diff --git a/Documentation/AI.AI_A2G_Dispatcher.html b/Documentation/AI.AI_A2G_Dispatcher.html index 8cc2e66f6..b5d26dce5 100644 --- a/Documentation/AI.AI_A2G_Dispatcher.html +++ b/Documentation/AI.AI_A2G_Dispatcher.html @@ -4745,17 +4745,6 @@ When Moose is loaded statically, (as one file), tracing is switched off by defau
The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -The Defender Default Settings over all Squadrons.
- - - -Set destination airbase for next :Route() command.
+Set destination airbase for next :Route() command.
+Set destination airbase for next :Route() command.
+Set destination airbase for next :Route() command.
+self.CargoObject:Destroy()
+ +Then we register the new group in the database
-self.CargoObject:Destroy()
+ +Then we register the new group in the database
-Set cargo object.
+ + + +Set cargo object.
+ + + +SPAWN:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Don't repeat the group from Take-Off till Landing and back Take-Off by ReSpawning.
+The internal counter of the amount of spawning the has happened since SpawnStart.
+Overwrite unit names by default with group name.
+By default, no InitLimit
When the first Spawn executes, all the Groups need to be made visible before start.
+Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
The internal counter of the amount of spawning the has happened since SpawnStart.
+Overwrite unit names by default with group name.
+By default, no InitLimit
Flag that indicates if all the Groups of the SpawnGroup need to be visible when Spawned.
Function to get the HQ object for further use
-The #DETECTION_AREAS object for AWACS
- - - -The ME name of the HQ object
- - - -self.SAMCheckRanges = {}
-The #DETECTION_AREAS object for AWACS
-The ME name of the HQ object
- - - -self.SAMCheckRanges = {}
-Contains the counter how many units are currently alive.
- -RAT:_TranslateRotate(SpawnIndex, SpawnRootX, SpawnRootY, SpawnX, SpawnY, SpawnAngle)
Create the CSV file.
+Create the CSV file.
+Set case to that of lead.
-Decrease stack/flag. Human player needs to take care himself.
+ +Data table at each position in the groove. Elements are of type AIRBOSS.GrooveData.
+Set section lead of player flight.
+Set time stamp.
+Replacement woundedGroups
- -contain a table for each SAR with all units he has with the original names
+ + + +Replacement woundedGroups
- -contain a table for each SAR with all units he has with the original names
+ + + +Replacement woundedGroups
- -contain a table for each SAR with all units he has with the original names
+ + + +holds #CTLD_ENGINEERING objects
-Beacons
-#1570
-time to repairor build a unit/group
+noob catch
holds #CTLD_ENGINEERING objects
-Beacons
-#1570
-time to repairor build a unit/group
+noob catch
holds #CTLD_ENGINEERING objects
-Beacons
-#1570
-time to repairor build a unit/group
+noob catch
template for a group of 10 paratroopers
-template for a group of 10 paratroopers
-Stack by pointer.
-Stack by pointer.
