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Module Wrapper.Client

Wrapper - CLIENT wraps DCS Unit objects acting as a Client or Player within a mission.


Author: FlightControl

Contributions: funkyfranky


Global(s)

Global CLIENT

Wrapper class of those Units defined within the Mission Editor that have the skillset defined as Client or Player.

#CLIENT CLIENT

Wrapper class of those Units defined within the Mission Editor that have the skillset defined as Client or Player.

Note that clients are NOT the same as Units, they are NOT necessarily alive. The CLIENT class is a wrapper class to handle the DCS Unit objects that have the skillset defined as Client or Player:

  • Wraps the DCS Unit objects with skill level set to Player or Client.
  • Support all DCS Unit APIs.
  • Enhance with Unit specific APIs not in the DCS Group API set.
  • When player joins Unit, execute alive init logic.
  • Handles messages to players.
  • Manage the "state" of the DCS Unit.

Clients are being used by the Tasking.Mission#MISSION class to follow players and register their successes.

CLIENT reference methods

For each DCS Unit having skill level Player or Client, a CLIENT wrapper object (instance) will be created within the global _DATABASE object (an instance of Core.Database#DATABASE). This is done at the beginning of the mission (when the mission starts).

The CLIENT class does not contain a :New() method, rather it provides :Find() methods to retrieve the object reference using the DCS Unit or the DCS UnitName.

Another thing to know is that CLIENT objects do not "contain" the DCS Unit object. The CLIENT methods will reference the DCS Unit object by name when it is needed during API execution. If the DCS Unit object does not exist or is nil, the CLIENT methods will return nil and log an exception in the DCS.log file.

The CLIENT class provides the following functions to retrieve quickly the relevant CLIENT instance:

IMPORTANT: ONE SHOULD NEVER SANITIZE these CLIENT OBJECT REFERENCES! (make the CLIENT object references nil).

Type(s)

Fields and Methods inherited from CLIENT Description

CLIENT:AddBriefing(ClientBriefing)

Adds a briefing to a CLIENT when a player joins a mission.

CLIENT:AddPlayer(PlayerName)

Add player name.

CLIENT:Alive(CallBackFunction, ...)

Checks for a client alive event and calls a function on a continuous basis.

CLIENT.AliveCheckScheduler

CLIENT.ClassName

Name of the class.

CLIENT.ClientAlive

Client alive.

CLIENT.ClientAlive2

Client alive 2.

CLIENT.ClientBriefing

Briefing.

CLIENT.ClientBriefingShown

CLIENT.ClientCallBack

Callback function.

CLIENT.ClientGroupID

Group ID of the client.

CLIENT.ClientGroupName

Group name.

CLIENT.ClientName

Name of the client.

CLIENT.ClientParameters

Parameters of the callback function.

CLIENT.ClientTransport

CLIENT:Find(DCSUnit, Error)

Finds a CLIENT from the _DATABASE using the relevant DCS Unit.

CLIENT:FindByName(ClientName, ClientBriefing, Error)

Finds a CLIENT from the _DATABASE using the relevant Client Unit Name.

CLIENT:FindByPlayerName(Name)

Finds a CLIENT from the _DATABASE using the relevant player name.

CLIENT:GetClientGroupDCSUnit()

Returns the DCSUnit of the CLIENT.

CLIENT:GetClientGroupID()

Get the group ID of the client.

CLIENT:GetClientGroupName()

Get the name of the group of the client.

CLIENT:GetClientGroupUnit()

Returns the UNIT of the CLIENT.

CLIENT:GetDCSGroup()

Return the DCSGroup of a Client.

CLIENT:GetPlayer()

Get name of player.

CLIENT:GetPlayerInfo(Attribute)

[Multi-Player Server] Return a table of attributes from CLIENT.

CLIENT:GetPlayers()

Get player name(s).

CLIENT:GetUCID()

[Multi-Player Server] Get UCID from a CLIENT.

CLIENT:IsMultiSeated()

Checks if the CLIENT is a multi-seated UNIT.

CLIENT:IsTransport()

Evaluates if the CLIENT is a transport.

CLIENT:Message(Message, MessageDuration, MessageCategory, MessageInterval, MessageID)

The main message driver for the CLIENT.

CLIENT.MessageSwitch

CLIENT.Players

Player table.

CLIENT:Register(ClientName)

Transport defines that the Client is a Transport.

CLIENT:RemovePlayer(PlayerName)

Remove player.

CLIENT:RemovePlayers()

Remove all players.

CLIENT:Reset(ClientName)

Resets a CLIENT.

CLIENT:ShowBriefing()

Show the briefing of a CLIENT.

CLIENT:ShowCargo()

Shows the AI.AI_Cargo#CARGO contained within the CLIENT to the player as a message.

CLIENT:ShowMissionBriefing(MissionBriefing)

Show the mission briefing of a MISSION to the CLIENT.

CLIENT.SpawnCoord

Spawn coordinate from the template.

CLIENT:Transport()

Transport defines that the Client is a Transport.

CLIENT:_AliveCheckScheduler(SchedulerName)

CLIENT._Menus

Fields and Methods inherited from UNIT Description

CLIENT.ClassName

Name of the class.

CLIENT.DCSUnit

The DCS Unit object from the API.

CLIENT:EnableEmission(switch)

GROUND - Switch on/off radar emissions of a unit.

CLIENT:Explode(power, delay)

Triggers an explosion at the coordinates of the unit.

CLIENT:Find(DCSUnit)

Finds a UNIT from the _DATABASE using a DCSUnit object.

CLIENT:FindAllByMatching(Pattern)

Find all UNIT objects matching using patterns.

CLIENT:FindByMatching(Pattern)

Find the first(!) UNIT matching using patterns.

CLIENT:FindByName(UnitName)

Find a UNIT in the _DATABASE using the name of an existing DCS Unit.

CLIENT:GetAltitude(FromGround)

Returns the unit altitude above sea level in meters.

CLIENT:GetAmmo()

Returns the Unit's ammunition.

CLIENT:GetAmmunition()

Get the number of ammunition and in particular the number of shells, rockets, bombs and missiles a unit currently has.

CLIENT:GetCallsign()

Returns the Unit's callsign - the localized string.

CLIENT:GetCategoryName()

Returns the category name of the #UNIT.

CLIENT:GetClient()

Get the CLIENT of the unit

CLIENT:GetDCSObject()

Get the DCS unit object.

CLIENT:GetDamageRelative()

Returns the unit's relative damage, i.e.

CLIENT:GetDrawArgumentValue(AnimationArgument)

Returns the current value for an animation argument on the external model of the given object.

CLIENT:GetFuel()

Returns relative amount of fuel (from 0.0 to 1.0) the UNIT has in its internal tanks.

CLIENT:GetGroup()

Returns the unit's group if it exists and nil otherwise.

CLIENT:GetLife()

Returns the unit's health.

CLIENT:GetLife0()

Returns the Unit's initial health.

CLIENT:GetLifeRelative()

Returns the unit's relative health.

CLIENT:GetNatoReportingName()

[AIRPLANE] Get the NATO reporting name of a UNIT.

CLIENT:GetNumber()

Returns the unit's number in the group.

CLIENT:GetPlayerName()

Returns name of the player that control the unit or nil if the unit is controlled by A.I.

CLIENT:GetPrefix()

Returns the prefix name of the DCS Unit.

CLIENT:GetRadar()

Returns two values:

  • First value indicates if at least one of the unit's radar(s) is on.

CLIENT:GetRange()

Returns the unit's max range in meters derived from the DCS descriptors.

CLIENT:GetSTN()

Get Link16 STN or SADL TN and other datalink info from Unit, if any.

CLIENT:GetSensors()

Returns the unit sensors.

CLIENT:GetSkill()

Get skill from Unit.

CLIENT:GetSpeedMax()

Returns the unit's max speed in km/h derived from the DCS descriptors.

CLIENT:GetTemplate()

Get the unit table from a unit's template.

CLIENT:GetTemplateFuel()

Get the fuel of the unit from its template.

CLIENT:GetTemplatePayload()

Get the payload table from a unit's template.

CLIENT:GetTemplatePylons()

Get the pylons table from a unit's template.

CLIENT:GetThreatLevel()

Returns the Unit's A2G threat level on a scale from 1 to 10 ...

CLIENT:GetUnitCategory()

Returns the category of the #UNIT from descriptor.

CLIENT:GetUnits()

Returns a list of one Wrapper.Unit.

CLIENT.GroupName

Name of the group the unit belongs to.

CLIENT:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

CLIENT:HasSEAD()

Returns if the unit is SEADable.

CLIENT:HasSensors(...)

Returns if the unit has sensors of a certain type.

CLIENT:InAir(NoHeloCheck)

Returns true if the UNIT is in the air.

CLIENT:IsActive()

Returns if the unit is activated.

CLIENT:IsAlive()

Returns if the Unit is alive.

CLIENT:IsAmmoSupply()

Check if the unit can supply ammo.

CLIENT:IsClient()

Checks is the unit is a Player or Client slot.

CLIENT:IsDead()

Returns if the Unit is dead.

CLIENT:IsDetected(TargetUnit)

Returns if a unit is detecting the TargetUnit.

CLIENT:IsExist()

Returns if the unit is exists in the mission.

CLIENT:IsFriendly(FriendlyCoalition)

Returns if the unit is a friendly unit.

CLIENT:IsFuelSupply()

Check if the unit can supply fuel.

CLIENT:IsLOS(TargetUnit)

Returns if a unit has Line of Sight (LOS) with the TargetUnit.

CLIENT:IsPlayer()

Check if an (air) unit is a client or player slot.

CLIENT:IsRefuelable()

Check if the unit is refuelable.

CLIENT:IsShip()

Returns if the unit is of a ship category.

CLIENT:IsTanker()

Check if the unit is a tanker.

CLIENT:KnowUnit(TargetUnit, TypeKnown, DistanceKnown)

Forces the unit to become aware of the specified target, without the unit manually detecting the other unit itself.

CLIENT:Name()

Return the name of the UNIT.

CLIENT:OtherUnitInRadius(AwaitUnit, Radius)

Returns true if there is an other DCS Unit within a radius of the current 2D point of the DCS Unit.

CLIENT:ReSpawnAt(Coordinate, Heading)

Respawn the Wrapper.Unit using a (tweaked) template of the parent Group.

CLIENT:Register(UnitName)

Create a new UNIT from DCSUnit.

CLIENT:ResetEvents()

Reset the subscriptions.

CLIENT:SetUnitInternalCargo(mass)

Sets the Unit's Internal Cargo Mass, in kg

CLIENT:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

CLIENT.UnitName

Name of the unit.

Fields and Methods inherited from CONTROLLABLE Description

CLIENT:ClearTasks()

Clear all tasks from the controllable.

CLIENT:CommandActivateACLS(UnitID, Name, Delay)

Activate ACLS system of the CONTROLLABLE.

CLIENT:CommandActivateBeacon(Type, System, Frequency, UnitID, Channel, ModeChannel, AA, Callsign, Bearing, Delay)

Give the CONTROLLABLE the command to activate a beacon.

CLIENT:CommandActivateICLS(Channel, UnitID, Callsign, Delay)

Activate ICLS system of the CONTROLLABLE.

CLIENT:CommandActivateLink4(Frequency, UnitID, Callsign, Delay)

Activate LINK4 system of the CONTROLLABLE.

CLIENT:CommandDeactivateACLS(Delay)

Deactivate ACLS system of the CONTROLLABLE.

CLIENT:CommandDeactivateBeacon(Delay)

Deactivate the active beacon of the CONTROLLABLE.

CLIENT:CommandDeactivateICLS(Delay)

Deactivate the ICLS of the CONTROLLABLE.

CLIENT:CommandDeactivateLink4(Delay)

Deactivate the active Link4 of the CONTROLLABLE.

CLIENT:CommandDoScript(DoScript)

Do Script command

CLIENT:CommandEPLRS(SwitchOnOff, Delay)

Set EPLRS of the CONTROLLABLE on/off.

CLIENT:CommandSetCallsign(CallName, CallNumber, Delay)

Set callsign of the CONTROLLABLE.

CLIENT:CommandSetFrequency(Frequency, Modulation, Power, Delay)

Set radio frequency.

CLIENT:CommandSetFrequencyForUnit(Frequency, Modulation, Power, UnitID, Delay)

[AIR] Set radio frequency.

CLIENT:CommandSetUnlimitedFuel(OnOff, Delay)

Set unlimited fuel.

CLIENT:CommandStopRoute(StopRoute)

Create a stop route command, which returns a string containing the command.

CLIENT:CommandSwitchWayPoint(FromWayPoint, ToWayPoint)

Perform a switch waypoint command

CLIENT.ControllableName

The name of the controllable.

CLIENT:CopyRoute(Begin, End, Randomize, Radius)

Return the route of a controllable by using the Core.Database#DATABASE class.

CLIENT.DCSControllable

The DCS controllable class.

CLIENT:EnRouteTaskAWACS()

(AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts).

CLIENT:EnRouteTaskAntiShip(TargetTypes, Priority)

(AIR) Enroute anti-ship task.

CLIENT:EnRouteTaskCAP(TargetTypes, Priority)

(AIR) Enroute CAP task.

CLIENT:EnRouteTaskEWR()

(GROUND) Ground unit (EW-radar) will act as an EWR for friendly units (will provide them with information about contacts).

CLIENT:EnRouteTaskEngageGroup(AttackGroup, Priority, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit)

(AIR) Engaging a controllable.

CLIENT:EnRouteTaskEngageTargets(Distance, TargetTypes, Priority)

(AIR) Engaging targets of defined types.

CLIENT:EnRouteTaskEngageTargetsInZone(Vec2, Radius, TargetTypes, Priority)

(AIR) Engaging a targets of defined types at circle-shaped zone.

CLIENT:EnRouteTaskEngageUnit(EngageUnit, Priority, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, Visible, ControllableAttack)

(AIR) Search and attack the Unit.

CLIENT:EnRouteTaskFAC(Frequency, Modulation, CallsignID, CallsignNumber, Priority)

(AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets.

CLIENT:EnRouteTaskFAC_EngageGroup(AttackGroup, Priority, WeaponType, Designation, Datalink, CallsignID, CallsignNumber, Frequency, Modulation)

(AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets.

CLIENT:EnRouteTaskSEAD(TargetTypes, Priority)

(AIR) Enroute SEAD task.

CLIENT:EnRouteTaskTanker()

(AIR) Aircraft will act as a tanker for friendly units.

CLIENT:GetDetectedGroupSet(DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)

Return the detected target groups of the controllable as a Core.Set#SET_GROUP.

CLIENT:GetDetectedTargets(DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)

Return the detected targets of the controllable.

CLIENT:GetDetectedUnitSet(DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)

Return the detected targets of the controllable.

CLIENT:GetFuel()

Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.

CLIENT:GetFuelAve()

Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.

CLIENT:GetFuelMin()

Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.

CLIENT:GetLife()

Returns the health.

CLIENT:GetLife0()

Returns the initial health.

CLIENT:GetTaskMission()

Return the mission template of the controllable.

CLIENT:GetTaskRoute()

Return the mission route of the controllable.

CLIENT:GetWayPoints()

Get the current WayPoints set with the WayPoint functions( Note that the WayPoints can be nil, although there ARE waypoints).

CLIENT:HasTask()

Checking the Task Queue of the controllable.

CLIENT:IsAirPlane()

Returns if the Controllable contains AirPlanes.

CLIENT:IsGroupDetected(Group, DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)

Check if a certain GROUP is detected by the controllable.

CLIENT:IsHelicopter()

Returns if the Controllable contains Helicopters.

CLIENT:IsSubmarine()

Returns if the unit is a submarine.

CLIENT:IsTargetDetected(DCSObject, self, DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)

Check if a target is detected.

CLIENT:IsUnitDetected(Unit, DetectVisual, DetectOptical, DetectRadar, DetectIRST, DetectRWR, DetectDLINK)

Check if a certain UNIT is detected by the controllable.

CLIENT:New(ControllableName)

Create a new CONTROLLABLE from a DCSControllable

CLIENT:OptionAAAttackRange(range)

Sets Controllable Option for A2A attack range for AIR FIGHTER units.

CLIENT:OptionAlarmStateAuto()

Alarm state to Auto: AI will automatically switch alarm states based on the presence of threats.

CLIENT:OptionAlarmStateGreen()

Alarm state to Green: Group is not combat ready.

CLIENT:OptionAlarmStateRed()

Alarm state to Red: Group is combat ready and actively searching for targets.

CLIENT:OptionAllowJettisonWeaponsOnThreat()

Allow to Jettison of weapons upon threat.

CLIENT:OptionDisperseOnAttack(Seconds)

Defines how long a GROUND unit/group will move to avoid an ongoing attack.

CLIENT:OptionECM(ECMvalue)

[Air] Defines the usage of Electronic Counter Measures by airborne forces.

CLIENT:OptionECM_AlwaysOn()

[Air] Defines the usage of Electronic Counter Measures by airborne forces.

CLIENT:OptionECM_DetectedLockByRadar()

[Air] Defines the usage of Electronic Counter Measures by airborne forces.

CLIENT:OptionECM_Never()

[Air] Defines the usage of Electronic Counter Measures by airborne forces.

CLIENT:OptionECM_OnlyLockByRadar()

[Air] Defines the usage of Electronic Counter Measures by airborne forces.

CLIENT:OptionEngageRange(EngageRange)

Defines the range at which a GROUND unit/group is allowed to use its weapons automatically.

CLIENT:OptionKeepWeaponsOnThreat()

Keep weapons upon threat.

CLIENT:OptionProhibitAfterburner(Prohibit)

Prohibit Afterburner.

CLIENT:OptionROE(ROEvalue)

Set option for Rules of Engagement (ROE).

CLIENT:OptionROEHoldFire()

Weapons Hold: AI will hold fire under all circumstances.

CLIENT:OptionROEHoldFirePossible()

Can the CONTROLLABLE hold their weapons?

CLIENT:OptionROEOpenFire()

Open Fire (Only Designated): AI will engage only targets specified in its taskings.

CLIENT:OptionROEOpenFirePossible()

Can the CONTROLLABLE attack designated targets?

CLIENT:OptionROEOpenFireWeaponFree()

Open Fire, Weapons Free (Priority Designated): AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking.

CLIENT:OptionROEOpenFireWeaponFreePossible()

Can the CONTROLLABLE attack priority designated targets?

CLIENT:OptionROEReturnFire()

Return Fire: AI will only engage threats that shoot first.

CLIENT:OptionROEReturnFirePossible()

Can the CONTROLLABLE attack returning on enemy fire?

CLIENT:OptionROEWeaponFree()

Weapon free.

CLIENT:OptionROEWeaponFreePossible()

Can the CONTROLLABLE attack targets of opportunity?

CLIENT:OptionROT(ROTvalue)

Set Reation On Threat behaviour.

CLIENT:OptionROTEvadeFire()

Evade on fire.

CLIENT:OptionROTEvadeFirePossible()

Can the CONTROLLABLE evade on enemy fire?

CLIENT:OptionROTNoReaction()

No evasion on enemy threats.

CLIENT:OptionROTNoReactionPossible()

Can the CONTROLLABLE ignore enemy fire?

CLIENT:OptionROTPassiveDefense()

Evasion passive defense.

CLIENT:OptionROTPassiveDefensePossible()

Can the CONTROLLABLE evade using passive defenses?

CLIENT:OptionROTVertical()

Evade on fire using vertical manoeuvres.

CLIENT:OptionROTVerticalPossible()

Can the CONTROLLABLE evade on fire using vertical manoeuvres?

CLIENT:OptionRTBAmmo(WeaponsFlag)

Set RTB on ammo.

CLIENT:OptionRTBBingoFuel(RTB)

Set RTB on bingo fuel.

CLIENT:OptionRestrictBurner(RestrictBurner)

Sets Controllable Option for Restriction of Afterburner.

CLIENT:PatrolRaceTrack(Point1, Point2, Altitude, Speed, Formation, AGL, Delay)

[Air] Make an airplane or helicopter patrol between two points in a racetrack - resulting in a much tighter track around the start and end points.

CLIENT:PatrolRoute()

(GROUND) Patrol iteratively using the waypoints of the (parent) group.

CLIENT:PatrolRouteRandom(Speed, Formation, ToWaypoint)

(GROUND) Patrol randomly to the waypoints the for the (parent) group.

CLIENT:PatrolZones(ZoneList, Speed, Formation, DelayMin, DelayMax)

(GROUND) Patrol randomly to the waypoints the for the (parent) group.

CLIENT:PopCurrentTask()

Popping current Task from the controllable.

CLIENT:PushTask(DCSTask, WaitTime)

Pushing Task on the queue from the controllable.

CLIENT:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut, formation, onland)

(GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.

