h.

#string AUFTRAG.missionTask

Mission task. See ENUMS.MissionTask.

#number AUFTRAG.missionWaypointRadius

Random radius in meters.

#string AUFTRAG.name

Mission name.

#number AUFTRAG.optionAlarm

Alarm state.

#number AUFTRAG.optionCM

Counter measures.

#number AUFTRAG.optionECM

ECM.

#boolean AUFTRAG.optionEPLRS

EPLRS datalink.

#number AUFTRAG.optionFormation

Formation.

#number AUFTRAG.optionROE

ROE.

#number AUFTRAG.optionROT

ROT.

#number AUFTRAG.optionRTBammo

RTB on out-of-ammo.

#number AUFTRAG.optionRTBfuel

RTB on out-of-fuel.

#number AUFTRAG.orbitAltitude

Orbit altitude in meters.

#number AUFTRAG.orbitHeading

Orbit heading in degrees.

#number AUFTRAG.orbitLeg

Length of orbit leg in meters.

Core.Point#COORDINATE AUFTRAG.orbitRaceTrack

Race-track orbit coordinate.

#number AUFTRAG.orbitSpeed

Orbit speed in m/s.

#table AUFTRAG.payloads

User specified airwing payloads for this mission. Only these will be considered for the job!

#number AUFTRAG.prio

Mission priority.

Ops.OpsGroup#OPSGROUP.Radio AUFTRAG.radio

Radio freq and modulation.

#number AUFTRAG.refuelSystem

Refuel type (boom or probe) for TANKER missions.

#number AUFTRAG.repeated

Number of times mission was repeated.

#number AUFTRAG.repeatedFailure

Number of times mission was repeated after a failure.

#number AUFTRAG.repeatedSuccess

Number of times mission was repeated after a success.

#table AUFTRAG.requestID

The ID of the queued warehouse request. Necessary to cancel the request if the mission was cancelled before the request is processed.

#table AUFTRAG.specialCohorts

User specified cohorts assigned for this mission. Only these will be considered for the job!

#table AUFTRAG.specialLegions

User specified legions assigned for this mission. Only these will be considered for the job!

#string AUFTRAG.status

Mission status.

#string AUFTRAG.statusChief

Mission status of the CHIEF.

#string AUFTRAG.statusCommander

Mission status of the COMMANDER.

#table AUFTRAG.statusLegion

Mission status of all assigned LEGIONs.

#table AUFTRAG.transportCohorts

Cohorts explicitly requested for providing transport carrier assets.

Core.Zone#ZONE AUFTRAG.transportDeployZone

Deploy zone of an OPSTRANSPORT.

Core.Zone#ZONE AUFTRAG.transportDisembarkZone

Disembark zone of an OPSTRANSPORT.

Core.Point#COORDINATE AUFTRAG.transportDropoff

Coordinate where to drop off the cargo.

Core.Set#SET_GROUP AUFTRAG.transportGroupSet

Groups to be transported.

#table AUFTRAG.transportLegions

Legions explicitly requested for providing transport carrier assets.

Core.Point#COORDINATE AUFTRAG.transportPickup

Coordinate where to pickup the cargo.

#string AUFTRAG.type

Mission type.

#boolean AUFTRAG.urgent

Mission is urgent. Running missions with lower prio might be cancelled.

#number AUFTRAG.verbose

Verbosity level.

#string AUFTRAG.version

AUFTRAG class 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.

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.

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 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 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, nillified 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 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 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, nillified 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

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

Mission capability.

Field(s)

#string AUFTRAG.Capability.MissionType

Type of mission.

#number AUFTRAG.Capability.Performance

Number describing the performance level. The higher the better.

Function(s)

Mission category.

Field(s)

#string AUFTRAG.Category.AIRCRAFT

Airplanes and helicopters.

#string AUFTRAG.Category.AIRPLANE

Airplanes.

#string AUFTRAG.Category.GROUND

Ground troops.

#string AUFTRAG.Category.HELICOPTER

Helicopter.

#string AUFTRAG.Category.NAVAL

Naval grous.

Function(s)

Generic mission condition.

Field(s)

#table AUFTRAG.Condition.arg

Optional arguments passed to the condition callback function.

#function AUFTRAG.Condition.func

Callback function to check for a condition. Should return a #boolean.

Function(s)

Group specific data.

Each ops group subscribed to this mission has different data for this.

Field(s)

#string AUFTRAG.GroupData.status

Group mission status.

#number AUFTRAG.GroupData.waypointEgressUID

Egress Waypoint UID.

#number AUFTRAG.GroupData.waypointindex

Mission (ingress) Waypoint UID.

Function(s)

Mission status of an assigned group.

Field(s)

#string AUFTRAG.GroupStatus.CANCELLED

Mission was cancelled.

#string AUFTRAG.GroupStatus.DONE

Mission task of the Ops group is done.

#string AUFTRAG.GroupStatus.EXECUTING

Ops group is executing this mission.

#string AUFTRAG.GroupStatus.PAUSED

Ops group has paused this mission, e.g. for refuelling.

#string AUFTRAG.GroupStatus.SCHEDULED

Mission is scheduled in a FLIGHGROUP queue waiting to be started.

#string AUFTRAG.GroupStatus.STARTED

Ops group started this mission but it is not executed yet.

Function(s)

Mission status of an assigned group.