-|
-
+ The name of the group. |
|
|
UnSubscribe to a DCS event. + |
+
| Fields and Methods inherited from CONTROLLABLE | +Description | +
|---|---|
| + |
+ Clear all tasks from the controllable. + |
+
| + |
+ Activate ACLS system of the CONTROLLABLE. + |
+
| + |
+ Give the CONTROLLABLE the command to activate a beacon. + |
+
| + |
+ Activate ICLS system of the CONTROLLABLE. + |
+
GROUP:CommandActivateLink4(Frequency, UnitID, Callsign, Delay) |
+
+ Activate LINK4 system of the CONTROLLABLE. + |
+
| + |
+ Deactivate ACLS system of the CONTROLLABLE. + |
+
| + |
+ Deactivate the active beacon of the CONTROLLABLE. + |
+
| + |
+ Deactivate the ICLS of the CONTROLLABLE. + |
+
| + |
+ Deactivate the active Link4 of the CONTROLLABLE. + |
+
| + |
+ Do Script command + |
+
| + |
+ Set EPLRS of the CONTROLLABLE on/off. + |
+
| + |
+ Set callsign of the CONTROLLABLE. + |
+
| + |
+ Set radio frequency. + |
+
| + |
+ Create a stop route command, which returns a string containing the command. + |
+
| + |
+ Perform a switch waypoint command + |
+
| + |
+ The name of the controllable. + |
+
| + |
+ Return the route of a controllable by using the Core.Database#DATABASE class. + |
+
| + |
+ The DCS controllable class. + |
+
| + |
+ (AIR) Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). + |
+
| + |
+ (AIR) Enroute anti-ship task. + |
+
| + |
+ (AIR) Enroute CAP task. + |
+
| + |
+ (GROUND) Ground unit (EW-radar) will act as an EWR for friendly units (will provide them with information about contacts). + |
+
| + |
+ (AIR) Engaging a controllable. + |
+
GROUP:EnRouteTaskEngageTargets(Distance, TargetTypes, Priority) |
+
+ (AIR) Engaging targets of defined types. + |
+
GROUP:EnRouteTaskEngageTargetsInZone(Vec2, Radius, TargetTypes, Priority) |
+
+ (AIR) Engaging a targets of defined types at circle-shaped zone. + |
+
| + |
+ (AIR) Search and attack the Unit. + |
+
GROUP: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. + |
+
| + |
+ (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. + |
+
| + |
+ (AIR) Enroute SEAD task. + |
+
| + |
+ (AIR) Aircraft will act as a tanker for friendly units. + |
+
| + |
+ Return the detected target groups of the controllable as a Core.Set#SET_GROUP. + |
+
| + |
+ Return the detected targets of the controllable. + |
+
| + |
+ Return the detected targets of the controllable. + |
+
| + |
+ Returns relative amount of fuel (from 0.0 to 1.0) the unit has in its internal tanks. + |
+
| + |
+ Returns relative average amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks. + |
+
| + |
+ Returns relative minimum amount of fuel (from 0.0 to 1.0) a unit or group has in its internal tanks. + |
+
| + |
+ Returns the health. + |
+
| + |
+ Returns the initial health. + |
+
| + |
+ Return the mission template of the controllable. + |
+
| + |
+ Return the mission route of the controllable. + |
+
| + |
+ Get the current WayPoints set with the WayPoint functions( Note that the WayPoints can be nil, although there ARE waypoints). + |
+
| + |
+ Checking the Task Queue of the controllable. + |
+
| + |
+ Returns if the Controllable contains AirPlanes. + |
+
| + |
+ Check if a certain GROUP is detected by the controllable. + |
+
| + |
+ Returns if the Controllable contains Helicopters. + |
+
| + |
+ Returns if the unit is a submarine. + |
+
| + |
+ Check if a target is detected. + |
+
| + |
+ Check if a certain UNIT is detected by the controllable. + |
+
| + |
+ Create a new CONTROLLABLE from a DCSControllable + |
+
| + |
+ Sets Controllable Option for A2A attack range for AIR FIGHTER units. + |