CLIENT:Route(Route, DelaySeconds)

Make the controllable to follow a given route.

CLIENT:RouteAirTo(ToCoordinate, AltType, Type, Action, Speed, DelaySeconds)

Make the AIR Controllable fly towards a specific point.

CLIENT:RouteGroundOnRailRoads(ToCoordinate, Speed, DelaySeconds, WaypointFunction, WaypointFunctionArguments)

Make the TRAIN Controllable to drive towards a specific point using railroads.

CLIENT:RouteGroundOnRoad(ToCoordinate, Speed, DelaySeconds, OffRoadFormation, WaypointFunction, WaypointFunctionArguments)

Make the GROUND Controllable to drive towards a specific point using (mostly) roads.

CLIENT:RouteGroundTo(ToCoordinate, Speed, Formation, DelaySeconds, WaypointFunction, WaypointFunctionArguments)

Make the GROUND Controllable to drive towards a specific point.

CLIENT:RoutePush(Route, DelaySeconds)

Make the controllable to push follow a given route.

CLIENT:RouteResume()

Resumes the movement of the vehicle on the route.

CLIENT:RouteStop()

Stops the movement of the vehicle on the route.

CLIENT:RouteToVec2(Point, Speed)

(AIR + GROUND) Make the Controllable move to fly to a given point.

CLIENT:RouteToVec3(Point, Speed)

(AIR + GROUND) Make the Controllable move to a given point.

CLIENT:SetAltitude(Altitude, Keep, AltType)

[AIR] Sets the controlled aircraft group to fly at the specified altitude in meters.

CLIENT:SetCommand(DCSCommand)

Executes a command action for the CONTROLLABLE.

CLIENT:SetOption(OptionID, OptionValue)

Set option.

CLIENT:SetOptionRadarUsing(Option)

[AIR] Set how the AI uses the onboard radar.

CLIENT:SetOptionRadarUsingForAttackOnly()

[AIR] Set how the AI uses the onboard radar, here: for attack only.

CLIENT:SetOptionRadarUsingForContinousSearch()

[AIR] Set how the AI uses the onboard radar, here: always on.

CLIENT:SetOptionRadarUsingForSearchIfRequired()

[AIR] Set how the AI uses the onboard radar, here: when required for searching.

CLIENT:SetOptionRadarUsingNever()

[AIR] Set how the AI uses the onboard radar.

CLIENT:SetOptionRadioContact(Objects)

[AIR] Set the AI to report contact for certain types of objects.

CLIENT:SetOptionRadioEngage(Objects)

[AIR] Set the AI to report engaging certain types of objects.

CLIENT:SetOptionRadioKill(Objects)

[AIR] Set the AI to report killing certain types of objects.

CLIENT:SetOptionRadioSilence(OnOff)

[AIR] Set the AI to not report anything over the radio - radio silence

CLIENT:SetOptionWaypointPassReport(OnOff)

[AIR] Set if the AI is reporting passing of waypoints

CLIENT:SetSpeed(Speed, Keep)

Sets the controlled group to go at the specified speed in meters per second.

CLIENT:SetTask(DCSTask, WaitTime)

Clearing the Task Queue and Setting the Task on the queue from the controllable.

CLIENT:SetTaskWaypoint(Waypoint, Task)

Set a Task at a Waypoint using a Route list.

CLIENT:StartUncontrolled(delay)

Give an uncontrolled air controllable the start command.

CLIENT:TaskAerobatics()

Return an empty task shell for Aerobatics.

CLIENT:TaskAerobaticsAileronRoll(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, Side, RollRate, TurnAngle, FixAngle)

Add an aerobatics entry of type "AILERON_ROLL" to the Aerobatics Task.

CLIENT:TaskAerobaticsBarrelRoll(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, Side, RollRate, TurnAngle)

Add an aerobatics entry of type "BARREL_ROLL" to the Aerobatics Task.

CLIENT:TaskAerobaticsCandle(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately)

Add an aerobatics entry of type "CANDLE" to the Aerobatics Task.

CLIENT:TaskAerobaticsClimb(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, Angle, FinalAltitude)

Add an aerobatics entry of type "CLIMB" to the Aerobatics Task.

CLIENT:TaskAerobaticsDive(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, Angle, FinalAltitude)

Add an aerobatics entry of type "DIVE" to the Aerobatics Task.

CLIENT:TaskAerobaticsEdgeFlight(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, FlightTime, Side)

Add an aerobatics entry of type "EDGE_FLIGHT" to the Aerobatics Task.

CLIENT:TaskAerobaticsForcedTurn(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, TurnAngle, Side, FlightTime, MinSpeed)

Add an aerobatics entry of type "FORCED_TURN" to the Aerobatics Task.

CLIENT:TaskAerobaticsHammerhead(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, Side)

Add an aerobatics entry of type "HAMMERHEAD" to the Aerobatics Task.

CLIENT:TaskAerobaticsHorizontalEight(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, Side, RollDeg)

Add an aerobatics entry of type "HORIZONTAL_EIGHT" to the Aerobatics Task.

CLIENT:TaskAerobaticsImmelmann(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately)

Add an aerobatics entry of type "IMMELMAN" to the Aerobatics Task.

CLIENT:TaskAerobaticsLoop(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately)

Add an aerobatics entry of type "LOOP" to the Aerobatics Task.

CLIENT:TaskAerobaticsMilitaryTurn(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately)

Add an aerobatics entry of type "MILITARY_TURN" to the Aerobatics Task.

CLIENT:TaskAerobaticsSkewedLoop(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, Side, RollDeg)

Add an aerobatics entry of type "SKEWED_LOOP" to the Aerobatics Task.

CLIENT:TaskAerobaticsSpiral(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, TurnAngle, Roll, Side, UpDown, Angle)

Add an aerobatics entry of type "SPIRAL" to the Aerobatics Task.

CLIENT:TaskAerobaticsSplitS(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, FinalSpeed)

Add an aerobatics entry of type "SPLIT_S" to the Aerobatics Task.

CLIENT:TaskAerobaticsStraightFlight(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, FlightTime)

Add an aerobatics entry of type "STRAIGHT_FLIGHT" to the Aerobatics Task.

CLIENT:TaskAerobaticsTurn(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, Side, RollDeg, Pull, Angle)

Add an aerobatics entry of type "TURN" to the Aerobatics Task.

CLIENT:TaskAerobaticsWingoverFlight(TaskAerobatics, Repeats, InitAltitude, InitSpeed, UseSmoke, StartImmediately, FlightTime)

Add an aerobatics entry of type "WINGOVER_FLIGHT" to the Aerobatics Task.

CLIENT:TaskAttackGroup(AttackGroup, WeaponType, WeaponExpend, AttackQty, Direction, Altitude, AttackQtyLimit, GroupAttack)

(AIR) Attack a Controllable.

CLIENT:TaskAttackMapObject(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType)

(AIR) Attacking the map object (building, structure, etc).

CLIENT:TaskAttackUnit(AttackUnit, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType)

(AIR) Attack the Unit.

CLIENT:TaskBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, Divebomb)

(AIR) Delivering weapon at the point on the ground.

CLIENT:TaskBombingRunway(Airbase, WeaponType, WeaponExpend, AttackQty, Direction, GroupAttack)

(AIR) Delivering weapon on the runway.

CLIENT:TaskCarpetBombing(Vec2, GroupAttack, WeaponExpend, AttackQty, Direction, Altitude, WeaponType, CarpetLength)

(AIR) Delivering weapon via CarpetBombing (all bombers in formation release at same time) at the point on the ground.

CLIENT:TaskCombo(DCSTasks)

Return a Combo Task taking an array of Tasks.

CLIENT:TaskCondition(time, userFlag, userFlagValue, condition, duration, lastWayPoint)

Return a condition section for a controlled task.

CLIENT:TaskControlled(DCSTask, DCSStopCondition)

Return a Controlled Task taking a Task and a TaskCondition.

CLIENT:TaskDisembarking(Coordinate, GroupSetToDisembark)

Specifies the location infantry groups that is being transported by helicopters will be unloaded at.

CLIENT:TaskEPLRS(SwitchOnOff, idx)

Set EPLRS data link on/off.

CLIENT:TaskEmbarkToTransport(Coordinate, Radius, UnitType)

Used in conjunction with the embarking task for a transport helicopter group.

CLIENT:TaskEmbarking(Coordinate, GroupSetForEmbarking, Duration, Distribution)

(AIR HELICOPTER) Move the controllable to a Vec2 Point, wait for a defined duration and embark infantry groups.

CLIENT:TaskEmptyTask()

Return an Empty Task.

CLIENT:TaskEscort(FollowControllable, Vec3, LastWaypointIndex, EngagementDistance, TargetTypes)

(AIR) Escort another airborne controllable.

CLIENT:TaskFAC_AttackGroup(AttackGroup, WeaponType, Designation, Datalink, Frequency, Modulation, CallsignName, CallsignNumber)

(AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.

CLIENT:TaskFireAtPoint(Vec2, Radius, AmmoCount, WeaponType, Altitude, ASL)

(GROUND) Fire at a VEC2 point until ammunition is finished.

CLIENT:TaskFollow(FollowControllable, Vec3, LastWaypointIndex)

(AIR) Following another airborne controllable.

CLIENT:TaskFollowBigFormation(FollowControllable, Vec3, LastWaypointIndex)

(AIR) Following another airborne controllable.

CLIENT:TaskFunction(FunctionString, ...)

This creates a Task element, with an action to call a function as part of a Wrapped Task.

CLIENT:TaskGroundEscort(FollowControllable, LastWaypointIndex, OrbitDistance, TargetTypes)

(AIR/HELO) Escort a ground controllable.

CLIENT:TaskGroundOnRailRoads(ToCoordinate, Speed, WaypointFunction, WaypointFunctionArguments)

Make a task for a TRAIN Controllable to drive towards a specific point using railroad.

CLIENT:TaskGroundOnRoad(ToCoordinate, Speed, OffRoadFormation, Shortcut, FromCoordinate, WaypointFunction, WaypointFunctionArguments)

Make a task for a GROUND Controllable to drive towards a specific point using (mostly) roads.

CLIENT:TaskHold()

(GROUND) Hold ground controllable from moving.

CLIENT:TaskHoldPosition(Duration)

(AIR) Hold position at the current position of the first unit of the controllable.

CLIENT:TaskLandAtVec2(Vec2, Duration)

(AIR HELICOPTER) Landing at the ground.

CLIENT:TaskLandAtZone(Zone, Duration, RandomPoint)

(AIR) Land the controllable at a @{Core.Zone#ZONE_RADIUS).

CLIENT:TaskMission(TaskMission)

(AIR + GROUND) Return a mission task from a mission template.

CLIENT:TaskOrbit(Coord, Altitude, Speed, CoordRaceTrack)

(AIR) Orbit at a position with at a given altitude and speed.

CLIENT:TaskOrbitCircle(Altitude, Speed, Coordinate)

(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.

CLIENT:TaskOrbitCircleAtVec2(Point, Altitude, Speed)

(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.

CLIENT:TaskRecoveryTanker(CarrierGroup, Speed, Altitude, LastWptNumber)

(AIR) Act as Recovery Tanker for a naval/carrier group.

CLIENT:TaskRefueling()

(AIR) Refueling from the nearest tanker.

CLIENT:TaskRoute(Points)

Return a "Misson" task to follow a given route defined by Points.

CLIENT:TaskRouteToVec2(Vec2, Speed, Formation)

(GROUND) Route the controllable to a given Vec2.

CLIENT:TaskRouteToZone(Zone, Randomize, Speed, Formation)

(AIR + GROUND) Route the controllable to a given zone.

CLIENT.TaskScheduler

CLIENT:TaskStrafing(Vec2, AttackQty, Length, WeaponType, WeaponExpend, Direction, GroupAttack)

(AIR) Strafe the point on the ground.

CLIENT:TaskWrappedAction(DCSCommand, Index)

Return a WrappedAction Task taking a Command.

CLIENT:WayPointExecute(WayPoint, WaitTime)

Executes the WayPoint plan.

CLIENT:WayPointFunction(WayPoint, WayPointIndex, WayPointFunction, ...)

Registers a waypoint function that will be executed when the controllable moves over the WayPoint.

CLIENT:WayPointInitialize(WayPoints)

Retrieve the controllable mission and allow to place function hooks within the mission waypoint plan.

CLIENT.WayPoints

CLIENT:_GetController()

Get the controller for the CONTROLLABLE.

CLIENT.___PassingWaypoint(controllable, n, N, waypointfunction, ...)

Task function when controllable passes a waypoint.

Fields and Methods inherited from POSITIONABLE Description

CLIENT:AddCargo(Cargo)

Add cargo.

CLIENT.CargoBayCapacityValues

CLIENT:CargoItemCount()

Get cargo item count.

CLIENT:ClearCargo()

Clear all cargo.

CLIENT.DefaultInfantryWeight

CLIENT:Destroy(GenerateEvent)

Destroys the POSITIONABLE.

CLIENT:Explode(power, delay)

Triggers an explosion at the coordinates of the positionable.

CLIENT:Flare(FlareColor)

Signal a flare at the position of the POSITIONABLE.

CLIENT:FlareGreen()

Signal a green flare at the position of the POSITIONABLE.

CLIENT:FlareRed()

Signal a red flare at the position of the POSITIONABLE.

CLIENT:FlareWhite()

Signal a white flare at the position of the POSITIONABLE.

CLIENT:FlareYellow()

Signal a yellow flare at the position of the POSITIONABLE.

CLIENT:GetAirspeedIndicated(oatcorr)

Returns the indicated airspeed (IAS).

CLIENT:GetAirspeedTrue()

Returns the true airspeed (TAS).

CLIENT:GetAltitude()

Returns the altitude above sea level of the POSITIONABLE.

CLIENT:GetAoA()

Returns the Angle of Attack of a POSITIONABLE.

CLIENT:GetBeacon()

Create a Core.Beacon#BEACON, to allow this POSITIONABLE to broadcast beacon signals.

CLIENT:GetBoundingBox()

Get the bounding box of the underlying POSITIONABLE DCS Object.

CLIENT:GetBoundingRadius(MinDist)

Get the bounding radius of the underlying POSITIONABLE DCS Object.

CLIENT:GetCargo()

Get all contained cargo.

CLIENT:GetCargoBayFreeWeight()

Get Cargo Bay Free Weight in kg.

CLIENT:GetCargoBayWeightLimit()

Get Cargo Bay Weight Limit in kg.

CLIENT:GetClimbAngle()

Returns the climb or descent angle of the POSITIONABLE.

CLIENT:GetCoord()

Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.

CLIENT:GetCoordinate()

Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.

CLIENT:GetDCSObject()

Returns the DCS object.

CLIENT:GetGroundSpeed()

Returns the horizonal speed relative to eath's surface.

CLIENT:GetHeading()

Returns the POSITIONABLE heading in degrees.

CLIENT:GetHeight()

Returns the POSITIONABLE height above sea level in meters.

CLIENT:GetLaserCode()

Get the last assigned laser code

CLIENT:GetMessage(Message, Duration, Name)

Returns a message with the callsign embedded (if there is one).

CLIENT:GetMessageText(Message, Name)

Returns the message text with the callsign embedded (if there is one).

CLIENT:GetMessageType(Message, MessageType, Name)

Returns a message of a specified type with the callsign embedded (if there is one).

CLIENT:GetObjectSize()

Get the object size.

CLIENT:GetOffsetCoordinate(x, y, z)

Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE.

CLIENT:GetOrientation()

Returns a {@DCS#Vec3} table of the objects current orientation in 3D space.

CLIENT:GetOrientationX()

Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e.

CLIENT:GetOrientationY()

Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e.

CLIENT:GetOrientationZ()

Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e.

CLIENT:GetPitch()

Returns the pitch angle of a POSITIONABLE.

CLIENT:GetPointVec2()

Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.

CLIENT:GetPointVec3()

Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.

CLIENT:GetPosition()

Returns a pos3 table of the objects current position and orientation in 3D space.

CLIENT:GetPositionVec3()

Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.

CLIENT:GetRadio()

Create a Sound.Radio#RADIO, to allow radio transmission for this POSITIONABLE.

CLIENT:GetRandomVec3(Radius)

Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.

CLIENT:GetRelativeCoordinate(x, y, z)

Returns a COORDINATE object, which is transformed to be relative to the POSITIONABLE.

CLIENT:GetRelativeVelocity(Positionable)

Get relative velocity with respect to another POSITIONABLE.

CLIENT:GetRoll()

Returns the roll angle of a unit.

CLIENT:GetSize()

CLIENT:GetSpot()

Get the Spot

CLIENT:GetTroopCapacity()

Get the number of infantry soldiers that can be embarked into an aircraft (airplane or helicopter).

CLIENT:GetVec2()

Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission.

CLIENT:GetVec3()

Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission.

CLIENT:GetVelocity()

Returns the Core.Velocity object from the POSITIONABLE.

CLIENT:GetVelocityKMH()

Returns the POSITIONABLE velocity in km/h.

CLIENT:GetVelocityKNOTS()

Returns the POSITIONABLE velocity in knots.

CLIENT:GetVelocityMPS()

Returns the POSITIONABLE velocity in meters per second.

CLIENT:GetVelocityVec3()

Returns the POSITIONABLE velocity Vec3 vector.

CLIENT:GetYaw()

Returns the yaw angle of a POSITIONABLE.

CLIENT:HasCargo(Cargo)

Returns if carrier has given cargo.

CLIENT:InAir()

Returns true if the POSITIONABLE is in the air.

CLIENT:IsAboveRunway()

Returns if the Positionable is located above a runway.

CLIENT:IsAir()

Returns if the unit is of an air category.

CLIENT:IsCargoEmpty()

Is cargo bay empty.

CLIENT:IsGround()

Returns if the unit is of an ground category.

CLIENT:IsInZone(Zone)

Returns true if the unit is within a Core.Zone.

CLIENT:IsLasing()

Check if the POSITIONABLE is lasing a target.

CLIENT:IsNotInZone(Zone)

Returns true if the unit is not within a Core.Zone.

CLIENT:IsShip()

Returns if the unit is of ship category.

CLIENT:IsSubmarine()

Returns if the unit is a submarine.

CLIENT:LaseCoordinate(Coordinate, LaserCode, Duration)

Start Lasing a COORDINATE.

CLIENT:LaseOff()

Stop Lasing a POSITIONABLE.

CLIENT:LaseUnit(Target, LaserCode, Duration)

Start Lasing a POSITIONABLE.

CLIENT.LaserCode

CLIENT:Message(Message, Duration, Name)

Send a message to the players in the Wrapper.Group.

CLIENT:MessageToAll(Message, Duration, Name)

Send a message to all coalitions.

CLIENT:MessageToBlue(Message, Duration, Name)

Send a message to the blue coalition.

CLIENT:MessageToClient(Message, Duration, Client, Name)

Send a message to a client.

CLIENT:MessageToCoalition(Message, Duration, MessageCoalition, Name)

Send a message to a coalition.

CLIENT:MessageToGroup(Message, Duration, MessageGroup, Name)

Send a message to a Wrapper.Group.

CLIENT:MessageToRed(Message, Duration, Name)

Send a message to the red coalition.

CLIENT:MessageToSetGroup(Message, Duration, MessageSetGroup, Name)

Send a message to a Core.Set#SET_GROUP.

CLIENT:MessageToSetUnit(Message, Duration, MessageSetUnit, Name)

Send a message to a Core.Set#SET_UNIT.

CLIENT:MessageToUnit(Message, Duration, MessageUnit, Name)

Send a message to a Wrapper.Unit.

CLIENT:MessageTypeToCoalition(Message, MessageType, MessageCoalition, Name)

Send a message to a coalition.

CLIENT:MessageTypeToGroup(Message, MessageType, MessageGroup, Name)

Send a message of a message type to a Wrapper.Group.

CLIENT:New(PositionableName)

Create a new POSITIONABLE from a DCSPositionable

CLIENT.PositionableName

CLIENT:RemoveCargo(Cargo)

Remove cargo.

CLIENT:SetCargoBayWeightLimit(WeightLimit)

Set Cargo Bay Weight Limit in kg.

CLIENT:Smoke(SmokeColor, Range, AddHeight)

Smoke the POSITIONABLE.

CLIENT:SmokeBlue()

Smoke the POSITIONABLE Blue.

CLIENT:SmokeGreen()

Smoke the POSITIONABLE Green.

CLIENT:SmokeOrange()

Smoke the POSITIONABLE Orange.

CLIENT:SmokeRed()

Smoke the POSITIONABLE Red.

CLIENT:SmokeWhite()

Smoke the POSITIONABLE White.

CLIENT.Spot

CLIENT.__

CLIENT.coordinate

Coordinate object.

CLIENT.pointvec3

Point Vec3 object.