Field(s)

#string AUFTRAG.SpecialTask.ALERT5

Alert 5 task.

#string AUFTRAG.SpecialTask.AMMOSUPPLY

Ammo Supply.

#string AUFTRAG.SpecialTask.ARMOREDGUARD

On guard with armor.

#string AUFTRAG.SpecialTask.BARRAGE

Barrage.

#string AUFTRAG.SpecialTask.FUELSUPPLY

Fuel Supply.

#string AUFTRAG.SpecialTask.ONGUARD

On guard.

#string AUFTRAG.SpecialTask.PATROLZONE

Patrol zone task.

#string AUFTRAG.SpecialTask.RECON

Recon task

Function(s)

Mission status.

Field(s)

#string AUFTRAG.Status.CANCELLED

Mission was cancelled.

#string AUFTRAG.Status.DONE

Mission is over.

#string AUFTRAG.Status.EXECUTING

Mission is being executed.

#string AUFTRAG.Status.FAILED

Mission failed.

#string AUFTRAG.Status.PLANNED

Mission is at the early planning stage and has not been added to any queue.

#string AUFTRAG.Status.QUEUED

Mission is queued at a LEGION.

#string AUFTRAG.Status.REQUESTED

Mission assets were requested from the warehouse.

#string AUFTRAG.Status.SCHEDULED

Mission is scheduled in an OPSGROUP queue waiting to be started.

#string AUFTRAG.Status.STARTED

Mission has started but is not executed yet.

#string AUFTRAG.Status.SUCCESS

Mission was a success.

Function(s)

Mission success.

Field(s)

#string AUFTRAG.Success.DAMAGED

Target was damaged.

#string AUFTRAG.Success.DESTROYED

Target was destroyed.

#string AUFTRAG.Success.ENGAGED

Target was engaged.

#string AUFTRAG.Success.SURVIVED

Group did survive.

Function(s)

Target data.

Field(s)

#number AUFTRAG.TargetData.Lifepoints

Total life points.

#number AUFTRAG.TargetData.Lifepoints0

Inital life points.

#string AUFTRAG.TargetData.Name

Target name.

#number AUFTRAG.TargetData.Ninital

Number of initial targets.

#string AUFTRAG.TargetData.Type

Target type: "Group", "Unit", "Static", "Coordinate", "Airbase", "SetGroup", "SetUnit".

Function(s)

Target type.

Field(s)

#string AUFTRAG.TargetType.AIRBASE

Target is an AIRBASE.

#string AUFTRAG.TargetType.COORDINATE

Target is a COORDINATE.

#string AUFTRAG.TargetType.GROUP

Target is a GROUP object.

#string AUFTRAG.TargetType.SETGROUP

Target is a SET of GROUPs.

#string AUFTRAG.TargetType.SETUNIT

Target is a SET of UNITs.

#string AUFTRAG.TargetType.STATIC

Target is a STATIC object.

#string AUFTRAG.TargetType.UNIT

Target is a UNIT object.

Function(s)

Mission types.

Field(s)

#string AUFTRAG.Type.ALERT5

Alert 5.

#string AUFTRAG.Type.AMMOSUPPLY

Ammo supply.

#string AUFTRAG.Type.ANTISHIP

Anti-ship mission.

#string AUFTRAG.Type.ARMORATTACK

Armor attack.

#string AUFTRAG.Type.ARMOREDGUARD

On guard - with armored groups.

#string AUFTRAG.Type.ARTY

Fire at point.

#string AUFTRAG.Type.AWACS

AWACS mission.

#string AUFTRAG.Type.BAI

Battlefield Air Interdiction.

#string AUFTRAG.Type.BARRAGE

Barrage.

#string AUFTRAG.Type.BOMBCARPET

Carpet bombing.

#string AUFTRAG.Type.BOMBING

Bombing mission.

#string AUFTRAG.Type.BOMBRUNWAY

Bomb runway of an airbase.

#string AUFTRAG.Type.CAP

Combat Air Patrol.

#string AUFTRAG.Type.CAS

Close Air Support.

#string AUFTRAG.Type.ESCORT

Escort mission.

#string AUFTRAG.Type.FACA

Forward AirController airborne mission.

#string AUFTRAG.Type.FERRY

Ferry flight mission.

#string AUFTRAG.Type.FUELSUPPLY

Fuel supply.

#string AUFTRAG.Type.GCICAP

Similar to CAP but no auto engage targets.

#string AUFTRAG.Type.INTERCEPT

Intercept mission.

#string AUFTRAG.Type.ONGUARD

On guard.

#string AUFTRAG.Type.OPSTRANSPORT

Ops transport.

#string AUFTRAG.Type.ORBIT

Orbit mission.

#string AUFTRAG.Type.PATROLZONE

Patrol a zone.

#string AUFTRAG.Type.RECON

Recon mission.

#string AUFTRAG.Type.RECOVERYTANKER

Recovery tanker mission. Not implemented yet.

#string AUFTRAG.Type.RESCUEHELO

Rescue helo.

#string AUFTRAG.Type.SEAD

Suppression/destruction of enemy air defences.

#string AUFTRAG.Type.STRIKE

Strike mission.

#string AUFTRAG.Type.TANKER

Tanker mission.

#string AUFTRAG.Type.TROOPTRANSPORT

Troop transport mission.

Function(s)