+
| + |
+ Alarm state to Auto: AI will automatically switch alarm states based on the presence of threats. + |
+
| + |
+ Alarm state to Green: Group is not combat ready. + |
+
| + |
+ Alarm state to Red: Group is combat ready and actively searching for targets. + |
+
| + |
+ Allow to Jettison of weapons upon threat. + |
+
| + |
+ Defines how long a GROUND unit/group will move to avoid an ongoing attack. + |
+
| + |
+ Defines the usage of Electronic Counter Measures by airborne forces. + |
+
| + |
+ Defines the usage of Electronic Counter Measures by airborne forces. + |
+
| + |
+ Defines the usage of Electronic Counter Measures by airborne forces. + |
+
| + |
+ Defines the usage of Electronic Counter Measures by airborne forces. + |
+
| + |
+ Defines the range at which a GROUND unit/group is allowed to use its weapons automatically. + |
+
| + |
+ Keep weapons upon threat. + |
+
| + |
+ Prohibit Afterburner. + |
+
| + |
+ Set option for Rules of Engagement (ROE). + |
+
| + |
+ Weapons Hold: AI will hold fire under all circumstances. + |
+
| + |
+ Can the CONTROLLABLE hold their weapons? + |
+
| + |
+ Open Fire (Only Designated): AI will engage only targets specified in its taskings. + |
+
| + |
+ Can the CONTROLLABLE attack designated targets? + |
+
| + |
+ Open Fire, Weapons Free (Priority Designated): AI will engage any enemy group it detects, but will prioritize targets specified in the groups tasking. + |
+
| + |
+ Can the CONTROLLABLE attack priority designated targets? + |
+
| + |
+ Return Fire: AI will only engage threats that shoot first. + |
+
| + |
+ Can the CONTROLLABLE attack returning on enemy fire? + |
+
| + |
+ Weapon free. + |
+
| + |
+ Can the CONTROLLABLE attack targets of opportunity? + |
+
| + |
+ Set Reation On Threat behaviour. + |
+
| + |
+ Evade on fire. + |
+
| + |
+ Can the CONTROLLABLE evade on enemy fire? + |
+
| + |
+ No evasion on enemy threats. + |
+
| + |
+ Can the CONTROLLABLE ignore enemy fire? + |
+
| + |
+ Evasion passive defense. + |
+
| + |
+ Can the CONTROLLABLE evade using passive defenses? + |
+
| + |
+ Evade on fire using vertical manoeuvres. + |
+
| + |
+ Can the CONTROLLABLE evade on fire using vertical manoeuvres? + |
+
| + |
+ Set RTB on ammo. + |
+
| + |
+ Set RTB on bingo fuel. + |
+
| + |
+ Sets Controllable Option for Restriction of Afterburner. + |
+
| + |
+ (GROUND) Patrol iteratively using the waypoints of the (parent) group. + |
+
| + |
+ (GROUND) Patrol randomly to the waypoints the for the (parent) group. + |
+
GROUP:PatrolZones(ZoneList, Speed, Formation, DelayMin, DelayMax) |
+
+ (GROUND) Patrol randomly to the waypoints the for the (parent) group. + |
+
| + |
+ Popping current Task from the controllable. + |
+
| + |
+ Pushing Task on the queue from the controllable. + |
+
GROUP:RelocateGroundRandomInRadius(speed, radius, onroad, shortcut, formation) |
+
+ (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. + |
+
| + |
+ Make the controllable to follow a given route. + |
+
GROUP:RouteAirTo(ToCoordinate, AltType, Type, Action, Speed, DelaySeconds) |
+
+ Make the AIR Controllable fly towards a specific point. + |
+
| + |
+ Make the TRAIN Controllable to drive towards a specific point using railroads. + |
+
| + |
+ Make the GROUND Controllable to drive towards a specific point using (mostly) roads. + |
+
| + |
+ Make the GROUND Controllable to drive towards a specific point. + |
+
| + |
+ Make the controllable to push follow a given route. + |
+
| + |
+ 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. + |