Fields and Methods inherited from IDENTIFIABLE Description

CLIENT:GetCallsign()

Gets the CallSign of the IDENTIFIABLE, which is a blank by default.

CLIENT:GetCategory()

Returns object category of the DCS Identifiable.

CLIENT:GetCategoryName()

Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.

CLIENT:GetCoalition()

Returns coalition of the Identifiable.

CLIENT:GetCoalitionName()

Returns the name of the coalition of the Identifiable.

CLIENT:GetCountry()

Returns country of the Identifiable.

CLIENT:GetCountryName()

Returns country name of the Identifiable.

CLIENT:GetDesc()

Returns Identifiable descriptor.

CLIENT:GetName()

Returns DCS Identifiable object name.

CLIENT:GetThreatLevel()

Gets the threat level.

CLIENT:GetTypeName()

Returns the type name of the DCS Identifiable.

CLIENT:HasAttribute(AttributeName)

Check if the Object has the attribute.

CLIENT.IdentifiableName

The name of the identifiable.

CLIENT:IsAlive()

Returns if the Identifiable is alive.

CLIENT:New(IdentifiableName)

Create a new IDENTIFIABLE from a DCSIdentifiable

Fields and Methods inherited from OBJECT Description

CLIENT:Destroy()

Destroys the OBJECT.

CLIENT:GetID()

Returns the unit's unique identifier.

CLIENT:New(ObjectName)

Create a new OBJECT from a DCSObject

CLIENT.ObjectName

The name of the Object.

Fields and Methods inherited from BASE Description

CLIENT.ClassID

The ID number of the class.

CLIENT.ClassName

The name of the class.

CLIENT.ClassNameAndID

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

CLIENT:ClearState(Object, StateName)

Clear the state of an object.

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

Creation of a Birth Event.

CLIENT:CreateEventCrash(EventTime, Initiator, IniObjectCategory)

Creation of a Crash Event.

CLIENT:CreateEventDead(EventTime, Initiator, IniObjectCategory)

Creation of a Dead Event.

CLIENT:CreateEventPlayerEnterAircraft(PlayerUnit)

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

CLIENT:CreateEventRemoveUnit(EventTime, Initiator)

Creation of a Remove Unit Event.

CLIENT:CreateEventTakeoff(EventTime, Initiator)

Creation of a Takeoff Event.

CLIENT:CreateEventUnitLost(EventTime, Initiator)

Creation of a Crash Event.

CLIENT:E(Arguments)

Log an exception which will be traced always.

CLIENT:EventDispatcher()

Returns the event dispatcher

CLIENT:EventRemoveAll()

Remove all subscribed events

CLIENT:F(Arguments)

Trace a function call.

CLIENT:F2(Arguments)

Trace a function call level 2.

CLIENT:F3(Arguments)

Trace a function call level 3.

CLIENT:GetClassID()

Get the ClassID of the class instance.

CLIENT:GetClassName()

Get the ClassName of the class instance.

CLIENT:GetClassNameAndID()

Get the ClassName + ClassID of the class instance.

CLIENT:GetEventPriority()

Get the Class Core.Event processing Priority.

CLIENT:GetParent(Child, FromClass)

This is the worker method to retrieve the Parent class.

CLIENT:GetState(Object, Key)

Get a Value given a Key from the Object.

CLIENT:HandleEvent(EventID, EventFunction)

Subscribe to a DCS Event.

CLIENT:I(Arguments)

Log an information which will be traced always.

CLIENT:Inherit(Child, Parent)

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

CLIENT:IsInstanceOf(ClassName)

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

CLIENT:IsTrace()

Enquires if tracing is on (for the class).

CLIENT:New()

BASE constructor.

CLIENT:OnEvent(EventData)

Occurs when an Event for an object is triggered.

CLIENT:OnEventBDA(EventData)

BDA.

CLIENT:OnEventBaseCaptured(EventData)

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

CLIENT:OnEventBirth(EventData)

Occurs when any object is spawned into the mission.

CLIENT:OnEventCrash(EventData)

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

CLIENT:OnEventDead(EventData)

Occurs when an object is dead.

CLIENT:OnEventDetailedFailure(EventData)

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

CLIENT:OnEventDiscardChairAfterEjection(EventData)

Discard chair after ejection.

CLIENT: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.

CLIENT:OnEventEngineShutdown(EventData)

Occurs when any aircraft shuts down its engines.

CLIENT:OnEventEngineStartup(EventData)

Occurs when any aircraft starts its engines.

CLIENT:OnEventHit(EventData)

Occurs whenever an object is hit by a weapon.

CLIENT:OnEventHumanFailure(EventData)

Occurs when any system fails on a human controlled aircraft.

CLIENT:OnEventKill(EventData)

Occurs on the death of a unit.

CLIENT: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.

CLIENT:OnEventLandingAfterEjection(EventData)

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

CLIENT:OnEventLandingQualityMark(EventData)

Landing quality mark.

CLIENT:OnEventMarkAdded(EventData)

Occurs when a new mark was added.

CLIENT:OnEventMarkChange(EventData)

Occurs when a mark text was changed.

CLIENT:OnEventMarkRemoved(EventData)

Occurs when a mark was removed.

CLIENT:OnEventMissionEnd(EventData)

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

CLIENT:OnEventMissionStart(EventData)

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

CLIENT:OnEventParatrooperLanding(EventData)

Weapon add.

CLIENT:OnEventPilotDead(EventData)

Occurs when the pilot of an aircraft is killed.

CLIENT:OnEventPlayerEnterAircraft(EventData)

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

CLIENT:OnEventPlayerEnterUnit(EventData)

Occurs when any player assumes direct control of a unit.

CLIENT:OnEventPlayerLeaveUnit(EventData)

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

CLIENT:OnEventRefueling(EventData)

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

CLIENT:OnEventRefuelingStop(EventData)

Occurs when an aircraft is finished taking fuel.

CLIENT:OnEventScore(EventData)

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

CLIENT:OnEventShootingEnd(EventData)

Occurs when any unit stops firing its weapon.

CLIENT:OnEventShootingStart(EventData)

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

CLIENT:OnEventShot(EventData)

Occurs whenever any unit in a mission fires a weapon.

CLIENT:OnEventTakeoff(EventData)

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

CLIENT:OnEventTriggerZone(EventData)

Trigger zone.

CLIENT:OnEventUnitLost(EventData)

Occurs when the game thinks an object is destroyed.

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

Schedule a new time event.

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

Schedule a new time event.

CLIENT:ScheduleStop(SchedulerID)

Stops the Schedule.

CLIENT.Scheduler

CLIENT:SetEventPriority(EventPriority)

Set the Class Core.Event processing Priority.

CLIENT:SetState(Object, Key, Value)

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

CLIENT:T(Arguments)

Trace a function logic level 1.

CLIENT:T2(Arguments)

Trace a function logic level 2.

CLIENT:T3(Arguments)

Trace a function logic level 3.

CLIENT:TraceAll(TraceAll)

Trace all methods in MOOSE

CLIENT:TraceClass(Class)

Set tracing for a class

CLIENT:TraceClassMethod(Class, Method)

Set tracing for a specific method of class

CLIENT:TraceLevel(Level)

Set trace level

CLIENT:TraceOff()

Set trace off.

CLIENT:TraceOn()

Set trace on.

CLIENT: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.

CLIENT:UnHandleEvent(EventID)

UnSubscribe to a DCS event.

CLIENT._

CLIENT:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function call.

CLIENT:_Serialize(Arguments)

(Internal) Serialize arguments

CLIENT:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam)

Trace a function logic.

CLIENT.__

CLIENT:onEvent(event)

The main event handling function...

The CLIENT class

Field(s)

#string CLIENT.ClassName

Name of the class.

#boolean CLIENT.ClientAlive

Client alive.

#boolean CLIENT.ClientAlive2

Client alive 2.

#string CLIENT.ClientBriefing

Briefing.

#function CLIENT.ClientCallBack

Callback function.

#number CLIENT.ClientGroupID

Group ID of the client.

#string CLIENT.ClientGroupName

Group name.

#string CLIENT.ClientName

Name of the client.

#table CLIENT.ClientParameters

Parameters of the callback function.

#boolean CLIENT.MessageSwitch

Message switch.

#table CLIENT.Players

Player table.

Core.Point#COORDINATE CLIENT.SpawnCoord

Spawn coordinate from the template.

#table CLIENT._Menus

Function(s)

Adds a briefing to a CLIENT when a player joins a mission.

Defined in:

CLIENT

Parameter:

#string ClientBriefing

is the text defining the Mission briefing.

Return value:

self

Add player name.

Defined in:

CLIENT

Parameter:

#string PlayerName

Name of the player.

Return value:

self

Checks for a client alive event and calls a function on a continuous basis.

Defined in:

CLIENT

Parameters:

#function CallBackFunction

Create a function that will be called when a player joins the slot.

...

(Optional) Arguments for callback function as comma separated list.

Return value:

Finds a CLIENT from the _DATABASE using the relevant DCS Unit.

Defined in:

CLIENT

Parameters:

DCS#Unit DCSUnit

The DCS unit of the client.

#boolean Error

Throw an error message.

Return value:

The CLIENT found in the _DATABASE.

Finds a CLIENT from the _DATABASE using the relevant Client Unit Name.

As an optional parameter, a briefing text can be given also.

Defined in:

CLIENT

Parameters:

#string ClientName

Name of the DCS Unit as defined within the Mission Editor.

#string ClientBriefing

Text that describes the briefing of the mission when a Player logs into the Client.

#boolean Error

A flag that indicates whether an error should be raised if the CLIENT cannot be found. By default an error will be raised.

Return value:

Usage:

-- Create new Clients.
 local Mission = MISSIONSCHEDULER.AddMission( 'Russia Transport Troops SA-6', 'Operational', 'Transport troops from the control center to one of the SA-6 SAM sites to activate their operation.', 'Russia' )
 Mission:AddGoal( DeploySA6TroopsGoal )

 Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 1' ):Transport() )
 Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 3' ):Transport() )
 Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*HOT-Deploy Troops 2' ):Transport() )
 Mission:AddClient( CLIENT:FindByName( 'RU MI-8MTV2*RAMP-Deploy Troops 4' ):Transport() )

Finds a CLIENT from the _DATABASE using the relevant player name.

Defined in:

CLIENT

Parameter:

#string Name

Name of the player

Return value:

or nil if not found

Returns the DCSUnit of the CLIENT.

Defined in:

CLIENT

Return value:

Get the group ID of the client.

Defined in:

CLIENT

Return value:

#number:

DCS#Group ID.

Get the name of the group of the client.

Defined in:

CLIENT

Return value:

#string:

Returns the UNIT of the CLIENT.

Defined in:

CLIENT

Return value:

The client UNIT or nil.

Return the DCSGroup of a Client.

This function is modified to deal with a couple of bugs in DCS 1.5.3

Defined in:

CLIENT

Return value:

The group of the Client.

Get name of player.

Defined in:

CLIENT

Return value:

#string:

Player name or nil.

[Multi-Player Server] Return a table of attributes from CLIENT.

If optional attribute is present, only that value is returned.

Defined in:

CLIENT

Parameter:

#string Attribute

(Optional) The attribute to obtain. List see below.

Return value:

#table:

PlayerInfo or nil if it cannot be found

Usage:

Returned table holds these attributes:

         'id'    : player ID
         'name'  : player name
         'side'  : 0 - spectators, 1 - red, 2 - blue
         'slot'  : slot ID of the player or 
         'ping'  : ping of the player in ms
         'ipaddr': IP address of the player, SERVER ONLY
         'ucid'  : Unique Client Identifier, SERVER ONLY

Get player name(s).

Defined in:

CLIENT

Return value:

#table:

List of player names or an empty table {}.

[Multi-Player Server] Get UCID from a CLIENT.

Defined in:

CLIENT

Return value:

#string:

UCID

Checks if the CLIENT is a multi-seated UNIT.

Defined in:

CLIENT

Return value:

#boolean:

true if multi-seated.

Evaluates if the CLIENT is a transport.

Defined in:

CLIENT

Return value:

#boolean:

true is a transport.

The main message driver for the CLIENT.

This function displays various messages to the Player logged into the CLIENT through the DCS World Messaging system.

Defined in:

CLIENT

Parameters:

#string Message

is the text describing the message.

#number MessageDuration

is the duration in seconds that the Message should be displayed.

#string MessageCategory

is the category of the message (the title).

#number MessageInterval

is the interval in seconds between the display of the Core.Message#MESSAGE when the CLIENT is in the air.

#string MessageID

is the identifier of the message when displayed with intervals.

Transport defines that the Client is a Transport.

Transports show cargo.

Defined in:

CLIENT

Parameter:

#string ClientName

Name of the client unit.

Return value:

self

Remove player.

Defined in:

CLIENT

Parameter:

#string PlayerName

Name of the player.

Return value:

self

Remove all players.

Defined in:

CLIENT

Return value:

self

Resets a CLIENT.

Defined in:

CLIENT

Parameter:

#string ClientName

Name of the Group as defined within the Mission Editor. The Group must have a Unit with the type Client.

Show the briefing of a CLIENT.

Defined in:

CLIENT

Return value:

self

Shows the AI.AI_Cargo#CARGO contained within the CLIENT to the player as a message.

The AI.AI_Cargo#CARGO is shown using the Core.Message#MESSAGE distribution system.

Defined in:

CLIENT

Show the mission briefing of a MISSION to the CLIENT.

Defined in:

CLIENT

Parameter:

#string MissionBriefing

Return value:

self

Transport defines that the Client is a Transport.

Transports show cargo.

Defined in:

CLIENT

Return value:

self

@param #CLIENT self

Defined in:

CLIENT

Parameter:

SchedulerName

Field(s)

#string CLIENT.ClassName

Name of the class.

#boolean CLIENT.ClientAlive

Client alive.

#boolean CLIENT.ClientAlive2

Client alive 2.

#string CLIENT.ClientBriefing

Briefing.

#function CLIENT.ClientCallBack

Callback function.

#number CLIENT.ClientGroupID

Group ID of the client.

#string CLIENT.ClientGroupName

Group name.

#string CLIENT.ClientName

Name of the client.

#table CLIENT.ClientParameters

Parameters of the callback function.

#boolean CLIENT.MessageSwitch

Message switch.

#table CLIENT.Players

Player table.

Core.Point#COORDINATE CLIENT.SpawnCoord

Spawn coordinate from the template.

#table CLIENT._Menus

Function(s)

GROUND - Switch on/off radar emissions of a unit.

Defined in:

Parameter:

#boolean switch

If true, emission is enabled. If false, emission is disabled.

Return value:

self

Triggers an explosion at the coordinates of the unit.

Defined in:

Parameters:

#number power

Power of the explosion in kg TNT. Default 100 kg TNT.

#number delay

(Optional) Delay of explosion in seconds.

Return value:

self

Finds a UNIT from the _DATABASE using a DCSUnit object.

Defined in:

Parameter:

DCS#Unit DCSUnit

An existing DCS Unit object reference.

Return value:

self

Find all UNIT objects matching using patterns.

Note that this is a lot slower than :FindByName()!

Defined in:

Parameter:

#string Pattern

The pattern to look for. Refer to LUA patterns for regular expressions in LUA.

Return value:

#table:

Units Table of matching #UNIT objects found

Usage:

         -- Find all group with a partial group name
         local unittable = UNIT:FindAllByMatching( "Apple" )
         -- will return all units with "Apple" in the name
         
         -- using a pattern
         local unittable = UNIT:FindAllByMatching( ".%d.%d$" )
         -- will return the all units found ending in "-1-1" to "-9-9", but not e.g. "-10-1" or "-1-10"

Find the first(!) UNIT matching using patterns.

Note that this is a lot slower than :FindByName()!

Defined in:

Parameter:

#string Pattern

The pattern to look for. Refer to LUA patterns for regular expressions in LUA.

Return value:

The UNIT.

Usage:

         -- Find a group with a partial group name
         local unit = UNIT:FindByMatching( "Apple" )
         -- will return e.g. a group named "Apple-1-1"
         
         -- using a pattern
         local unit = UNIT:FindByMatching( ".%d.%d$" )
         -- will return the first group found ending in "-1-1" to "-9-9", but not e.g. "-10-1"

Find a UNIT in the _DATABASE using the name of an existing DCS Unit.

Defined in:

Parameter:

#string UnitName

The Unit Name.

Return value:

self

Returns the unit altitude above sea level in meters.

Defined in:

Parameter:

#boolean FromGround

Measure from the ground or from sea level (ASL). Provide true for measuring from the ground (AGL). false or nil if you measure from sea level.

Return value:

#number:

The height of the group or nil if is not existing or alive.

Returns the Unit's ammunition.

Defined in:

Return value:

Table with ammuntion of the unit (or nil). This can be a complex table!

Get the number of ammunition and in particular the number of shells, rockets, bombs and missiles a unit currently has.

Defined in:

Return values:

#number:

Total amount of ammo the unit has left. This is the sum of shells, rockets, bombs and missiles.

#number:

Number of shells left.

#number:

Number of rockets left.

#number:

Number of bombs left.

#number:

Number of missiles left.

#number:

Number of artillery shells left (with explosive mass, included in shells; shells can also be machine gun ammo)

Returns the Unit's callsign - the localized string.

Defined in:

Return value:

#string:

The Callsign of the Unit.

Returns the category name of the #UNIT.

Defined in:

Return value:

#string:

Category name = Helicopter, Airplane, Ground Unit, Ship

Get the CLIENT of the unit

Defined in:

Return value:

Get the DCS unit object.

Defined in:

Return value:

The DCS unit object.

Returns the unit's relative damage, i.e.

1-life.

Defined in:

Return value:

#number:

The Unit's relative health value, i.e. a number in [0,1] or 1 if unit does not exist any more.

Returns the current value for an animation argument on the external model of the given object.

Each model animation has an id tied to with different values representing different states of the model. Animation arguments can be figured out by opening the respective 3d model in the modelviewer.

Defined in:

Parameter:

#number AnimationArgument

Number corresponding to the animated part of the unit.

Return value:

#number:

Value of the animation argument [-1, 1]. If draw argument value is invalid for the unit in question a value of 0 will be returned.

Returns relative amount of fuel (from 0.0 to 1.0) the UNIT has in its internal tanks.

If there are additional fuel tanks the value may be greater than 1.0.

Defined in:

Return value:

#number:

The relative amount of fuel (from 0.0 to 1.0) or nil if the DCS Unit is not existing or alive.

Returns the unit's group if it exists and nil otherwise.

Defined in:

Return value:

The Group of the Unit or nil if the unit does not exist.

Returns the unit's health.

Dead units has health <= 1.0.

Defined in:

Return value:

#number:

The Unit's health value or -1 if unit does not exist any more.

Returns the Unit's initial health.

Defined in:

Return value:

#number:

The Unit's initial health value or 0 if unit does not exist any more.

Returns the unit's relative health.

Defined in:

Return value:

#number:

The Unit's relative health value, i.e. a number in [0,1] or -1 if unit does not exist any more.

[AIRPLANE] Get the NATO reporting name of a UNIT.

Currently airplanes only!

Defined in:

Return value:

#string:

NatoReportingName or "Bogey" if unknown.

Returns the unit's number in the group.

The number is the same number the unit has in ME. It may not be changed during the mission. If any unit in the group is destroyed, the numbers of another units will not be changed.

Defined in:

Return values:

#number:

The Unit number.

#nil:

The DCS Unit is not existing or alive.

Returns name of the player that control the unit or nil if the unit is controlled by A.I.

Defined in:

Return values:

#string:

Player Name

#nil:

The DCS Unit is not existing or alive.

Returns the prefix name of the DCS Unit.

A prefix name is a part of the name before a '#'-sign. DCS Units spawned with the Core.Spawn#SPAWN class contain a '#'-sign to indicate the end of the (base) DCS Unit name. The spawn sequence number and unit number are contained within the name after the '#' sign.

Defined in:

Return values:

#string:

The name of the DCS Unit.

#nil:

The DCS Unit is not existing or alive.

Returns two values:

  • First value indicates if at least one of the unit's radar(s) is on.
  • Second value is the object of the radar's interest. Not nil only if at least one radar of the unit is tracking a target.

Defined in:

Return values:

#boolean:

Indicates if at least one of the unit's radar(s) is on.

The object of the radar's interest. Not nil only if at least one radar of the unit is tracking a target.

Returns the unit's max range in meters derived from the DCS descriptors.

For ground units it will return a range of 10,000 km as they have no real range.

Defined in:

Return value:

#number:

Range in meters.

Get Link16 STN or SADL TN and other datalink info from Unit, if any.

Defined in:

Return values:

#string:

STN STN or TN Octal as string, or nil if not set/capable.

#string:

VCL Voice Callsign Label or nil if not set/capable.

#string:

VCN Voice Callsign Number or nil if not set/capable.

#string:

Lead If true, unit is Flight Lead, else false or nil.

Returns the unit sensors.

Defined in:

Return value:

Table of sensors.

Get skill from Unit.

Defined in:

Return value:

#string:

Skill String of skill name.

Returns the unit's max speed in km/h derived from the DCS descriptors.

Defined in:

Return value:

#number:

Speed in km/h.

Get the unit table from a unit's template.

Defined in:

Return value:

#table:

Table of the unit template (deep copy) or #nil.

Get the fuel of the unit from its template.

Defined in:

Return value:

#number:

Fuel of unit in kg.

Get the payload table from a unit's template.

The payload table has elements:

  • pylons
  • fuel
  • chaff
  • gun

Defined in:

Return value:

#table:

Payload table (deep copy) or #nil.

Get the pylons table from a unit's template.

This can be a complex table depending on the weapons the unit is carrying.

Defined in:

Return value:

#table:

Table of pylons (deepcopy) or #nil.

Returns the Unit's A2G threat level on a scale from 1 to 10 ...

Depending on the era and the type of unit, the following threat levels are foreseen:

Modern:

  • Threat level 0: Unit is unarmed.
  • Threat level 1: Unit is infantry.
  • Threat level 2: Unit is an infantry vehicle.
  • Threat level 3: Unit is ground artillery.
  • Threat level 4: Unit is a tank.
  • Threat level 5: Unit is a modern tank or ifv with ATGM.
  • Threat level 6: Unit is a AAA.
  • Threat level 7: Unit is a SAM or manpad, IR guided.
  • Threat level 8: Unit is a Short Range SAM, radar guided.
  • Threat level 9: Unit is a Medium Range SAM, radar guided.
  • Threat level 10: Unit is a Long Range SAM, radar guided.

Cold:

  • Threat level 0: Unit is unarmed.
  • Threat level 1: Unit is infantry.
  • Threat level 2: Unit is an infantry vehicle.
  • Threat level 3: Unit is ground artillery.
  • Threat level 4: Unit is a tank.
  • Threat level 5: Unit is a modern tank or ifv with ATGM.
  • Threat level 6: Unit is a AAA.
  • Threat level 7: Unit is a SAM or manpad, IR guided.
  • Threat level 8: Unit is a Short Range SAM, radar guided.
  • Threat level 10: Unit is a Medium Range SAM, radar guided.

Korea:

  • Threat level 0: Unit is unarmed.
  • Threat level 1: Unit is infantry.
  • Threat level 2: Unit is an infantry vehicle.
  • Threat level 3: Unit is ground artillery.
  • Threat level 5: Unit is a tank.
  • Threat level 6: Unit is a AAA.
  • Threat level 7: Unit is a SAM or manpad, IR guided.
  • Threat level 10: Unit is a Short Range SAM, radar guided.

WWII:

  • Threat level 0: Unit is unarmed.
  • Threat level 1: Unit is infantry.
  • Threat level 2: Unit is an infantry vehicle.
  • Threat level 3: Unit is ground artillery.
  • Threat level 5: Unit is a tank.
  • Threat level 7: Unit is FLAK.
  • Threat level 10: Unit is AAA.

Defined in:

Return values:

#number:

Number between 0 (low threat level) and 10 (high threat level).

#string:

Some text.

Returns the category of the #UNIT from descriptor.

Returns one of

  • Unit.Category.AIRPLANE
  • Unit.Category.HELICOPTER
  • Unit.Category.GROUND_UNIT
  • Unit.Category.SHIP
  • Unit.Category.STRUCTURE

Defined in:

Return value:

#number:

Unit category from getDesc().category.

Returns a list of one Wrapper.Unit.

Defined in:

Return value:

#list<Wrapper.Unit#UNIT>:

A list of one Wrapper.Unit.

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:

self

Returns if the unit is SEADable.

Defined in:

Return value:

#boolean:

returns true if the unit is SEADable.

Returns if the unit has sensors of a certain type.

Defined in:

Parameter:

...

Return value:

#boolean:

returns true if the unit has specified types of sensors. This function is more preferable than Unit.getSensors() if you don't want to get information about all the unit's sensors, and just want to check if the unit has specified types of sensors.

Returns true if the UNIT is in the air.

Defined in:

Parameter:

#boolean NoHeloCheck

If true, no additonal checks for helos are performed.

Return value:

#boolean:

Return true if in the air or #nil if the UNIT is not existing or alive.

Returns if the unit is activated.

Defined in:

Return value:

#boolean:

true if Unit is activated. nil The DCS Unit is not existing or alive.

Returns if the Unit is alive.

If the Unit is not alive/existent, nil is returned.
If the Unit is alive and active, true is returned.
If the Unit is alive but not active, false` is returned.

Defined in:

Return value:

#boolean:

Returns true if Unit is alive and active, false if it exists but is not active and nil if the object does not exist or DCS isExist function returns false.

Check if the unit can supply ammo.

Currently, we have

  • M 818
  • Ural-375
  • ZIL-135

This list needs to be extended, if DCS adds other units capable of supplying ammo.

Defined in:

Return value:

#boolean:

If true, unit can supply ammo.

Checks is the unit is a Player or Client slot.

Defined in:

Return value:

#boolean:

If true, unit is a player or client aircraft

Returns if the Unit is dead.

Defined in:

Return value:

#boolean:

true if Unit is dead, else false or nil if the unit does not exist

Returns if a unit is detecting the TargetUnit.

Defined in:

Parameter:

#UNIT TargetUnit

Return value:

#boolean:

true If the TargetUnit is detected by the unit, otherwise false.

Returns if the unit is exists in the mission.

If not even the DCS unit object does exist, nil is returned.
If the unit object exists, the value of the DCS API function isExist is returned.

Defined in:

Return value:

#boolean:

Returns true if unit exists in the mission.

Returns if the unit is a friendly unit.

Defined in:

Parameter:

FriendlyCoalition

Return value:

#boolean:

IsFriendly evaluation result.

Check if the unit can supply fuel.

Currently, we have

  • M978 HEMTT Tanker
  • ATMZ-5
  • ATMZ-10
  • ATZ-5

This list needs to be extended, if DCS adds other units capable of supplying fuel.

Defined in:

Return value:

#boolean:

If true, unit can supply fuel.

Returns if a unit has Line of Sight (LOS) with the TargetUnit.

Defined in:

Parameter:

#UNIT TargetUnit

Return value:

#boolean:

true If the TargetUnit has LOS with the unit, otherwise false.

Check if an (air) unit is a client or player slot.

Information is retrieved from the group template.

Defined in:

Return value:

#boolean:

If true, unit is associated with a client or player slot.

Check if the unit is refuelable.

Also retrieves the refuelling system (boom or probe) if applicable.

Defined in:

Return values:

#boolean:

If true, unit is refuelable (checks for the attribute "Refuelable").

#number:

Refueling system (if any): 0=boom, 1=probe.

Returns if the unit is of a ship category.

If the unit is a ship, this method will return true, otherwise false.

Defined in:

Return value:

#boolean:

Ship category evaluation result.

Check if the unit is a tanker.

Also retrieves the refuelling system (boom or probe) if applicable.

Defined in:

Return values:

#boolean:

If true, unit is a tanker (checks for the attribute "Tankers").

#number:

Refueling system (if any): 0=boom, 1=probe.

Forces the unit to become aware of the specified target, without the unit manually detecting the other unit itself.

Applies only to a Unit Controller. Cannot be used at the group level.

Defined in:

Parameters:

#UNIT TargetUnit

The unit to be known.

#boolean TypeKnown

The target type is known. If false, the type is not known.

#boolean DistanceKnown

The distance to the target is known. If false, distance is unknown.

Return the name of the UNIT.

Defined in:

Return value:

#string:

The UNIT name.

Returns true if there is an other DCS Unit within a radius of the current 2D point of the DCS Unit.

Defined in:

Parameters:

#UNIT AwaitUnit

The other UNIT wrapper object.

Radius

The radius in meters with the DCS Unit in the centre.

Return values:

true If the other DCS Unit is within the radius of the 2D point of the DCS Unit.

#nil:

The DCS Unit is not existing or alive.

Respawn the Wrapper.Unit using a (tweaked) template of the parent Group.

This function will:

  • Get the current position and heading of the group.
  • When the unit is alive, it will tweak the template x, y and heading coordinates of the group and the embedded units to the current units positions.
  • Then it will respawn the re-modelled group.

Defined in:

Parameters:

The position where to Spawn the new Unit at.

#number Heading

The heading of the unit respawn.

Create a new UNIT from DCSUnit.

Defined in:

Parameter:

#string UnitName

The name of the DCS unit.

Return value:

self

Reset the subscriptions.

Defined in:

Return value:

Sets the Unit's Internal Cargo Mass, in kg

Defined in:

Parameter:

#number mass

to set cargo to

Return value:

self

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

self

Field(s)

#string CLIENT.ClassName

Name of the class.

#boolean CLIENT.ClientAlive

Client alive.

#boolean CLIENT.ClientAlive2

Client alive 2.

#string CLIENT.ClientBriefing

Briefing.

#function CLIENT.ClientCallBack

Callback function.

#number CLIENT.ClientGroupID

Group ID of the client.

#string CLIENT.ClientGroupName

Group name.

#string CLIENT.ClientName

Name of the client.

#table CLIENT.ClientParameters

Parameters of the callback function.

#boolean CLIENT.MessageSwitch

Message switch.

#table CLIENT.Players

Player table.

Core.Point#COORDINATE CLIENT.SpawnCoord

Spawn coordinate from the template.

#table CLIENT._Menus

Function(s)

Clear all tasks from the controllable.

Activate ACLS system of the CONTROLLABLE.

The controllable should be an aircraft carrier! Also needs Link4 to work.

Defined in:

Parameters:

#number UnitID

(Optional) The DCS UNIT ID of the unit the ACLS system is attached to. Defaults to the UNIT itself.

#string Name

(Optional) Name of the ACLS Beacon

#number Delay

(Optional) Delay in seconds before the ICLS is activated.

Return value:

Give the CONTROLLABLE the command to activate a beacon.

See DCS_command_activateBeacon on Hoggit. For specific beacons like TACAN use the more convenient #BEACON class. Note that a controllable can only have one beacon activated at a time with the execption of ICLS.

Defined in:

Parameters:

Beacon type (VOR, DME, TACAN, RSBN, ILS etc).

Beacon system (VOR, DME, TACAN, RSBN, ILS etc).

#number Frequency

Frequency in Hz the beacon is running on. Use UTILS.TACANToFrequency to generate a frequency for TACAN beacons.

#number UnitID

The ID of the unit the beacon is attached to. Useful if more units are in one group.

#number Channel

Channel the beacon is using. For, e.g. TACAN beacons.

#string ModeChannel

The TACAN mode of the beacon, i.e. "X" or "Y".

#boolean AA

If true, create and Air-Air beacon. IF nil, automatically set if CONTROLLABLE depending on whether unit is and aircraft or not.

#string Callsign

Morse code identification callsign.

#boolean Bearing

If true, beacon provides bearing information - if supported by the unit the beacon is attached to.

#number Delay

(Optional) Delay in seconds before the beacon is activated.

Return value:

Activate ICLS system of the CONTROLLABLE.

The controllable should be an aircraft carrier!

Defined in:

Parameters:

#number Channel

ICLS channel.

#number UnitID

The DCS UNIT ID of the unit the ICLS system is attached to. Useful if more units are in one group.

#string Callsign

Morse code identification callsign.

#number Delay

(Optional) Delay in seconds before the ICLS is activated.

Return value:

Activate LINK4 system of the CONTROLLABLE.

The controllable should be an aircraft carrier!

Defined in:

Parameters:

#number Frequency

Link4 Frequency in MHz, e.g. 336 (defaults to 336 MHz)

#number UnitID

(Optional) The DCS UNIT ID of the unit the LINK4 system is attached to. Defaults to the UNIT itself.

#string Callsign

(Optional) Morse code identification callsign.

#number Delay

(Optional) Delay in seconds before the LINK4 is activated.

Return value:

Deactivate ACLS system of the CONTROLLABLE.

The controllable should be an aircraft carrier!

Defined in:

Parameter:

#number Delay

(Optional) Delay in seconds before the ICLS is deactivated.

Return value:

Deactivate the active beacon of the CONTROLLABLE.

Defined in:

Parameter:

#number Delay

(Optional) Delay in seconds before the beacon is deactivated.

Return value:

Deactivate the ICLS of the CONTROLLABLE.

Defined in:

Parameter:

#number Delay

(Optional) Delay in seconds before the ICLS is deactivated.

Return value:

Deactivate the active Link4 of the CONTROLLABLE.

Defined in:

Parameter:

#number Delay

(Optional) Delay in seconds before the Link4 is deactivated.

Return value:

Do Script command

Defined in:

Parameter:

#string DoScript

Return value:

Set EPLRS of the CONTROLLABLE on/off.

See DCS command EPLRS

Defined in:

Parameters:

#boolean SwitchOnOff

If true (or nil) switch EPLRS on. If false switch off.

#number Delay

(Optional) Delay in seconds before the callsign is set. Default is immediately.

Return value:

Set callsign of the CONTROLLABLE.

See DCS command setCallsign

Defined in:

Parameters:

DCS#CALLSIGN CallName

Number corresponding the the callsign identifier you wish this group to be called.

#number CallNumber

The number value the group will be referred to as. Only valid numbers are 1-9. For example Uzi 5-1. Default 1.

#number Delay

(Optional) Delay in seconds before the callsign is set. Default is immediately.

Return value:

Set radio frequency.

See DCS command EPLRS

Defined in:

Parameters:

#number Frequency

Radio frequency in MHz.

#number Modulation

Radio modulation. Default radio.modulation.AM.

#number Power

(Optional) Power of the Radio in Watts. Defaults to 10.

#number Delay

(Optional) Delay in seconds before the frequency is set. Default is immediately.

Return value:

[AIR] Set radio frequency.

See DCS command EPLRS

Defined in:

Parameters:

#number Frequency

Radio frequency in MHz.

#number Modulation

Radio modulation. Default radio.modulation.AM.

#number Power

(Optional) Power of the Radio in Watts. Defaults to 10.

#UnitID UnitID

(Optional, if your object is a UNIT) The UNIT ID this is for.

#number Delay

(Optional) Delay in seconds before the frequency is set. Default is immediately.

Return value:

Set unlimited fuel.

See DCS command Unlimited Fuel.

Defined in:

Parameters:

#boolean OnOff

Set unlimited fuel on = true or off = false.

#number Delay

(Optional) Set the option only after x seconds.

Return value:

Create a stop route command, which returns a string containing the command.

Use the result in the method CONTROLLABLE.SetCommand(). A value of true will make the ground group stop, a value of false will make it continue. Note that this can only work on GROUP level, although individual UNITs can be commanded, the whole GROUP will react.

Example missions:

  • GRP-310

Defined in:

Parameter:

#boolean StopRoute

true if the ground unit needs to stop, false if it needs to continue to move.

Return value:

Perform a switch waypoint command

Defined in:

Parameters:

#number FromWayPoint

#number ToWayPoint

Return value:

Usage:


  -- This test demonstrates the use(s) of the SwitchWayPoint method of the GROUP class.
  HeliGroup = GROUP:FindByName( "Helicopter" )

  -- Route the helicopter back to the FARP after 60 seconds.
  -- We use the SCHEDULER class to do this.
  SCHEDULER:New( nil,
    function( HeliGroup )
      local CommandRTB = HeliGroup:CommandSwitchWayPoint( 2, 8 )
      HeliGroup:SetCommand( CommandRTB )
    end, { HeliGroup }, 90
  )

Return the route of a controllable by using the Core.Database#DATABASE class.

Defined in:

Parameters:

#number Begin

The route point from where the copy will start. The base route point is 0.

#number End

The route point where the copy will end. The End point is the last point - the End point. The last point has base 0.

#boolean Randomize

Randomization of the route, when true.

#number Radius

When randomization is on, the randomization is within the radius.

(AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts).

No parameters. hoggit.

Defined in:

Return value:

The DCS task structure.

(AIR) Enroute anti-ship task.

Defined in:

Parameters:

Array of target categories allowed to engage. Default {"Ships"}.

#number Priority

(Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.

Return value:

The DCS task structure.

(AIR) Enroute CAP task.

Defined in:

Parameters:

Array of target categories allowed to engage. Default {"Air"}.

#number Priority

(Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.

Return value:

The DCS task structure.

(GROUND) Ground unit (EW-radar) will act as an EWR for friendly units (will provide them with information about contacts).

No parameters. See hoggit.

Defined in:

Return value:

The DCS task structure.

(AIR) Engaging a controllable.

The task does not assign the target controllable to the unit/controllable to attack now; it just allows the unit/controllable to engage the target controllable as well as other assigned targets. See hoggit.

Defined in:

Parameters:

#CONTROLLABLE AttackGroup

The Controllable to be attacked.

#number Priority

All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.

#number WeaponType

(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.

(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.

#number AttackQty

(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

DCS#Azimuth Direction

(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.

DCS#Distance Altitude

(optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude.

#boolean AttackQtyLimit

(optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.

Return value:

The DCS task structure.

(AIR) Engaging targets of defined types.

Defined in:

Parameters:

DCS#Distance Distance

Maximal distance from the target to a route leg. If the target is on a greater distance it will be ignored.

Array of target categories allowed to engage.

#number Priority

All enroute tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.

Return value:

The DCS task structure.

(AIR) Engaging a targets of defined types at circle-shaped zone.

Defined in:

Parameters:

DCS#Vec2 Vec2

2D-coordinates of the zone.

DCS#Distance Radius

Radius of the zone.

(Optional) Array of target categories allowed to engage. Default {"Air"}.

#number Priority

(Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.

Return value:

The DCS task structure.

(AIR) Search and attack the Unit.

See hoggit.

Defined in:

Parameters:

Wrapper.Unit#UNIT EngageUnit

The UNIT.

#number Priority

(optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.

#boolean GroupAttack

(optional) If true, all units in the group will attack the Unit when found.

(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.

#number AttackQty

(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

DCS#Azimuth Direction

(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.

DCS#Distance Altitude

(optional) Desired altitude to perform the unit engagement.

#boolean Visible

(optional) Unit must be visible.

#boolean ControllableAttack

(optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a controllable, not to a single aircraft.

Return value:

The DCS task structure.

(AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose a targets (enemy ground controllable) around as well as other assigned targets.

Assigns the controlled group to act as a Forward Air Controller or JTAC. Any detected targets will be assigned as targets to the player via the JTAC radio menu. Target designation is set to auto and is dependent on the circumstances. See hoggit.

Defined in:

Parameters:

#number Frequency

Frequency in MHz. Default 133 MHz.

#number Modulation

Radio modulation. Default radio.modulation.AM.

#number CallsignID

CallsignID, e.g. CALLSIGN.JTAC.Anvil for ground or CALLSIGN.Aircraft.Ford for air.

#number CallsignNumber

Callsign first number, e.g. 2 for Ford-2.

#number Priority

All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.

Return value:

The DCS task structure.

(AIR + GROUND) The task makes the controllable/unit a FAC and lets the FAC to choose the target (enemy ground controllable) as well as other assigned targets.

The killer is player-controlled allied CAS-aircraft that is in contact with the FAC. If the task is assigned to the controllable lead unit will be a FAC. See hoggit.

Defined in:

Parameters:

#CONTROLLABLE AttackGroup

Target CONTROLLABLE.

#number Priority

(Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default is 0.

#number WeaponType

(Optional) Bitmask of weapon types those allowed to use. Default is "Auto".

(Optional) Designation type.

#boolean Datalink

(optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.

#number CallsignID

CallsignID, e.g. CALLSIGN.JTAC.Anvil for ground or CALLSIGN.Aircraft.Ford for air.

#number CallsignNumber

Callsign first number, e.g. 2 for Ford-2.

Frequency

Modulation

Return value:

The DCS task structure.

(AIR) Enroute SEAD task.

Defined in:

Parameters:

Array of target categories allowed to engage. Default {"Air Defence"}.

#number Priority

(Optional) All en-route tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Default 0.

Return value:

The DCS task structure.

(AIR) Aircraft will act as a tanker for friendly units.

No parameters. See hoggit.

Defined in:

Return value:

The DCS task structure.

Return the detected target groups of the controllable as a Core.Set#SET_GROUP.

The optional parametes specify the detection methods that can be applied. If no detection method is given, the detection will use all the available methods by default.

Defined in:

Parameters:

#boolean DetectVisual

(Optional) If false, do not include visually detected targets.

#boolean DetectOptical

(Optional) If false, do not include optically detected targets.

#boolean DetectRadar

(Optional) If false, do not include targets detected by radar.

#boolean DetectIRST

(Optional) If false, do not include targets detected by IRST.