+
| + |
+ (AIR + GROUND) Make the Controllable move to a given point. + |
+
| + |
+ [AIR] Sets the controlled aircraft group to fly at the specified altitude in meters. + |
+
| + |
+ Executes a command action for the CONTROLLABLE. + |
+
| + |
+ Set option. + |
+
| + |
+ Sets the controlled group to go at the specified speed in meters per second. + |
+
| + |
+ Clearing the Task Queue and Setting the Task on the queue from the controllable. + |
+
| + |
+ Set a Task at a Waypoint using a Route list. + |
+
| + |
+ Give an uncontrolled air controllable the start command. + |
+
| + |
+ Return an empty task shell for Aerobatics. + |
+
| + |
+ Add an aerobatics entry of type "AILERON_ROLL" to the Aerobatics Task. + |
+
| + |
+ Add an aerobatics entry of type "BARREL_ROLL" to the Aerobatics Task. + |
+
| + |
+ Add an aerobatics entry of type "CANDLE" to the Aerobatics Task. + |
+
| + |
+ Add an aerobatics entry of type "CLIMB" to the Aerobatics Task. + |
+
| + |
+ Add an aerobatics entry of type "DIVE" to the Aerobatics Task. + |
+
| + |
+ Add an aerobatics entry of type "EDGE_FLIGHT" to the Aerobatics Task. + |
+
| + |
+ Add an aerobatics entry of type "FORCED_TURN" to the Aerobatics Task. + |
+
| + |
+ Add an aerobatics entry of type "HAMMERHEAD" to the Aerobatics Task. + |
+
| + |
+ Add an aerobatics entry of type "HORIZONTAL_EIGHT" to the Aerobatics Task. + |
+
| + |
+ Add an aerobatics entry of type "IMMELMAN" to the Aerobatics Task. + |
+
| + |
+ Add an aerobatics entry of type "LOOP" to the Aerobatics Task. + |
+
| + |
+ Add an aerobatics entry of type "MILITARY_TURN" to the Aerobatics Task. + |
+
| + |
+ Add an aerobatics entry of type "SKEWED_LOOP" to the Aerobatics Task. + |
+
| + |
+ Add an aerobatics entry of type "SPIRAL" to the Aerobatics Task. + |
+
| + |
+ Add an aerobatics entry of type "SPLIT_S" to the Aerobatics Task. + |
+
| + |
+ Add an aerobatics entry of type "STRAIGHT_FLIGHT" to the Aerobatics Task. + |
+
| + |
+ Add an aerobatics entry of type "TURN" to the Aerobatics Task. + |
+
| + |
+ Add an aerobatics entry of type "WINGOVER_FLIGHT" to the Aerobatics Task. + |
+
| + |
+ (AIR) Attack a Controllable. + |
+
| + |
+ (AIR) Attacking the map object (building, structure, etc). + |
+
| + |
+ (AIR) Attack the Unit. + |
+
| + |
+ (AIR) Delivering weapon at the point on the ground. + |
+
GROUP:TaskBombingRunway(Airbase, WeaponType, WeaponExpend, AttackQty, Direction, GroupAttack) |
+
+ (AIR) Delivering weapon on the runway. + |
+
| + |
+ (AIR) Delivering weapon via CarpetBombing (all bombers in formation release at same time) at the point on the ground. + |
+
| + |
+ Return a Combo Task taking an array of Tasks. + |
+
GROUP:TaskCondition(time, userFlag, userFlagValue, condition, duration, lastWayPoint) |
+
+ Return a condition section for a controlled task. + |
+
| + |
+ Return a Controlled Task taking a Task and a TaskCondition. + |
+
| + |
+ Specifies the location infantry groups that is being transported by helicopters will be unloaded at. + |
+
| + |
+ Set EPLRS data link on/off. + |
+
| + |
+ Used in conjunction with the embarking task for a transport helicopter group. + |
+
GROUP:TaskEmbarking(Coordinate, GroupSetForEmbarking, Duration, Distribution) |
+
+ (AIR HELICOPTER) Move the controllable to a Vec2 Point, wait for a defined duration and embark infantry groups. + |
+
| + |
+ Return an Empty Task. + |
+
GROUP:TaskEscort(FollowControllable, Vec3, LastWaypointIndex, EngagementDistance, TargetTypes) |
+
+ (AIR) Escort another airborne controllable. + |