#boolean DetectRWR

(Optional) If false, do not include targets detected by RWR.

#boolean DetectDLINK

(Optional) If false, do not include targets detected by data link.

Return value:

Set of detected groups.

Return the detected targets of the controllable.

The optional parameters specify the detection methods that can be applied. If no detection method is given, the detection will use all the available methods by default.

Defined in:

Parameters:

#boolean DetectVisual

(optional)

#boolean DetectOptical

(optional)

#boolean DetectRadar

(optional)

#boolean DetectIRST

(optional)

#boolean DetectRWR

(optional)

#boolean DetectDLINK

(optional)

Return value:

#table:

DetectedTargets

Return the detected targets of the controllable.

The optional parametes specify the detection methods that can be applied. If no detection method is given, the detection will use all the available methods by default. If at least one detection method is specified, only the methods set to true will be used.

Defined in:

Parameters:

#boolean DetectVisual

(Optional) If false, do not include visually detected targets.

#boolean DetectOptical

(Optional) If false, do not include optically detected targets.

#boolean DetectRadar

(Optional) If false, do not include targets detected by radar.

#boolean DetectIRST

(Optional) If false, do not include targets detected by IRST.

#boolean DetectRWR

(Optional) If false, do not include targets detected by RWR.

#boolean DetectDLINK

(Optional) If false, do not include targets detected by data link.

Return value:

Set of detected units.

Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks.

This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.

Defined in:

Return value:

#nil:

The CONTROLLABLE is not existing or alive.

Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.

This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.

Defined in:

Return value:

#nil:

The CONTROLLABLE is not existing or alive.

Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks.

This method returns nil to ensure polymorphic behavior! This method needs to be overridden by GROUP or UNIT.

Defined in:

Return value:

#nil:

The CONTROLLABLE is not existing or alive.

Returns the health.

Dead controllables have health <= 1.0.

Defined in:

Return values:

#number:

The controllable health value (unit or group average).

#nil:

The controllable is not existing or alive.

Returns the initial health.

Defined in:

Return value:

#number:

The controllable health value (unit or group average) or nil if the controllable does not exist.

Return the mission template of the controllable.

Defined in:

Return value:

#table:

The MissionTemplate TODO: Rework the method how to retrieve a template ...

Return the mission route of the controllable.

Defined in:

Return value:

#table:

The mission route defined by points.

Get the current WayPoints set with the WayPoint functions( Note that the WayPoints can be nil, although there ARE waypoints).

Defined in:

Return value:

#table:

WayPoints If WayPoints is given, then return the WayPoints structure.

Checking the Task Queue of the controllable.

Returns false if no task is on the queue. true if there is a task.

Defined in:

Return value:

Returns if the Controllable contains AirPlanes.

Defined in:

Return value:

#boolean:

true if Controllable contains AirPlanes.

Check if a certain GROUP is detected by the controllable.

The optional parametes specify the detection methods that can be applied. If no detection method is given, the detection will use all the available methods by default. If at least one detection method is specified, only the methods set to true will be used.

Defined in:

Parameters:

The group that is supposed to be detected.

#boolean DetectVisual

(Optional) If false, do not include visually detected targets.

#boolean DetectOptical

(Optional) If false, do not include optically detected targets.

#boolean DetectRadar

(Optional) If false, do not include targets detected by radar.

#boolean DetectIRST

(Optional) If false, do not include targets detected by IRST.

#boolean DetectRWR

(Optional) If false, do not include targets detected by RWR.

#boolean DetectDLINK

(Optional) If false, do not include targets detected by data link.

Return value:

#boolean:

True if any unit of the group is detected.

Returns if the Controllable contains Helicopters.

Defined in:

Return value:

#boolean:

true if Controllable contains Helicopters.

Returns if the unit is a submarine.

Defined in:

Return value:

#boolean:

Submarines attributes result.

Check if a target is detected.

The optional parametes specify the detection methods that can be applied. If no detection method is given, the detection will use all the available methods by default. If at least one detection method is specified, only the methods set to true will be used.

Defined in:

Parameters:

DCS#Object DCSObject

The DCS object that is checked.

#boolean DetectVisual

(Optional) If false, do not include visually detected targets.

#boolean DetectOptical

(Optional) If false, do not include optically detected targets.

#boolean DetectRadar

(Optional) If false, do not include targets detected by radar.

#boolean DetectIRST

(Optional) If false, do not include targets detected by IRST.

#boolean DetectRWR

(Optional) If false, do not include targets detected by RWR.

#boolean DetectDLINK

(Optional) If false, do not include targets detected by data link.

Return values:

#boolean:

True if target is detected.

#boolean:

True if target is visible by line of sight.

#number:

Mission time when target was detected.

#boolean:

True if target type is known.

#boolean:

True if distance to target is known.

Last known position vector of the target.

Last known velocity vector of the target.

Check if a certain UNIT is detected by the controllable.

The optional parametes specify the detection methods that can be applied. If no detection method is given, the detection will use all the available methods by default. If at least one detection method is specified, only the methods set to true will be used.

Defined in:

Parameters:

The unit that is supposed to be detected.

#boolean DetectVisual

(Optional) If false, do not include visually detected targets.

#boolean DetectOptical

(Optional) If false, do not include optically detected targets.

#boolean DetectRadar

(Optional) If false, do not include targets detected by radar.

#boolean DetectIRST

(Optional) If false, do not include targets detected by IRST.

#boolean DetectRWR

(Optional) If false, do not include targets detected by RWR.

#boolean DetectDLINK

(Optional) If false, do not include targets detected by data link.

Return values:

#boolean:

True if target is detected.

#boolean:

True if target is visible by line of sight.

#number:

Mission time when target was detected.

#boolean:

True if target type is known.

#boolean:

True if distance to target is known.

Last known position vector of the target.

Last known velocity vector of the target.

Create a new CONTROLLABLE from a DCSControllable

Defined in:

Parameter:

#string ControllableName

The DCS Controllable name

Return value:

Sets Controllable Option for A2A attack range for AIR FIGHTER units.

Defined in:

Parameter:

#number range

Defines the range

Return value:

Usage:

Range can be one of MAX_RANGE = 0, NEZ_RANGE = 1, HALF_WAY_RMAX_NEZ = 2, TARGET_THREAT_EST = 3, RANDOM_RANGE = 4. Defaults to 3. See: https://wiki.hoggitworld.com/view/DCS_option_missileAttack

Alarm state to Auto: AI will automatically switch alarm states based on the presence of threats.

The AI kind of cheats in this regard.

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Return value:

Alarm state to Green: Group is not combat ready.

Sensors are stowed if possible.

Defined in:

Return value:

Alarm state to Red: Group is combat ready and actively searching for targets.

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Return value:

Allow to Jettison of weapons upon threat.

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Return value:

Defines how long a GROUND unit/group will move to avoid an ongoing attack.

Defined in:

Parameter:

#number Seconds

Any positive number: AI will disperse, but only for the specified time before continuing their route. 0: AI will not disperse.

Return value:

[Air] Defines the usage of Electronic Counter Measures by airborne forces.

Defined in:

Parameter:

#number ECMvalue

Can be - 0=Never on, 1=if locked by radar, 2=if detected by radar, 3=always on, defaults to 1

Return value:

[Air] Defines the usage of Electronic Counter Measures by airborne forces.

AI will leave their ECM on all the time.

Defined in:

Return value:

[Air] Defines the usage of Electronic Counter Measures by airborne forces.

If the AI is being detected by a radar they will enable their ECM.

Defined in:

Return value:

[Air] Defines the usage of Electronic Counter Measures by airborne forces.

Disables the ability for AI to use their ECM.

Defined in:

Return value:

[Air] Defines the usage of Electronic Counter Measures by airborne forces.

If the AI is actively being locked by an enemy radar they will enable their ECM jammer.

Defined in:

Return value:

Defines the range at which a GROUND unit/group is allowed to use its weapons automatically.

Defined in:

Parameter:

#number EngageRange

Engage range limit in percent (a number between 0 and 100). Default 100.

Return value:

Keep weapons upon threat.

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Return value:

Prohibit Afterburner.

Defined in:

Parameter:

#boolean Prohibit

If true or nil, prohibit. If false, do not prohibit.

Return value:

Set option for Rules of Engagement (ROE).

Defined in:

Parameter:

#number ROEvalue

ROE value. See ENUMS.ROE.

Return value:

Weapons Hold: AI will hold fire under all circumstances.

Defined in:

Return value:

Can the CONTROLLABLE hold their weapons?

Defined in:

Return value:

#boolean:

Open Fire (Only Designated): AI will engage only targets specified in its taskings.

Defined in:

Return value:

Can the CONTROLLABLE attack designated targets?

Defined in:

Return value:

#boolean:

Open Fire, Weapons Free (Priority Designated): AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking.

Only for AIR units!

Defined in:

Return value:

Can the CONTROLLABLE attack priority designated targets?

Only for AIR!

Defined in:

Return value:

#boolean:

Return Fire: AI will only engage threats that shoot first.

Defined in:

Return value:

Can the CONTROLLABLE attack returning on enemy fire?

Defined in:

Return value:

#boolean:

Can the CONTROLLABLE attack targets of opportunity?

Defined in:

Return value:

#boolean:

Set Reation On Threat behaviour.

Defined in:

Parameter:

#number ROTvalue

ROT value. See ENUMS.ROT.

Return value:

Evade on fire.

Defined in:

Return value:

Can the CONTROLLABLE evade on enemy fire?

Defined in:

Return value:

#boolean:

No evasion on enemy threats.

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Return value:

Can the CONTROLLABLE ignore enemy fire?

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Return value:

#boolean:

Evasion passive defense.

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Return value:

Can the CONTROLLABLE evade using passive defenses?

Defined in:

Return value:

#boolean:

Evade on fire using vertical manoeuvres.

Defined in:

Return value:

Can the CONTROLLABLE evade on fire using vertical manoeuvres?

Defined in:

Return value:

#boolean:

Set RTB on ammo.

Defined in:

Parameter:

#boolean WeaponsFlag

Weapons.flag enumerator.

Return value:

Set RTB on bingo fuel.

Defined in:

Parameter:

#boolean RTB

true if RTB on bingo fuel (default), false if no RTB on bingo fuel. Warning! When you switch this option off, the airborne group will continue to fly until all fuel has been consumed, and will crash.

Return value:

Sets Controllable Option for Restriction of Afterburner.

Defined in:

Parameter:

#boolean RestrictBurner

If true, restrict burner. If false or nil, allow (unrestrict) burner.

[Air] Make an airplane or helicopter patrol between two points in a racetrack - resulting in a much tighter track around the start and end points.

Defined in:

Parameters:

Start point.

End point.

#number Altitude

(Optional) Altitude in meters. Defaults to the altitude of the coordinate.

#number Speed

(Optional) Speed in kph. Defaults to 500 kph.

#number Formation

(Optional) Formation to take, e.g. ENUMS.Formation.FixedWing.Trail.Close, also see Hoggit Wiki.

#boolean AGL

(Optional) If true, set altitude to above ground level (AGL), not above sea level (ASL).

#number Delay

(Optional) Set the task after delay seconds only.

Return value:

(GROUND) Patrol iteratively using the waypoints of the (parent) group.

(GROUND) Patrol randomly to the waypoints the for the (parent) group.

A random waypoint will be picked and the group will move towards that point.

Defined in:

Parameters:

#number Speed

Speed in km/h.

#string Formation

The formation the group uses.

The waypoint where the group should move to.

Return value:

(GROUND) Patrol randomly to the waypoints the for the (parent) group.

A random waypoint will be picked and the group will move towards that point.

Defined in:

Parameters:

#table ZoneList

Table of zones.

#number Speed

Speed in km/h the group moves at.

#string Formation

(Optional) Formation the group should use.

#number DelayMin

Delay in seconds before the group progresses to the next route point. Default 1 sec.

#number DelayMax

Max. delay in seconds. Actual delay is randomly chosen between DelayMin and DelayMax. Default equal to DelayMin.

Return value:

Popping current Task from the controllable.

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Return value:

Pushing Task on the queue from the controllable.

Defined in:

Parameters:

DCSTask

WaitTime

Return value:

(GROUND) Relocate controllable to a random point within a given radius; use e.g.for evasive actions; Note that not all ground controllables can actually drive, also the alarm state of the controllable might stop it from moving.

Defined in:

Parameters:

#number speed

Speed of the controllable, default 20

#number radius

Radius of the relocation zone, default 500

#boolean onroad

If true, route on road (less problems with AI way finding), default true

#boolean shortcut

If true and onroad is set, take a shorter route - if available - off road, default false

#string formation

Formation string as in the mission editor, e.g. "Vee", "Diamond", "Line abreast", etc. Defaults to "Off Road"

#boolean onland

(optional) If true, try up to 50 times to get a coordinate on land.SurfaceType.LAND. Note - this descriptor value is not reliably implemented on all maps.

Return value:

Make the controllable to follow a given route.

Defined in:

Parameters:

#table Route

A table of Route Points.

#number DelaySeconds

(Optional) Wait for the specified seconds before executing the Route. Default is one second.

Return value:

The CONTROLLABLE.

Make the AIR Controllable fly towards a specific point.

Defined in:

Parameters:

Core.Point#COORDINATE ToCoordinate

A Coordinate to drive to.

The altitude type.

The route point type.

The route point action.

#number Speed

(optional) Speed in km/h. The default speed is 500 km/h.

#number DelaySeconds

Wait for the specified seconds before executing the Route.

Return value:

The CONTROLLABLE.

Make the TRAIN Controllable to drive towards a specific point using railroads.

Defined in:

Parameters:

Core.Point#COORDINATE ToCoordinate

A Coordinate to drive to.

#number Speed

(Optional) Speed in km/h. The default speed is 20 km/h.

#number DelaySeconds

(Optional) Wait for the specified seconds before executing the Route. Default is one second.

#function WaypointFunction

(Optional) Function called when passing a waypoint. First parameters of the function are the #CONTROLLABLE object, the number of the waypoint and the total number of waypoints.

#table WaypointFunctionArguments

(Optional) List of parameters passed to the WaypointFunction.

Return value:

The CONTROLLABLE.

Make the GROUND Controllable to drive towards a specific point using (mostly) roads.

Defined in:

Parameters:

Core.Point#COORDINATE ToCoordinate

A Coordinate to drive to.

#number Speed

(Optional) Speed in km/h. The default speed is 20 km/h.

#number DelaySeconds

(Optional) Wait for the specified seconds before executing the Route. Default is one second.

#string OffRoadFormation

(Optional) The formation at initial and final waypoint. Default is "Off Road".

#function WaypointFunction

(Optional) Function called when passing a waypoint. First parameters of the function are the #CONTROLLABLE object, the number of the waypoint and the total number of waypoints.

#table WaypointFunctionArguments

(Optional) List of parameters passed to the WaypointFunction.

Return value:

The CONTROLLABLE.

Make the GROUND Controllable to drive towards a specific point.

Defined in:

Parameters:

Core.Point#COORDINATE ToCoordinate

A Coordinate to drive to.

#number Speed

(optional) Speed in km/h. The default speed is 20 km/h.

#string Formation

(optional) The route point Formation, which is a text string that specifies exactly the Text in the Type of the route point, like "Vee", "Echelon Right".

#number DelaySeconds

Wait for the specified seconds before executing the Route.

#function WaypointFunction

(Optional) Function called when passing a waypoint. First parameters of the function are the #CONTROLLABLE object, the number of the waypoint and the total number of waypoints.

#table WaypointFunctionArguments

(Optional) List of parameters passed to the WaypointFunction.

Return value:

The CONTROLLABLE.

Make the controllable to push follow a given route.

Defined in:

Parameters:

#table Route

A table of Route Points.

#number DelaySeconds

(Optional) Wait for the specified seconds before executing the Route. Default is one second.

Return value:

The CONTROLLABLE.

Resumes the movement of the vehicle on the route.

Stops the movement of the vehicle on the route.

(AIR + GROUND) Make the Controllable move to fly to a given point.

Defined in:

Parameters:

DCS#Vec3 Point

The destination point in Vec3 format.

#number Speed

The speed [m/s] to travel.

Return value:

(AIR + GROUND) Make the Controllable move to a given point.

Defined in:

Parameters:

DCS#Vec3 Point

The destination point in Vec3 format.

#number Speed

The speed [m/s] to travel.

Return value:

[AIR] Sets the controlled aircraft group to fly at the specified altitude in meters.

Defined in:

Parameters:

#number Altitude

Altitude in meters.

#boolean Keep

(Optional) When set to true, will maintain the altitude on passing waypoints. If not present or false, the controlled group will return to the altitude as defined by their route.

#string AltType

(Optional) Specifies the altitude type used. If nil, the altitude type of the current waypoint will be used. Accepted values are "BARO" and "RADIO".

Return value:

Executes a command action for the CONTROLLABLE.

Defined in:

Parameter:

DCS#Command DCSCommand

The command to be executed.

Return value:

Set option.

Defined in:

Parameters:

#number OptionID

ID/Type of the option.

#number OptionValue

Value of the option

Return value:

[AIR] Set how the AI uses the onboard radar.

Defined in:

Parameter:

#number Option

Options are: NEVER = 0, FOR_ATTACK_ONLY = 1,FOR_SEARCH_IF_REQUIRED = 2, FOR_CONTINUOUS_SEARCH = 3

Return value:

[AIR] Set how the AI uses the onboard radar, here: for attack only.

Defined in:

Return value:

[AIR] Set how the AI uses the onboard radar, here: always on.

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Return value:

[AIR] Set how the AI uses the onboard radar, here: when required for searching.

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Return value:

[AIR] Set how the AI uses the onboard radar.

Here: never.

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Return value:

[AIR] Set the AI to report contact for certain types of objects.

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Parameter:

#table Objects

Table of attribute names for which AI reports contact. Defaults to {"Air"}. See Hoggit Wiki

Return value:

[AIR] Set the AI to report engaging certain types of objects.

Defined in:

Parameter:

#table Objects

Table of attribute names for which AI reports contact. Defaults to {"Air"}, see Hoggit Wiki

Return value:

[AIR] Set the AI to report killing certain types of objects.

Defined in:

Parameter:

#table Objects

Table of attribute names for which AI reports contact. Defaults to {"Air"}, see Hoggit Wiki

Return value:

[AIR] Set the AI to not report anything over the radio - radio silence

Defined in:

Parameter:

#boolean OnOff

If true or nil, radio is set to silence, if false radio silence is lifted.

Return value:

[AIR] Set if the AI is reporting passing of waypoints

Defined in:

Parameter:

#boolean OnOff

If true or nil, AI will report passing waypoints, if false, it will not.

Return value:

Sets the controlled group to go at the specified speed in meters per second.

Defined in:

Parameters:

#number Speed

Speed in meters per second

#boolean Keep

(Optional) When set to true, will maintain the speed on passing waypoints. If not present or false, the controlled group will return to the speed as defined by their route.

Return value:

Clearing the Task Queue and Setting the Task on the queue from the controllable.

Defined in:

Parameters:

DCS#Task DCSTask

DCS Task array.

#number WaitTime

Time in seconds, before the task is set.

Return value:

Set a Task at a Waypoint using a Route list.

Defined in:

Parameters:

#table Waypoint

The Waypoint!

DCS#Task Task

The Task structure to be executed!

Return value:

Give an uncontrolled air controllable the start command.

Defined in:

Parameter:

#number delay

(Optional) Delay before start command in seconds.

Return value:

Return an empty task shell for Aerobatics.

Defined in:

Return value:

Usage:

       local plane = GROUP:FindByName("Aerial-1")
       -- get a task shell
       local aerotask = plane:TaskAerobatics()
       -- add a series of maneuvers
       aerotask = plane:TaskAerobaticsHorizontalEight(aerotask,1,5000,850,true,false,1,70)
       aerotask = plane:TaskAerobaticsWingoverFlight(aerotask,1,0,0,true,true,20)
       aerotask = plane:TaskAerobaticsLoop(aerotask,1,0,0,false,true)
       -- set the task
       plane:SetTask(aerotask)

Add an aerobatics entry of type "AILERON_ROLL" to the Aerobatics Task.

Defined in:

Parameters:

DCS#Task TaskAerobatics

The Aerobatics Task

#number Repeats

(Optional) The number of repeats, defaults to 1.

#number InitAltitude

(Optional) Starting altitude in meters, defaults to 0.

#number InitSpeed

(Optional) Starting speed in KPH, defaults to 0.

#boolean UseSmoke

(Optional) Using smoke, defaults to false.

#boolean StartImmediately

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

#number Side

(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.

#number RollRate

(Optional) How many degrees to roll per sec(?), can be between 15 and 450, defaults to 90.

#number TurnAngle

(Optional) Angles to turn overall, defaults to 360.