+
| + |
+ (AIR + GROUND) The task makes the controllable/unit a FAC and orders the FAC to control the target (enemy ground controllable) destruction. + |
+
GROUP:TaskFireAtPoint(Vec2, Radius, AmmoCount, WeaponType, Altitude, ASL) |
+
+ (GROUND) Fire at a VEC2 point until ammunition is finished. + |
+
GROUP:TaskFollow(FollowControllable, Vec3, LastWaypointIndex) |
+
+ (AIR) Following another airborne controllable. + |
+
GROUP:TaskFollowBigFormation(FollowControllable, Vec3, LastWaypointIndex) |
+
+ (AIR) Following another airborne controllable. + |
+
| + |
+ This creates a Task element, with an action to call a function as part of a Wrapped Task. + |
+
GROUP:TaskGroundEscort(FollowControllable, LastWaypointIndex, OrbitDistance, TargetTypes) |
+
+ (AIR/HELO) Escort a ground controllable. + |
+
GROUP:TaskGroundOnRailRoads(ToCoordinate, Speed, WaypointFunction, WaypointFunctionArguments) |
+
+ Make a task for a TRAIN Controllable to drive towards a specific point using railroad. + |
+
| + |
+ Make a task for a GROUND Controllable to drive towards a specific point using (mostly) roads. + |
+
| + |
+ (GROUND) Hold ground controllable from moving. + |
+
| + |
+ (AIR) Hold position at the current position of the first unit of the controllable. + |
+
| + |
+ (AIR HELICOPTER) Landing at the ground. + |
+
| + |
+ (AIR) Land the controllable at a @{Core.Zone#ZONE_RADIUS). + |
+
| + |
+ (AIR + GROUND) Return a mission task from a mission template. + |
+
| + |
+ (AIR) Orbit at a position with at a given altitude and speed. + |
+
| + |
+ (AIR) Orbit at the current position of the first unit of the controllable at a specified altitude. + |
+
| + |
+ (AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed. + |
+
GROUP:TaskRecoveryTanker(CarrierGroup, Speed, Altitude, LastWptNumber) |
+
+ (AIR) Act as Recovery Tanker for a naval/carrier group. + |
+
| + |
+ (AIR) Refueling from the nearest tanker. + |
+
| + |
+ Return a "Misson" task to follow a given route defined by Points. + |
+
| + |
+ (GROUND) Route the controllable to a given Vec2. + |
+
| + |
+ (AIR + GROUND) Route the controllable to a given zone. + |
+
| + | + + | +
| + |
+ Return a WrappedAction Task taking a Command. + |
+
| + |
+ Executes the WayPoint plan. + |
+
GROUP:WayPointFunction(WayPoint, WayPointIndex, WayPointFunction, ...) |
+
+ Registers a waypoint function that will be executed when the controllable moves over the WayPoint. + |
+
| + |
+ Retrieve the controllable mission and allow to place function hooks within the mission waypoint plan. + |
+
| + | + + | +
| + |
+ Get the controller for the CONTROLLABLE. + |
+
GROUP.___PassingWaypoint(controllable, n, N, waypointfunction, ...) |
+
+ Task function when controllable passes a waypoint. + |
+
| Fields and Methods inherited from POSITIONABLE | +Description | +
|---|---|
| + |
+ Add cargo. + |
+
| + | + + | +
| + |
+ Get cargo item count. + |
+
| + |
+ Clear all cargo. + |
+
| + | + + | +
| + |
+ Destroys the POSITIONABLE. + |
+
| + |
+ Triggers an explosion at the coordinates of the positionable. + |
+
| + |
+ 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). + |
+
| + |
+ Returns the true airspeed (TAS). + |
+
| + |
+ Returns the altitude above sea level of the POSITIONABLE. + |
+
| + |
+ Returns the Angle of Attack of a POSITIONABLE. + |
+
| + |
+ Create a Core.Beacon#BEACON, to allow this POSITIONABLE to broadcast beacon signals. + |
+
| + |
+ Get the bounding box of the underlying POSITIONABLE DCS Object. + |
+
| + |