#number FixAngle

(Optional) No idea what this does, can be between 0 and 180 degrees, defaults to 180.

Return value:

Add an aerobatics entry of type "BARREL_ROLL" to the Aerobatics Task.

Defined in:

Parameters:

DCS#Task TaskAerobatics

The Aerobatics Task

#number Repeats

(Optional) The number of repeats, defaults to 1.

#number InitAltitude

(Optional) Starting altitude in meters, defaults to 0.

#number InitSpeed

(Optional) Starting speed in KPH, defaults to 0.

#boolean UseSmoke

(Optional) Using smoke, defaults to false.

#boolean StartImmediately

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

#number Side

(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.

#number RollRate

(Optional) How many degrees to roll per sec(?), can be between 15 and 450, defaults to 90.

#number TurnAngle

(Optional) Turn angle, defaults to 360 degrees.

Return value:

Add an aerobatics entry of type "CANDLE" to the Aerobatics Task.

Defined in:

Parameters:

DCS#Task TaskAerobatics

The Aerobatics Task

#number Repeats

(Optional) The number of repeats, defaults to 1.

#number InitAltitude

(Optional) Starting altitude in meters, defaults to 0.

#number InitSpeed

(Optional) Starting speed in KPH, defaults to 0.

#boolean UseSmoke

(Optional) Using smoke, defaults to false.

#boolean StartImmediately

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

Return value:

Add an aerobatics entry of type "CLIMB" to the Aerobatics Task.

Defined in:

Parameters:

DCS#Task TaskAerobatics

The Aerobatics Task

#number Repeats

(Optional) The number of repeats, defaults to 1.

#number InitAltitude

(Optional) Starting altitude in meters, defaults to 0.

#number InitSpeed

(Optional) Starting speed in KPH, defaults to 0.

#boolean UseSmoke

(Optional) Using smoke, defaults to false.

#boolean StartImmediately

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

#number Angle

(Optional) Angle to climb. Can be between 15 and 90 degrees. Defaults to 45 degrees.

#number FinalAltitude

(Optional) Altitude to climb to in meters. Defaults to 5000m.

Return value:

Add an aerobatics entry of type "DIVE" to the Aerobatics Task.

Defined in:

Parameters:

DCS#Task TaskAerobatics

The Aerobatics Task

#number Repeats

(Optional) The number of repeats, defaults to 1.

#number InitAltitude

(Optional) Starting altitude in meters, defaults to 5000.

#number InitSpeed

(Optional) Starting speed in KPH, defaults to 0.

#boolean UseSmoke

(Optional) Using smoke, defaults to false.

#boolean StartImmediately

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

#number Angle

(Optional) With how many degrees to dive, defaults to 45. Can be 15 to 90 degrees.

#number FinalAltitude

(Optional) Final altitude in meters, defaults to 1000.

Return value:

Add an aerobatics entry of type "EDGE_FLIGHT" to the Aerobatics Task.

Defined in:

Parameters:

DCS#Task TaskAerobatics

The Aerobatics Task

#number Repeats

(Optional) The number of repeats, defaults to 1.

#number InitAltitude

(Optional) Starting altitude in meters, defaults to 0.

#number InitSpeed

(Optional) Starting speed in KPH, defaults to 0.

#boolean UseSmoke

(Optional) Using smoke, defaults to false.

#boolean StartImmediately

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

#number FlightTime

(Optional) Time to fly this manoever in seconds, defaults to 10.

#number Side

(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.

Return value:

Add an aerobatics entry of type "FORCED_TURN" to the Aerobatics Task.

Defined in:

Parameters:

DCS#Task TaskAerobatics

The Aerobatics Task

#number Repeats

(Optional) The number of repeats, defaults to 1.

#number InitAltitude

(Optional) Starting altitude in meters, defaults to 0.

#number InitSpeed

(Optional) Starting speed in KPH, defaults to 0.

#boolean UseSmoke

(Optional) Using smoke, defaults to false.

#boolean StartImmediately

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

#number TurnAngle

(Optional) Angles to turn, defaults to 360.

#number Side

(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.

#number FlightTime

(Optional) Flight time in seconds for thos maneuver. Defaults to 30.

#number MinSpeed

(Optional) Minimum speed to keep in kph, defaults to 250 kph.

Return value:

Add an aerobatics entry of type "HAMMERHEAD" to the Aerobatics Task.

Defined in:

Parameters:

DCS#Task TaskAerobatics

The Aerobatics Task

#number Repeats

(Optional) The number of repeats, defaults to 1.

#number InitAltitude

(Optional) Starting altitude in meters, defaults to 0.

#number InitSpeed

(Optional) Starting speed in KPH, defaults to 0.

#boolean UseSmoke

(Optional) Using smoke, defaults to false.

#boolean StartImmediately

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

#number Side

(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.

Return value:

Add an aerobatics entry of type "HORIZONTAL_EIGHT" to the Aerobatics Task.

Defined in:

Parameters:

DCS#Task TaskAerobatics

The Aerobatics Task

#number Repeats

(Optional) The number of repeats, defaults to 1.

#number InitAltitude

(Optional) Starting altitude in meters, defaults to 0.

#number InitSpeed

(Optional) Starting speed in KPH, defaults to 0.

#boolean UseSmoke

(Optional) Using smoke, defaults to false.

#boolean StartImmediately

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

#number Side

(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.

#number RollDeg

(Optional) Roll degrees for Roll 1 and 2, defaults to 60.

Return value:

Add an aerobatics entry of type "IMMELMAN" to the Aerobatics Task.

Defined in:

Parameters:

DCS#Task TaskAerobatics

The Aerobatics Task

#number Repeats

(Optional) The number of repeats, defaults to 1.

#number InitAltitude

(Optional) Starting altitude in meters, defaults to 0.

#number InitSpeed

(Optional) Starting speed in KPH, defaults to 0.

#boolean UseSmoke

(Optional) Using smoke, defaults to false.

#boolean StartImmediately

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

Return value:

Add an aerobatics entry of type "LOOP" to the Aerobatics Task.

Defined in:

Parameters:

DCS#Task TaskAerobatics

The Aerobatics Task

#number Repeats

(Optional) The number of repeats, defaults to 1.

#number InitAltitude

(Optional) Starting altitude in meters, defaults to 0.

#number InitSpeed

(Optional) Starting speed in KPH, defaults to 0.

#boolean UseSmoke

(Optional) Using smoke, defaults to false.

#boolean StartImmediately

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

Return value:

Add an aerobatics entry of type "MILITARY_TURN" to the Aerobatics Task.

Defined in:

Parameters:

DCS#Task TaskAerobatics

The Aerobatics Task

#number Repeats

(Optional) The number of repeats, defaults to 1.

#number InitAltitude

(Optional) Starting altitude in meters, defaults to 0.

#number InitSpeed

(Optional) Starting speed in KPH, defaults to 0.

#boolean UseSmoke

(Optional) Using smoke, defaults to false.

#boolean StartImmediately

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

Return value:

Add an aerobatics entry of type "SKEWED_LOOP" to the Aerobatics Task.

Defined in:

Parameters:

DCS#Task TaskAerobatics

The Aerobatics Task

#number Repeats

(Optional) The number of repeats, defaults to 1.

#number InitAltitude

(Optional) Starting altitude in meters, defaults to 0.

#number InitSpeed

(Optional) Starting speed in KPH, defaults to 0.

#boolean UseSmoke

(Optional) Using smoke, defaults to false.

#boolean StartImmediately

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

#number Side

(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.

#number RollDeg

(Optional) Roll degrees for Roll 1 and 2, defaults to 60.

Return value:

Add an aerobatics entry of type "SPIRAL" to the Aerobatics Task.

Defined in:

Parameters:

DCS#Task TaskAerobatics

The Aerobatics Task

#number Repeats

(Optional) The number of repeats, defaults to 1.

#number InitAltitude

(Optional) Starting altitude in meters, defaults to 0.

#number InitSpeed

(Optional) Starting speed in KPH, defaults to 0.

#boolean UseSmoke

(Optional) Using smoke, defaults to false.

#boolean StartImmediately

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

#number TurnAngle

(Optional) Turn angle, defaults to 360 degrees.

#number Roll

(Optional) Roll to take, defaults to 60 degrees.

#number Side

(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.

#number UpDown

(Optional) Spiral upwards (1) or downwards (0). Defaults to 0 - downwards.

#number Angle

(Optional) Angle to spiral. Can be between 15 and 90 degrees. Defaults to 45 degrees.

Return value:

Add an aerobatics entry of type "SPLIT_S" to the Aerobatics Task.

Defined in:

Parameters:

DCS#Task TaskAerobatics

The Aerobatics Task

#number Repeats

(Optional) The number of repeats, defaults to 1.

#number InitAltitude

(Optional) Starting altitude in meters, defaults to 0.

#number InitSpeed

(Optional) Starting speed in KPH, defaults to 0.

#boolean UseSmoke

(Optional) Using smoke, defaults to false.

#boolean StartImmediately

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

#number FinalSpeed

(Optional) Final speed to reach in KPH. Defaults to 500 kph.

Return value:

Add an aerobatics entry of type "STRAIGHT_FLIGHT" to the Aerobatics Task.

Defined in:

Parameters:

DCS#Task TaskAerobatics

The Aerobatics Task

#number Repeats

(Optional) The number of repeats, defaults to 1.

#number InitAltitude

(Optional) Starting altitude in meters, defaults to 0.

#number InitSpeed

(Optional) Starting speed in KPH, defaults to 0.

#boolean UseSmoke

(Optional) Using smoke, defaults to false.

#boolean StartImmediately

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

#number FlightTime

(Optional) Time to fly this manoever in seconds, defaults to 10.

Return value:

Add an aerobatics entry of type "TURN" to the Aerobatics Task.

Defined in:

Parameters:

DCS#Task TaskAerobatics

The Aerobatics Task

#number Repeats

(Optional) The number of repeats, defaults to 1.

#number InitAltitude

(Optional) Starting altitude in meters, defaults to 0.

#number InitSpeed

(Optional) Starting speed in KPH, defaults to 0.

#boolean UseSmoke

(Optional) Using smoke, defaults to false.

#boolean StartImmediately

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

#number Side

(Optional) On which side to fly, 0 == left, 1 == right side, defaults to 0.

#number RollDeg

(Optional) Roll degrees for Roll 1 and 2, defaults to 60.

#number Pull

(Optional) How many Gs to pull in this, defaults to 2.

#number Angle

(Optional) How many degrees to turn, defaults to 180.

Return value:

Add an aerobatics entry of type "WINGOVER_FLIGHT" to the Aerobatics Task.

Defined in:

Parameters:

DCS#Task TaskAerobatics

The Aerobatics Task

#number Repeats

(Optional) The number of repeats, defaults to 1.

#number InitAltitude

(Optional) Starting altitude in meters, defaults to 0.

#number InitSpeed

(Optional) Starting speed in KPH, defaults to 0.

#boolean UseSmoke

(Optional) Using smoke, defaults to false.

#boolean StartImmediately

(Optional) If true, start immediately and ignore InitAltitude and InitSpeed.

#number FlightTime

(Optional) Time to fly this manoever in seconds, defaults to 10.

Return value:

(AIR) Attack a Controllable.

Defined in:

Parameters:

Wrapper.Group#GROUP AttackGroup

The Group to be attacked.

#number WeaponType

(optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage.

(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.

#number AttackQty

(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

DCS#Azimuth Direction

(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.

DCS#Distance Altitude

(optional) Desired attack start altitude. Controllable/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/controllable will choose closest altitude to the desired attack start altitude. If the desired altitude is defined controllable/aircraft will not attack from safe altitude.

#boolean AttackQtyLimit

(optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.

#boolean GroupAttack

(Optional) If true, attack as group.

Return value:

The DCS task structure.

(AIR) Attacking the map object (building, structure, etc).

Defined in:

Parameters:

DCS#Vec2 Vec2

2D-coordinates of the point to deliver weapon at.

#boolean GroupAttack

(Optional) If true, all units in the group will attack the Unit when found.

(Optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit will choose expend on its own discretion.

#number AttackQty

(Optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

DCS#Azimuth Direction

(Optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.

#number Altitude

(Optional) The altitude [meters] from where to attack. Default 30 m.

#number WeaponType

(Optional) The WeaponType. Default Auto=1073741822.

Return value:

The DCS task structure.

(AIR) Attack the Unit.

Defined in:

Parameters:

Wrapper.Unit#UNIT AttackUnit

The UNIT to be attacked

#boolean GroupAttack

(Optional) If true, all units in the group will attack the Unit when found. Default false.

(Optional) Determines how many weapons will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.

#number AttackQty

(Optional) Limits maximal quantity of attack. The aircraft/controllable will not make more attacks than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

DCS#Azimuth Direction

(Optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction.

#number Altitude

(Optional) The (minimum) altitude in meters from where to attack. Default is altitude of unit to attack but at least 1000 m.

#number WeaponType

(optional) The WeaponType. See DCS Enumerator Weapon Type on Hoggit.

Return value:

The DCS task structure.

(AIR) Delivering weapon at the point on the ground.

Defined in:

Parameters:

DCS#Vec2 Vec2

2D-coordinates of the point to deliver weapon at.

#boolean GroupAttack

(optional) If true, all units in the group will attack the Unit when found.

(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion.

#number AttackQty

(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

DCS#Azimuth Direction

(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.

#number Altitude

(optional) The altitude from where to attack.

#number WeaponType

(optional) The WeaponType.

#boolean Divebomb

(optional) Perform dive bombing. Default false.

Return value:

The DCS task structure.

(AIR) Delivering weapon on the runway.

See hoggit

Make sure the aircraft has the following role:

  • CAS
  • Ground Attack
  • Runway Attack
  • Anti-Ship Strike
  • AFAC
  • Pinpoint Strike

Defined in:

Parameters:

Airbase to attack.

#number WeaponType

(optional) Bitmask of weapon types those allowed to use. See DCS enum weapon flag. Default 2147485694 = AnyBomb (GuidedBomb + AnyUnguidedBomb).

Enum AI.Task.WeaponExpend that defines how much munitions the AI will expend per attack run. Default "ALL".

#number AttackQty

Number of times the group will attack if the target. Default 1.

DCS#Azimuth Direction

(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.

#boolean GroupAttack

(optional) Flag indicates that the target must be engaged by all aircrafts of the controllable. Has effect only if the task is assigned to a group and not to a single aircraft.

Return value:

The DCS task structure.

(AIR) Delivering weapon via CarpetBombing (all bombers in formation release at same time) at the point on the ground.

Defined in:

Parameters:

DCS#Vec2 Vec2

2D-coordinates of the point to deliver weapon at.

#boolean GroupAttack

(optional) If true, all units in the group will attack the Unit when found.

(optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit will choose expend on its own discretion.

#number AttackQty

(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

DCS#Azimuth Direction

(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.

#number Altitude

(optional) The altitude from where to attack.

#number WeaponType

(optional) The WeaponType.

#number CarpetLength

(optional) default to 500 m.

Return value:

The DCS task structure.

Return a Combo Task taking an array of Tasks.

Defined in:

Parameter:

DCS#TaskArray DCSTasks

Array of DCSTasking.Task#Task

Return value:

Return a condition section for a controlled task.

Defined in:

Parameters:

DCS#Time time

DCS mission time.

#string userFlag

Name of the user flag.

#boolean userFlagValue

User flag value true or false. Could also be numeric, i.e. either 0=false or 1=true. Other numeric values don't work!

#string condition

Lua string.

DCS#Time duration

Duration in seconds.

#number lastWayPoint

Last waypoint. return DCS#Task

Return a Controlled Task taking a Task and a TaskCondition.

Defined in:

Parameters:

DCS#Task DCSTask

DCS#DCSStopCondition DCSStopCondition

Return value:

Specifies the location infantry groups that is being transported by helicopters will be unloaded at.

Used in conjunction with the EmbarkToTransport task.

Defined in:

Parameters:

Coordinates where AI is expecting to be picked up.

GroupSetToDisembark

Return value:

Embark to transport task.

Set EPLRS data link on/off.

Defined in:

Parameters:

#boolean SwitchOnOff

If true (or nil) switch EPLRS on. If false switch off.

#number idx

Task index. Default 1.

Return value:

#table:

Task wrapped action.

Used in conjunction with the embarking task for a transport helicopter group.

The Ground units will move to the specified location and wait to be picked up by a helicopter. The helicopter will then fly them to their dropoff point defined by another task for the ground forces; DisembarkFromTransport task. The controllable has to be an infantry group!

Defined in:

Parameters:

Coordinates where AI is expecting to be picked up.

#number Radius

Radius in meters. Default 200 m.

#string UnitType

The unit type name of the carrier, e.g. "UH-1H". Must not be specified.

Return value:

Embark to transport task.

(AIR HELICOPTER) Move the controllable to a Vec2 Point, wait for a defined duration and embark infantry groups.

Defined in:

Parameters:

The point where to pickup the troops.

Core.Set#SET_GROUP GroupSetForEmbarking

Set of groups to embark.

#number Duration

(Optional) The maximum duration in seconds to wait until all groups have embarked.

#table Distribution

(Optional) Distribution used to put the infantry groups into specific carrier units.

Return value:

The DCS task structure.

Return an Empty Task.

Defined in:

Return value:

(AIR) Escort another airborne controllable.

The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders. The unit / controllable will also protect that controllable from threats of specified types.

Defined in:

Parameters:

#CONTROLLABLE FollowControllable

The controllable to be escorted.

DCS#Vec3 Vec3

Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.

#number LastWaypointIndex

Detach waypoint of another controllable. Once reached the unit / controllable Escort task is finished.

#number EngagementDistance

Maximal distance from escorted controllable to threat in meters. If the threat is already engaged by escort escort will disengage if the distance becomes greater than 1.5 * engagementDistMax.

Array of AttributeName that is contains threat categories allowed to engage. Default {"Air"}. See https://wiki.hoggit.us/view/DCS_enum_attributes

Return value:

The DCS task structure.

(AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction.

The killer is player-controlled allied CAS-aircraft that is in contact with the FAC. If the task is assigned to the controllable lead unit will be a FAC. It's important to note that depending on the type of unit that is being assigned the task (AIR or GROUND), you must choose the correct type of callsign enumerator. For airborne controllables use CALLSIGN.Aircraft and for ground based use CALLSIGN.JTAC enumerators.

Defined in:

Parameters:

Wrapper.Group#GROUP AttackGroup

Target GROUP object.

#number WeaponType

Bitmask of weapon types, which are allowed to use.

(Optional) Designation type.

#boolean Datalink

(Optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.

#number Frequency

Frequency in MHz used to communicate with the FAC. Default 133 MHz.

#number Modulation

Modulation of radio for communication. Default 0=AM.

#number CallsignName

Callsign enumerator name of the FAC. (CALLSIGN.Aircraft.{name} for airborne controllables, CALLSIGN.JTACS.{name} for ground units)

#number CallsignNumber

Callsign number, e.g. Axeman-1.

Return value:

The DCS task structure.

(GROUND) Fire at a VEC2 point until ammunition is finished.

Defined in:

Parameters:

DCS#Vec2 Vec2

The point to fire at.

DCS#Distance Radius

The radius of the zone to deploy the fire at.

#number AmmoCount

(optional) Quantity of ammunition to expand (omit to fire until ammunition is depleted).

#number WeaponType

(optional) Enum for weapon type ID. This value is only required if you want the group firing to use a specific weapon, for instance using the task on a ship to force it to fire guided missiles at targets within cannon range. See http://wiki.hoggit.us/view/DCS_enum_weapon_flag

#number Altitude

(Optional) Altitude in meters.

#number ASL

Altitude is above mean sea level. Default is above ground level.

Return value:

The DCS task structure.

(AIR) Following another airborne controllable.

The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders. If another controllable is on land the unit / controllable will orbit around.

Defined in:

Parameters:

#CONTROLLABLE FollowControllable

The controllable to be followed.

DCS#Vec3 Vec3

Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.

#number LastWaypointIndex

Detach waypoint of another controllable. Once reached the unit / controllable Follow task is finished.

Return value:

The DCS task structure.

(AIR) Following another airborne controllable.

The unit / controllable will follow lead unit of another controllable, wingmens of both controllables will continue following their leaders. Used to support CarpetBombing Task

Defined in:

Parameters:

#CONTROLLABLE FollowControllable

The controllable to be followed.

DCS#Vec3 Vec3

Position of the unit / lead unit of the controllable relative lead unit of another controllable in frame reference oriented by course of lead unit of another controllable. If another controllable is on land the unit / controllable will orbit around.

#number LastWaypointIndex

Detach waypoint of another controllable. Once reached the unit / controllable Follow task is finished.

Return value:

The DCS task structure.

This creates a Task element, with an action to call a function as part of a Wrapped Task.

This Task can then be embedded at a Waypoint by calling the method CONTROLLABLE.SetTaskWaypoint.

Defined in:

Parameters:

#string FunctionString

The function name embedded as a string that will be called.

...

The variable arguments passed to the function when called! These arguments can be of any type!

Return value:

Usage:


 local ZoneList = {
   ZONE:New( "ZONE1" ),
   ZONE:New( "ZONE2" ),
   ZONE:New( "ZONE3" ),
   ZONE:New( "ZONE4" ),
   ZONE:New( "ZONE5" )
 }

 GroundGroup = GROUP:FindByName( "Vehicle" )

 --- @param Wrapper.Group#GROUP GroundGroup
 function RouteToZone( Vehicle, ZoneRoute )

   local Route = {}

   Vehicle:E( { ZoneRoute = ZoneRoute } )

   Vehicle:MessageToAll( "Moving to zone " .. ZoneRoute:GetName(), 10 )

   -- Get the current coordinate of the Vehicle
   local FromCoord = Vehicle:GetCoordinate()

   -- Select a random Zone and get the Coordinate of the new Zone.
   local RandomZone = ZoneList[ math.random( 1, #ZoneList ) ] -- Core.Zone#ZONE
   local ToCoord = RandomZone:GetCoordinate()

   -- Create a "ground route point", which is a "point" structure that can be given as a parameter to a Task
   Route[#Route+1] = FromCoord:WaypointGround( 72 )
   Route[#Route+1] = ToCoord:WaypointGround( 60, "Vee" )

   local TaskRouteToZone = Vehicle:TaskFunction( "RouteToZone", RandomZone )

   Vehicle:SetTaskWaypoint( Route[#Route], TaskRouteToZone ) -- Set for the given Route at Waypoint 2 the TaskRouteToZone.

   Vehicle:Route( Route, math.random( 10, 20 ) ) -- Move after a random seconds to the Route. See the Route method for details.

 end

   RouteToZone( GroundGroup, ZoneList[1] )

(AIR/HELO) Escort a ground controllable.

The unit / controllable will follow lead unit of the other controllable, additional units of both controllables will continue following their leaders. The unit / controllable will also protect that controllable from threats of specified types.

Defined in:

Parameters:

#CONTROLLABLE FollowControllable

The controllable to be escorted.

#number LastWaypointIndex

(optional) Detach waypoint of another controllable. Once reached the unit / controllable Escort task is finished.

#number OrbitDistance

(optional) Maximum distance helo will orbit around the ground unit in meters. Defaults to 2000 meters.

(optional) Array of AttributeName that is contains threat categories allowed to engage. Default {"Ground vehicles"}. See https://wiki.hoggit.us/view/DCS_enum_attributes

Return value:

The DCS task structure.

Make a task for a TRAIN Controllable to drive towards a specific point using railroad.

Defined in:

Parameters:

Core.Point#COORDINATE ToCoordinate

A Coordinate to drive to.

#number Speed

(Optional) Speed in km/h. The default speed is 20 km/h.

#function WaypointFunction

(Optional) Function called when passing a waypoint. First parameters of the function are the #CONTROLLABLE object, the number of the waypoint and the total number of waypoints.

#table WaypointFunctionArguments

(Optional) List of parameters passed to the WaypointFunction.

Return value:

Task

Make a task for a GROUND Controllable to drive towards a specific point using (mostly) roads.

Defined in:

Parameters:

Core.Point#COORDINATE ToCoordinate

A Coordinate to drive to.

#number Speed

(Optional) Speed in km/h. The default speed is 20 km/h.

#string OffRoadFormation

(Optional) The formation at initial and final waypoint. Default is "Off Road".

#boolean Shortcut

(Optional) If true, controllable will take the direct route if the path on road is 10x longer or path on road is less than 5% of total path.

Core.Point#COORDINATE FromCoordinate

(Optional) Explicit initial coordinate. Default is the position of the controllable.

#function WaypointFunction

(Optional) Function called when passing a waypoint. First parameters of the function are the #CONTROLLABLE object, the number of the waypoint and the total number of waypoints.

#table WaypointFunctionArguments

(Optional) List of parameters passed to the WaypointFunction.

Return values:

Task.

#boolean:

If true, path on road is possible. If false, task will route the group directly to its destination.

(GROUND) Hold ground controllable from moving.

Defined in:

Return value:

The DCS task structure.

(AIR) Hold position at the current position of the first unit of the controllable.

Defined in:

Parameter:

#number Duration

The maximum duration in seconds to hold the position.

Return value:

(AIR HELICOPTER) Landing at the ground.

For helicopters only.

Defined in:

Parameters:

DCS#Vec2 Vec2

The point where to land.

#number Duration

The duration in seconds to stay on the ground.

Return value:

(AIR) Land the controllable at a @{Core.Zone#ZONE_RADIUS).

Defined in:

Parameters:

The zone where to land.

#number Duration

The duration in seconds to stay on the ground.

RandomPoint

Return value:

The DCS task structure.

(AIR + GROUND) Return a mission task from a mission template.

Defined in:

Parameter:

#table TaskMission

A table containing the mission task.

Return value:

(AIR) Orbit at a position with at a given altitude and speed.

Optionally, a race track pattern can be specified.

Defined in:

Parameters:

Coordinate at which the CONTROLLABLE orbits. Can also be given as a DCS#Vec3 or DCS#Vec2 object.

#number Altitude

Altitude in meters of the orbit pattern. Default y component of Coord.

#number Speed

Speed [m/s] flying the orbit pattern. Default 128 m/s = 250 knots.

Core.Point#COORDINATE CoordRaceTrack

(Optional) If this coordinate is specified, the CONTROLLABLE will fly a race-track pattern using this and the initial coordinate.

Return value:

(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.

Defined in:

Parameters:

#number Altitude

The altitude [m] to hold the position.

#number Speed

The speed [m/s] flying when holding the position.

(Optional) The coordinate where to orbit. If the coordinate is not given, then the current position of the controllable is used.

Return value:

(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.

Defined in:

Parameters:

DCS#Vec2 Point

The point to hold the position.

#number Altitude

The altitude AGL in meters to hold the position.

#number Speed

The speed [m/s] flying when holding the position.

Return value:

(AIR) Act as Recovery Tanker for a naval/carrier group.

Defined in:

Parameters:

Wrapper.Group#GROUP CarrierGroup

#number Speed

Speed in meters per second

#number Altitude

Altitude the tanker orbits at in meters

#number LastWptNumber

(optional) Waypoint of carrier group that when reached, ends the recovery tanker task

Return value:

The DCS task structure.

(AIR) Refueling from the nearest tanker.

No parameters.

Defined in:

Return value:

The DCS task structure.

Return a "Misson" task to follow a given route defined by Points.

Defined in:

Parameter:

#table Points

A table of route points.

Return value:

DCS mission task. Has entries .id="Mission", params, were params has entries airborne and route, which is a table of points.

(GROUND) Route the controllable to a given Vec2.

A speed can be given in km/h. A given formation can be given.

Defined in:

Parameters:

DCS#Vec2 Vec2

The Vec2 where to route to.

#number Speed

The speed in m/s. Default is 5.555 m/s = 20 km/h.

The formation string.

(AIR + GROUND) Route the controllable to a given zone.

The controllable final destination point can be randomized. A speed can be given in km/h. A given formation can be given.

Defined in:

Parameters:

The zone where to route to.

#boolean Randomize

Defines whether to target point gets randomized within the Zone.

#number Speed

The speed in m/s. Default is 5.555 m/s = 20 km/h.

The formation string.

(AIR) Strafe the point on the ground.

Defined in:

Parameters:

DCS#Vec2 Vec2

2D-coordinates of the point to deliver strafing at.

#number AttackQty

(optional) This parameter limits maximal quantity of attack. The aircraft/controllable will not make more attack than allowed even if the target controllable not destroyed and the aircraft/controllable still have ammo. If not defined the aircraft/controllable will attack target until it will be destroyed or until the aircraft/controllable will run out of ammo.

#number Length

(optional) Length of the strafing area.

#number WeaponType

(optional) The WeaponType. WeaponType is a number associated with a corresponding weapons flags

(optional) Determines how much ammunition will be released at each attack. If parameter is not defined the unit / controllable will choose expend on its own discretion, e.g. AI.Task.WeaponExpend.ALL.

DCS#Azimuth Direction

(optional) Desired ingress direction from the target to the attacking aircraft. Controllable/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain controllable/aircraft will choose another direction.

#boolean GroupAttack

(optional) If true, all units in the group will attack the Unit when found.

Return value:

The DCS task structure.

Usage:

local attacker = GROUP:FindByName("Aerial-1")
local attackVec2 = ZONE:New("Strafe Attack"):GetVec2()
-- Attack with any cannons = 805306368, 4 runs, strafe a field of 200 meters
local task = attacker:TaskStrafing(attackVec2,4,200,805306368,AI.Task.WeaponExpend.ALL)
attacker:SetTask(task,2)

Return a WrappedAction Task taking a Command.

Defined in:

Parameters:

DCS#Command DCSCommand

Index

Return value:

Executes the WayPoint plan.

The function gets a WayPoint parameter, that you can use to restart the mission at a specific WayPoint. Note that when the WayPoint parameter is used, the new start mission waypoint of the controllable will be 1!

Defined in:

Parameters:

#number WayPoint

The WayPoint from where to execute the mission.

#number WaitTime

The amount seconds to wait before initiating the mission.

Return value:

Usage:

Intended Workflow is:
mygroup:WayPointInitialize()
mygroup:WayPointFunction( WayPoint, WayPointIndex, WayPointFunction, ... )
mygroup:WayPointExecute()

Registers a waypoint function that will be executed when the controllable moves over the WayPoint.

Defined in:

Parameters:

#number WayPoint

The waypoint number. Note that the start waypoint on the route is WayPoint 1!

#number WayPointIndex

When defining multiple WayPoint functions for one WayPoint, use WayPointIndex to set the sequence of actions.

#function WayPointFunction

The waypoint function to be called when the controllable moves over the waypoint. The waypoint function takes variable parameters.

...

Return value:

Usage:

Intended Workflow is:
mygroup:WayPointInitialize()
mygroup:WayPointFunction( WayPoint, WayPointIndex, WayPointFunction, ... )
mygroup:WayPointExecute()

Retrieve the controllable mission and allow to place function hooks within the mission waypoint plan.

Use the method CONTROLLABLE.WayPointFunction() to define the hook functions for specific waypoints. Use the method CONTROLLABLE.WayPointExecute() to start the execution of the new mission plan. Note that when WayPointInitialize is called, the Mission of the controllable is RESTARTED!

Defined in:

Parameter:

#table WayPoints

If WayPoints is given, then use the route.

Return value:

Usage:

Intended Workflow is:
mygroup:WayPointInitialize()
mygroup:WayPointFunction( WayPoint, WayPointIndex, WayPointFunction, ... )
mygroup:WayPointExecute()

Get the controller for the CONTROLLABLE.

Task function when controllable passes a waypoint.

Defined in:

Parameters:

#CONTROLLABLE controllable

The controllable object.

#number n

Current waypoint number passed.

#number N

Total number of waypoints.

#function waypointfunction

Function called when a waypoint is passed.

...

Field(s)

#string CLIENT.ClassName

Name of the class.

#boolean CLIENT.ClientAlive

Client alive.

#boolean CLIENT.ClientAlive2

Client alive 2.

#string CLIENT.ClientBriefing

Briefing.

#function CLIENT.ClientCallBack

Callback function.

#number CLIENT.ClientGroupID

Group ID of the client.

#string CLIENT.ClientGroupName

Group name.

#string CLIENT.ClientName

Name of the client.

#table CLIENT.ClientParameters

Parameters of the callback function.

#boolean CLIENT.MessageSwitch

Message switch.

#table CLIENT.Players

Player table.

Core.Point#COORDINATE CLIENT.SpawnCoord

Spawn coordinate from the template.

#table CLIENT._Menus

Function(s)

Add cargo.

Defined in:

Parameter:

Return value:

Get cargo item count.

Defined in:

Return value:

Destroys the POSITIONABLE.

Defined in:

Parameter:

#boolean GenerateEvent

(Optional) If true, generates a crash or dead event for the unit. If false, no event generated. If nil, a remove event is generated.

Return value:

#nil:

The DCS Unit is not existing or alive.

Usages:

  • 
    Air unit example: destroy the Helicopter and generate a S_EVENT_CRASH for each unit in the Helicopter group.
    Helicopter = UNIT:FindByName( "Helicopter" )
    Helicopter:Destroy( true )
    
  • -- Ground unit example: destroy the Tanks and generate a S_EVENT_DEAD for each unit in the Tanks group.
    Tanks = UNIT:FindByName( "Tanks" )
    Tanks:Destroy( true )
    
  • -- Ship unit example: destroy the Ship silently.
    Ship = STATIC:FindByName( "Ship" )
    Ship:Destroy()
    
  • -- Destroy without event generation example.
    Ship = STATIC:FindByName( "Boat" )
    Ship:Destroy( false ) -- Don't generate an event upon destruction.
    

Triggers an explosion at the coordinates of the positionable.

Defined in:

Parameters:

#number power

Power of the explosion in kg TNT. Default 100 kg TNT.

#number delay

(Optional) Delay of explosion in seconds.

Return value:

Signal a flare at the position of the POSITIONABLE.

Signal a green flare at the position of the POSITIONABLE.

Signal a red flare at the position of the POSITIONABLE.

Signal a white flare at the position of the POSITIONABLE.

Signal a yellow flare at the position of the POSITIONABLE.

Returns the indicated airspeed (IAS).

The IAS is calculated from the TAS under the approximation that TAS increases by ~2% with every 1000 feet altitude ASL.

Defined in:

Parameter:

#number oatcorr

(Optional) Outside air temperature (OAT) correction factor. Default 0.017 (=1.7%).

Return value:

#number:

IAS in m/s. Returns 0 if the POSITIONABLE does not exist.

Returns the true airspeed (TAS).

This is calculated from the current velocity minus wind in 3D.

Defined in:

Return value:

#number:

TAS in m/s. Returns 0 if the POSITIONABLE does not exist.

Returns the altitude above sea level of the POSITIONABLE.

Defined in:

Return values:

The altitude of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns the Angle of Attack of a POSITIONABLE.

Defined in:

Return values:

#number:

Angle of attack in degrees.

#nil:

The POSITIONABLE is not existing or alive.

Create a Core.Beacon#BEACON, to allow this POSITIONABLE to broadcast beacon signals.

Defined in:

Return value:

Get the bounding box of the underlying POSITIONABLE DCS Object.

Defined in:

Return values:

The bounding box of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Get the bounding radius of the underlying POSITIONABLE DCS Object.

Defined in:

Parameter:

#number MinDist

(Optional) If bounding box is smaller than this value, MinDist is returned.

Return values:

The bounding radius of the POSITIONABLE

#nil:

The POSITIONABLE is not existing or alive.

Get all contained cargo.

Get Cargo Bay Free Weight in kg.

Defined in:

Return value:

#number:

CargoBayFreeWeight

Get Cargo Bay Weight Limit in kg.

Defined in:

Return value:

#number:

Max cargo weight in kg.

Returns the climb or descent angle of the POSITIONABLE.

Defined in:

Return values:

#number:

Climb or descent angle in degrees. Or 0 if velocity vector norm is zero.

#nil:

The POSITIONABLE is not existing or alive.

Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.

This function works similar to POSITIONABLE.GetCoordinate(), however, this function caches, updates and re-uses the same COORDINATE object stored within the POSITIONABLE. This has higher performance, but comes with all considerations associated with the possible referencing to the same COORDINATE object. This should only be used when performance is critical and there is sufficient awareness of the possible pitfalls. However, in most instances, GetCoordinate() is preferred as it will return a fresh new COORDINATE and thus avoid potentially unexpected issues.

Defined in:

Return value:

A reference to the COORDINATE object of the POSITIONABLE.

Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission.

Defined in:

Return value:

A new COORDINATE object of the POSITIONABLE.

Returns the DCS object.

Polymorphic for other classes like UNIT, STATIC, GROUP, AIRBASE.

Defined in:

Return value:

The DCS object.

Returns the horizonal speed relative to eath's surface.

The vertical component of the velocity vector is projected out (set to zero).

Defined in:

Return value:

#number:

Ground speed in m/s. Returns 0 if the POSITIONABLE does not exist.

Returns the POSITIONABLE heading in degrees.

Defined in:

Return values:

#number:

The POSITIONABLE heading in degrees.

#nil:

The POSITIONABLE is not existing or alive.

Returns the POSITIONABLE height above sea level in meters.

Defined in:

Return value:

Height of the positionable in meters (or nil, if the object does not exist).

Get the last assigned laser code

Defined in:

Return value:

#number:

The laser code

Returns a message with the callsign embedded (if there is one).

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Return value:

Returns the message text with the callsign embedded (if there is one).

Defined in:

Parameters:

#string Message

The message text.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Return values:

#string:

The message text.

#nil:

The POSITIONABLE is not existing or alive.

Returns a message of a specified type with the callsign embedded (if there is one).

Defined in:

Parameters:

#string Message

The message text

Core.Message#MESSAGE MessageType

MessageType The message type.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Return value:

Get the object size.

Defined in:

Return values:

Max size of object in x, z or 0 if bounding box could not be obtained.

Length x or 0 if bounding box could not be obtained.

Height y or 0 if bounding box could not be obtained.

Width z or 0 if bounding box could not be obtained.

Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE.

Defined in:

Parameters:

#number x

Offset in the direction "the nose" of the unit is pointing in meters. Default 0 m.

#number y

Offset "above" the unit in meters. Default 0 m.

#number z

Offset in the direction "the wing" of the unit is pointing in meters. z>0 starboard, z<0 port. Default 0 m.

Return value:

The COORDINATE of the offset with respect to the orientation of the POSITIONABLE.

Returns a {@DCS#Vec3} table of the objects current orientation in 3D space.

X, Y, Z values are unit vectors defining the objects orientation. X is the orientation parallel to the movement of the object, Z perpendicular and Y vertical orientation.

Defined in:

Return values:

X orientation, i.e. parallel to the direction of movement.

Y orientation, i.e. vertical.

Z orientation, i.e. perpendicular to the direction of movement.

#nil:

The POSITIONABLE is not existing or alive.

Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e.

along the direction of movement.

Defined in:

Return values:

X orientation, i.e. parallel to the direction of movement.

#nil:

The POSITIONABLE is not existing or alive.

Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e.

vertical orientation.

Defined in:

Return values:

Y orientation, i.e. vertical.

#nil:

The POSITIONABLE is not existing or alive.

Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e.

perpendicular to direction of movement.

Defined in:

Return values:

Z orientation, i.e. perpendicular to movement.

#nil:

The POSITIONABLE is not existing or alive.

Returns the pitch angle of a POSITIONABLE.

Defined in:

Return values:

#number:

Pitch angle in degrees.

#nil:

The POSITIONABLE is not existing or alive.

Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission.

Defined in:

Return values:

The 2D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission.

Defined in:

Return values:

The 3D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns a pos3 table of the objects current position and orientation in 3D space.

X, Y, Z values are unit vectors defining the objects orientation. Coordinates are dependent on the position of the maps origin.

Defined in:

Return value:

Table consisting of the point and orientation tables.

Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission.

Defined in:

Return values:

The 3D position vectors of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Create a Sound.Radio#RADIO, to allow radio transmission for this POSITIONABLE.

Set parameters with the methods provided, then use RADIO:Broadcast() to actually broadcast the message

Defined in:

Return value:

Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.

Defined in:

Parameter:

#number Radius

Return values:

The 3D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Usage:

-- If Radius is ignored, returns the DCS#Vec3 of first UNIT of the GROUP

Returns a COORDINATE object, which is transformed to be relative to the POSITIONABLE.

Inverse of POSITIONABLE.GetOffsetCoordinate.

Defined in:

Parameters:

#number x

Offset along the world x-axis in meters. Default 0 m.

#number y

Offset along the world y-axis in meters. Default 0 m.

#number z

Offset along the world z-axis in meters. Default 0 m.

Return value:

The relative COORDINATE with respect to the orientation of the POSITIONABLE.

Get relative velocity with respect to another POSITIONABLE.

Defined in:

Parameter:

#POSITIONABLE Positionable

Other POSITIONABLE.

Return value:

#number:

Relative velocity in m/s.

Returns the roll angle of a unit.

Defined in:

Return values:

#number:

Pitch angle in degrees.

#nil:

The POSITIONABLE is not existing or alive.

Get the Spot

Defined in:

Return value:

The Spot

Get the number of infantry soldiers that can be embarked into an aircraft (airplane or helicopter).

Returns nil for ground or ship units.

Defined in:

Return value:

#number:

Descent number of soldiers that fit into the unit. Returns #nil for ground and ship units.

Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission.

Defined in:

Return values:

The 2D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission.

Defined in:

Return values:

The 3D point vector of the POSITIONABLE.

#nil:

The POSITIONABLE is not existing or alive.

Returns the Core.Velocity object from the POSITIONABLE.

Defined in:

Return values:

Velocity The Velocity object.

#nil:

The POSITIONABLE is not existing or alive.

Returns the POSITIONABLE velocity in km/h.

Defined in:

Return value:

#number:

The velocity in km/h.

Returns the POSITIONABLE velocity in knots.

Defined in:

Return value:

#number:

The velocity in knots.

Returns the POSITIONABLE velocity in meters per second.

Defined in:

Return value:

#number:

The velocity in meters per second.

Returns the POSITIONABLE velocity Vec3 vector.

Defined in:

Return values:

The velocity Vec3 vector

#nil:

The POSITIONABLE is not existing or alive.

Returns the yaw angle of a POSITIONABLE.

Defined in:

Return values:

#number:

Yaw angle in degrees.

#nil:

The POSITIONABLE is not existing or alive.

Returns if carrier has given cargo.

Defined in:

Parameter:

Cargo

Return value:

Returns true if the POSITIONABLE is in the air.

Polymorphic, is overridden in GROUP and UNIT.

Defined in:

Return values:

#boolean:

true if in the air.

#nil:

The POSITIONABLE is not existing or alive.

Returns if the Positionable is located above a runway.

Defined in:

Return values:

#boolean:

true if Positionable is above a runway.

#nil:

The POSITIONABLE is not existing or alive.

Returns if the unit is of an air category.

If the unit is a helicopter or a plane, then this method will return true, otherwise false.

Defined in:

Return values:

#boolean:

Air category evaluation result.

#nil:

The POSITIONABLE is not existing or alive.

Returns if the unit is of an ground category.

If the unit is a ground vehicle or infantry, this method will return true, otherwise false.

Defined in:

Return values:

#boolean:

Ground category evaluation result.

#nil:

The POSITIONABLE is not existing or alive.

Returns true if the unit is within a Core.Zone.

Defined in:

Parameter:

The zone to test.

Return value:

#boolean:

Returns true if the unit is within the Core.Zone#ZONE_BASE

Check if the POSITIONABLE is lasing a target.

Defined in:

Return value:

#boolean:

true if it is lasing a target

Returns true if the unit is not within a Core.Zone.

Defined in:

Parameter:

The zone to test.

Return value:

#boolean:

Returns true if the unit is not within the Core.Zone#ZONE_BASE

Returns if the unit is of ship category.

Defined in:

Return values:

#boolean:

Ship category evaluation result.

#nil:

The POSITIONABLE is not existing or alive.

Returns if the unit is a submarine.

Defined in:

Return value:

#boolean:

Submarines attributes result.

Start Lasing a COORDINATE.

Defined in:

Parameters:

The coordinate where the lase is pointing at.

#number LaserCode

Laser code or random number in [1000, 9999].

#number Duration

Duration of lasing in seconds.

Return value:

Stop Lasing a POSITIONABLE.

Start Lasing a POSITIONABLE.

Defined in:

Parameters:

#POSITIONABLE Target

The target to lase.

#number LaserCode

Laser code or random number in [1000, 9999].

#number Duration

Duration of lasing in seconds.

Return value:

Send a message to the players in the Wrapper.Group.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to all coalitions.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to the blue coalition.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to a client.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

The client object receiving the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to a coalition.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

DCS#coalition MessageCoalition

The Coalition receiving the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to a Wrapper.Group.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

Wrapper.Group#GROUP MessageGroup

The GROUP object receiving the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to the red coalition.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to a Core.Set#SET_GROUP.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

Core.Set#SET_GROUP MessageSetGroup

The SET_GROUP collection receiving the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message to a Core.Set#SET_UNIT.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

Core.Set#SET_UNIT MessageSetUnit

The SET_UNIT collection receiving the message.

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Send a message to a Wrapper.Unit.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

DCS#Duration Duration

The duration of the message.

Wrapper.Unit#UNIT MessageUnit

The UNIT object receiving the message.

#string Name

(optional) The Name of the sender. If not provided, the Name is the type of the Positionable.

Send a message to a coalition.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

The message type that determines the duration.

DCS#coalition MessageCoalition

The Coalition receiving the message.

#string Name

(Optional) The Name of the sender. If not provided, Name is set to the type of the POSITIONABLE.

Send a message of a message type to a Wrapper.Group.

The message will appear in the message area. The message will begin with the callsign of the group and the type of the first unit sending the message.

Defined in:

Parameters:

#string Message

The message text

The message type that determines the duration.

Wrapper.Group#GROUP MessageGroup

The GROUP object receiving the message.

#string Name

(Optional) The Name of the sender. If not provided, the Name is the type of the POSITIONABLE.

Create a new POSITIONABLE from a DCSPositionable

Defined in:

Parameter:

#string PositionableName

The POSITIONABLE name

Return value:

Remove cargo.

Defined in:

Parameter:

Return value:

Set Cargo Bay Weight Limit in kg.

Defined in:

Parameter:

#number WeightLimit

(Optional) Weight limit in kg. If not given, the value is taken from the descriptors or hard coded.

Smoke the POSITIONABLE.

Defined in:

Parameters:

The smoke color.

#number Range

The range in meters to randomize the smoking around the POSITIONABLE.

#number AddHeight

The height in meters to add to the altitude of the POSITIONABLE.

Smoke the POSITIONABLE Blue.

Smoke the POSITIONABLE Green.

Smoke the POSITIONABLE Orange.

Smoke the POSITIONABLE Red.

Smoke the POSITIONABLE White.

Field(s)

#string CLIENT.ClassName

Name of the class.

#boolean CLIENT.ClientAlive

Client alive.

#boolean CLIENT.ClientAlive2

Client alive 2.

#string CLIENT.ClientBriefing

Briefing.

#function CLIENT.ClientCallBack

Callback function.

#number CLIENT.ClientGroupID

Group ID of the client.

#string CLIENT.ClientGroupName

Group name.

#string CLIENT.ClientName

Name of the client.

#table CLIENT.ClientParameters

Parameters of the callback function.

#boolean CLIENT.MessageSwitch

Message switch.

#table CLIENT.Players

Player table.

Core.Point#COORDINATE CLIENT.SpawnCoord

Spawn coordinate from the template.

#table CLIENT._Menus

Function(s)

Gets the CallSign of the IDENTIFIABLE, which is a blank by default.

Defined in:

Return value:

#string:

The CallSign of the IDENTIFIABLE.

Returns object category of the DCS Identifiable.

One of

  • Object.Category.UNIT = 1
  • Object.Category.WEAPON = 2
  • Object.Category.STATIC = 3
  • Object.Category.BASE = 4
  • Object.Category.SCENERY = 5
  • Object.Category.Cargo = 6

Defined in:

Return value:

The category ID, i.e. a number.

Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.

Defined in:

Return value:

#string:

The DCS Identifiable Category Name

Returns coalition of the Identifiable.

Defined in:

Return value:

The side of the coalition or #nil The DCS Identifiable is not existing or alive.

Returns the name of the coalition of the Identifiable.

Defined in:

Return values:

#string:

The name of the coalition.

#nil:

The DCS Identifiable is not existing or alive.

Returns country of the Identifiable.

Defined in:

Return value:

The country identifier or #nil The DCS Identifiable is not existing or alive.

Returns country name of the Identifiable.

Defined in:

Return value:

#string:

Name of the country.

Returns Identifiable descriptor.

Descriptor type depends on Identifiable category.

Defined in:

Return value:

The Identifiable descriptor or #nil The DCS Identifiable is not existing or alive.

Returns DCS Identifiable object name.

The function provides access to non-activated objects too.

Defined in:

Return value:

#string:

The name of the DCS Identifiable or #nil.

Gets the threat level.

Defined in:

Return values:

#number:

Threat level.

#string:

Type.

Returns the type name of the DCS Identifiable.

Defined in:

Return value:

#string:

The type name of the DCS Identifiable.

Check if the Object has the attribute.

Defined in:

Parameter:

#string AttributeName

The attribute name.

Return value:

#boolean:

true if the attribute exists or #nil The DCS Identifiable is not existing or alive.

Returns if the Identifiable is alive.

If the Identifiable is not alive, nil is returned.
If the Identifiable is alive, true is returned.

Defined in:

Return value:

#boolean:

true if Identifiable is alive or #nil if the Identifiable is not existing or is not alive.

Create a new IDENTIFIABLE from a DCSIdentifiable

Defined in:

Parameter:

#string IdentifiableName

The DCS Identifiable name

Return value:

Field(s)

#string CLIENT.ClassName

Name of the class.

#boolean CLIENT.ClientAlive

Client alive.

#boolean CLIENT.ClientAlive2

Client alive 2.

#string CLIENT.ClientBriefing

Briefing.

#function CLIENT.ClientCallBack

Callback function.

#number CLIENT.ClientGroupID

Group ID of the client.

#string CLIENT.ClientGroupName

Group name.

#string CLIENT.ClientName

Name of the client.

#table CLIENT.ClientParameters

Parameters of the callback function.

#boolean CLIENT.MessageSwitch

Message switch.

#table CLIENT.Players

Player table.

Core.Point#COORDINATE CLIENT.SpawnCoord

Spawn coordinate from the template.

#table CLIENT._Menus

Function(s)

Destroys the OBJECT.

Defined in:

Return value:

#boolean:

Returns true if the object is destroyed or #nil if the object is nil.

Returns the unit's unique identifier.

Defined in:

Return value:

ObjectID or #nil if the DCS Object is not existing or alive. Note that the ID is passed as a string and not a number.

Create a new OBJECT from a DCSObject

Defined in:

Parameter:

DCS#Object ObjectName

The Object name

Return value:

self

Field(s)

#string CLIENT.ClassName

Name of the class.

#boolean CLIENT.ClientAlive

Client alive.

#boolean CLIENT.ClientAlive2

Client alive 2.

#string CLIENT.ClientBriefing

Briefing.

#function CLIENT.ClientCallBack

Callback function.

#number CLIENT.ClientGroupID

Group ID of the client.

#string CLIENT.ClientGroupName

Group name.

#string CLIENT.ClientName

Name of the client.

#table CLIENT.ClientParameters

Parameters of the callback function.

#boolean CLIENT.MessageSwitch

Message switch.

#table CLIENT.Players

Player table.

Core.Point#COORDINATE CLIENT.SpawnCoord

Spawn coordinate from the template.

#table CLIENT._Menus

Function(s)

Clear the state of an object.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

StateName

The key that is should be cleared.

Creation of a Birth Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

#string IniUnitName

The initiating unit name.

place

subplace

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a Dead Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

IniObjectCategory

Creation of a S_EVENT_PLAYER_ENTER_AIRCRAFT event.

Defined in:

Parameter:

Wrapper.Unit#UNIT PlayerUnit

The aircraft unit the player entered.

Creation of a Remove Unit Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Takeoff Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Creation of a Crash Event.

Defined in:

Parameters:

DCS#Time EventTime

The time stamp of the event.

DCS#Object Initiator

The initiating object of the event.

Log an exception which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Returns the event dispatcher

Defined in:

Return value:

Remove all subscribed events

Defined in:

Return value:

Trace a function call.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 2.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function call level 3.

Must be at the beginning of the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Get the ClassID of the class instance.

Defined in:

Return value:

#string:

The ClassID of the class instance.

Get the ClassName of the class instance.

Defined in:

Return value:

#string:

The ClassName of the class instance.

Get the ClassName + ClassID of the class instance.

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

Defined in:

Return value:

#string:

The ClassName + ClassID of the class instance.

Get the Class Core.Event processing Priority.

The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.

Defined in:

Return value:

#number:

The Core.Event processing Priority.

This is the worker method to retrieve the Parent class.

Note that the Parent class must be passed to call the parent class method.

self:GetParent(self):ParentMethod()

Defined in:

Parameters:

#BASE Child

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

#BASE FromClass

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

Return value:

Get a Value given a Key from the Object.

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that holds the Value set by the Key.

Key

The key that is used to retrieve the value. Note that the key can be a #string, but it can also be any other type!

Return value:

The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.

Subscribe to a DCS Event.

Defined in:

Parameters:

Event ID.

#function EventFunction

(optional) The function to be called when the event occurs for the unit.

Return value:

Log an information which will be traced always.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

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

Defined in:

Parameters:

Child

is the Child class that inherits.

#BASE Parent

is the Parent class that the Child inherits from.

Return value:

Child

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

Examples:

  • ZONE:New( 'some zone' ):IsInstanceOf( ZONE ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'ZONE' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'zone' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'BASE' ) will return true

  • ZONE:New( 'some zone' ):IsInstanceOf( 'GROUP' ) will return false

Defined in:

Parameter:

ClassName

is the name of the class or the class itself to run the check against

Return value:

#boolean:

Enquires if tracing is on (for the class).

Defined in:

Return value:

#boolean:

BASE constructor.

This is an example how to use the BASE:New() constructor in a new class definition when inheriting from BASE.

function EVENT:New()
  local self = BASE:Inherit( self, BASE:New() ) -- #EVENT
  return self
end

Defined in:

Return value:

Occurs when an Event for an object is triggered.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that triggered the event.

Defined in:

Parameter:

The EventData structure.

BDA.

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

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that captured the base place: The airbase that was captured, can be a FARP or Airbase. When calling place:getCoalition() the faction will already be the new owning faction.

Defined in:

Parameter:

The EventData structure.

Occurs when any object is spawned into the mission.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was spawned

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that has crashed

Defined in:

Parameter:

The EventData structure.

Occurs when an object is dead.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is dead.

Defined in:

Parameter:

The EventData structure.

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

Will update this page when new information become available.

  • initiator: The unit that had the failure.

Defined in:

Parameter:

The EventData structure.

Discard chair after ejection.

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

Defined in:

Parameter:

The EventData structure.

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

initiator : The unit that has ejected

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft shuts down its engines.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is stopping its engines.

Defined in:

Parameter:

The EventData structure.

Occurs when any aircraft starts its engines.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is starting its engines.

Defined in:

Parameter:

The EventData structure.

Occurs whenever an object is hit by a weapon.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit object the fired the weapon weapon: Weapon object that hit the target target: The Object that was hit.

Defined in:

Parameter:

The EventData structure.

Occurs when any system fails on a human controlled aircraft.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that had the failure

Defined in:

Parameter:

The EventData structure.

Occurs on the death of a unit.

Contains more and different information. Similar to unit_lost it will occur for aircraft before the aircraft crash event occurs. Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: The unit that killed the target
  • target: Target Object
  • weapon: Weapon Object

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft lands at an airbase, farp or ship Have a look at the class Core.Event#EVENT as these are just the prototypes.

initiator : The unit that has landed place: Object that the unit landed on. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

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

Event does not occur if the pilot lands in the water and sub combs to Davey Jones Locker. Have a look at the class Core.Event#EVENT as these are just the prototypes.

  • initiator: Static object representing the ejected pilot. Place : Aircraft that the pilot ejected from.
  • place: may not return as a valid object if the aircraft has crashed into the ground and no longer exists.
  • subplace: is always 0 for unknown reasons.

Defined in:

Parameter:

The EventData structure.

Landing quality mark.

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

Defined in:

Parameter:

The EventData structure.

Occurs when a new mark was added.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark text was changed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

Occurs when a mark was removed.

Have a look at the class Core.Event#EVENT as these are just the prototypes. MarkID: ID of the mark.

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

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

Defined in:

Parameter:

The EventData structure.

Weapon add.

Fires when entering a mission per pylon with the name of the weapon (double pylons not counted, infinite wep reload not counted. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when the pilot of an aircraft is killed.

Can occur either if the player is alive and crashes or if a weapon kills the pilot without completely destroying the plane. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the pilot has died in.

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. NOTE: This is a workaround of a long standing DCS bug with the PLAYER_ENTER_UNIT event. initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

Occurs when any player assumes direct control of a unit.

Note - not Mulitplayer safe. Use PlayerEnterAircraft. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is being taken control of.

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that the player left.

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is receiving fuel.

Defined in:

Parameter:

The EventData structure.

Occurs when an aircraft is finished taking fuel.

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was receiving fuel.

Defined in:

Parameter:

The EventData structure.

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

There is no information on what values the score was changed to. Event is likely similar to player_comment in this regard. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

Occurs when any unit stops firing its weapon.

Event will always correspond with a shooting start event. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that was doing the shooting.

Defined in:

Parameter:

The EventData structure.

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

Most common with aircraft cannons (GAU-8), autocannons, and machine guns. Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that is doing the shooting. target: The unit that is being targeted.

Defined in:

Parameter:

The EventData structure.

Occurs whenever any unit in a mission fires a weapon.

But not any machine gun or autocannon based weapon, those are handled by EVENT.ShootingStart. Have a look at the class Core.Event#EVENT as these are just the prototypes.

Defined in:

Parameter:

The EventData structure.

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

Have a look at the class Core.Event#EVENT as these are just the prototypes. initiator : The unit that tookoff place: Object from where the AI took-off from. Can be an Airbase Object, FARP, or Ships

Defined in:

Parameter:

The EventData structure.

Trigger zone.

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

Defined in:

Parameter:

The EventData structure.

Occurs when the game thinks an object is destroyed.

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

  • initiator: The unit that is was destroyed.

Defined in:

Parameter:

The EventData structure.

Schedule a new time event.

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#function SchedulerFunction

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#string:

The Schedule ID of the planned schedule.

Schedule a new time event.

Note that the schedule will only take place if the scheduler is started. Even for a single schedule event, the scheduler needs to be started also.

Defined in:

Parameters:

#number Start

Specifies the amount of seconds that will be waited before the scheduling is started, and the event function is called.

#number Repeat

Specifies the interval in seconds when the scheduler will call the event function.

#number RandomizeFactor

Specifies a randomization factor between 0 and 1 to randomize the Repeat.

#number Stop

Specifies the amount of seconds when the scheduler will be stopped.

#function SchedulerFunction

The event function to be called when a timer event occurs. The event function needs to accept the parameters specified in SchedulerArguments.

#table ...

Optional arguments that can be given as part of scheduler. The arguments need to be given as a table { param1, param 2, ... }.

Return value:

#string:

The Schedule ID of the planned schedule.

Stops the Schedule.

Defined in:

Parameter:

#string SchedulerID

(Optional) Scheduler ID to be stopped. If nil, all pending schedules are stopped.

Set the Class Core.Event processing Priority.

The Event processing Priority is a number from 1 to 10, reflecting the order of the classes subscribed to the Event to be processed.

Defined in:

Parameter:

#number EventPriority

The Core.Event processing Priority.

Return value:

self

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

Note that if the Object is destroyed, set to nil, or garbage collected, then the Values and Keys will also be gone.

Defined in:

Parameters:

Object

The object that will hold the Value set by the Key.

Key

The key that is used as a reference of the value. Note that the key can be a #string, but it can also be any other type!

Value

The value to is stored in the object.

Return value:

The Value set.

Trace a function logic level 1.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 2.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace a function logic level 3.

Can be anywhere within the function logic.

Defined in:

Parameter:

Arguments

A #table or any field.

Trace all methods in MOOSE

Defined in:

Parameter:

#boolean TraceAll

true = trace all methods in MOOSE.

Set tracing for a class

Defined in:

Parameter:

#string Class

Class name.

Set tracing for a specific method of class

Defined in:

Parameters:

#string Class

Class name.

#string Method

Method.

Set trace level

Defined in:

Parameter:

#number Level

Set trace off.

Defined in:

Usage:

-- Switch the tracing Off
BASE:TraceOff()

Set trace on.

Defined in:

Usage:

-- Switch the tracing On
BASE:TraceOn()

Set trace on or off Note that when trace is off, no BASE.Debug statement is performed, increasing performance! When Moose is loaded statically, (as one file), tracing is switched off by default.

So tracing must be switched on manually in your mission if you are using Moose statically. When moose is loading dynamically (for moose class development), tracing is switched on by default.

Defined in:

Parameter:

#boolean TraceOnOff

Switch the tracing on or off.

Usage:


  -- Switch the tracing On
  BASE:TraceOnOff( true )

  -- Switch the tracing Off
  BASE:TraceOnOff( false )

UnSubscribe to a DCS event.

Defined in:

Parameter:

Event ID.

Return value:

Trace a function call.

This function is private.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

(Internal) Serialize arguments

Defined in:

Parameter:

#table Arguments

Return value:

#string:

Text

Trace a function logic.

Defined in:

Parameters:

Arguments

A #table or any field.

DebugInfoCurrentParam

DebugInfoFromParam

The main event handling function...

This function captures all events generated for the class.

Defined in:

Parameter:

DCS#Event event