+ Get the bounding radius of the underlying POSITIONABLE DCS Object. + |
+
| + |
+ Get all contained cargo. + |
+
| + |
+ Get Cargo Bay Free Weight in kg. + |
+
| + |
+ Get Cargo Bay Weight Limit in kg. + |
+
| + |
+ Returns the climb or descent angle of the POSITIONABLE. + |
+
| + |
+ Returns a reference to a COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission. + |
+
| + |
+ Returns a new COORDINATE object indicating the point in 3D of the POSITIONABLE within the mission. + |
+
| + |
+ Returns the DCS object. + |
+
| + |
+ Returns the horizonal speed relative to eath's surface. + |
+
| + |
+ Returns the POSITIONABLE heading in degrees. + |
+
| + |
+ Returns the POSITIONABLE height above sea level in meters. + |
+
| + |
+ Get the last assigned laser code + |
+
| + |
+ Returns a message with the callsign embedded (if there is one). + |
+
| + |
+ Returns the message text with the callsign embedded (if there is one). + |
+
| + |
+ Returns a message of a specified type with the callsign embedded (if there is one). + |
+
| + |
+ Get the object size. + |
+
| + |
+ Returns a COORDINATE object, which is offset with respect to the orientation of the POSITIONABLE. + |
+
| + |
+ Returns a {@DCS#Vec3} table of the objects current orientation in 3D space. + |
+
| + |
+ Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e. + |
+
| + |
+ Returns a {@DCS#Vec3} table of the objects current Y orientation in 3D space, i.e. + |
+
| + |
+ Returns a {@DCS#Vec3} table of the objects current Z orientation in 3D space, i.e. + |
+
| + |
+ Returns the pitch angle of a POSITIONABLE. + |
+
| + |
+ Returns a POINT_VEC2 object indicating the point in 2D of the POSITIONABLE within the mission. + |
+
| + |
+ Returns a POINT_VEC3 object indicating the point in 3D of the POSITIONABLE within the mission. + |
+
| + |
+ Returns a pos3 table of the objects current position and orientation in 3D space. + |
+
| + |
+ Returns the DCS#Position3 position vectors indicating the point and direction vectors in 3D of the POSITIONABLE within the mission. + |
+
| + |
+ Create a Sound.Radio#RADIO, to allow radio transmission for this POSITIONABLE. + |
+
| + |
+ Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission. + |
+
| + |
+ Returns a COORDINATE object, which is transformed to be relative to the POSITIONABLE. + |
+
| + |
+ Get relative velocity with respect to another POSITIONABLE. + |
+
| + |
+ Returns the roll angle of a unit. + |
+
| + | + + | +
| + |
+ Get the Spot + |
+
| + |
+ Get the number of infantry soldiers that can be embarked into an aircraft (airplane or helicopter). + |
+
| + |
+ Returns the DCS#Vec2 vector indicating the point in 2D of the POSITIONABLE within the mission. + |
+
| + |
+ Returns the DCS#Vec3 vector indicating the 3D vector of the POSITIONABLE within the mission. + |
+
| + |
+ Returns the Core.Velocity object from the POSITIONABLE. + |
+
| + |
+ Returns the POSITIONABLE velocity in km/h. + |
+
| + |
+ Returns the POSITIONABLE velocity in knots. + |
+
| + |
+ Returns the POSITIONABLE velocity in meters per second. + |
+
| + |
+ Returns the POSITIONABLE velocity Vec3 vector. + |
+
| + |
+ Returns the yaw angle of a POSITIONABLE. + |
+
| + |
+ Returns if carrier has given cargo. + |
+
| + |
+ Returns true if the POSITIONABLE is in the air. + |
+
| + |
+ Returns if the Positionable is located above a runway. + |
+
| + |
+ Returns if the unit is of an air category. + |
+
| + |
+ Is cargo bay empty. + |
+
| + |
+ Returns if the unit is of an ground category. + |
+
| + |
+ Returns true if the unit is within a Core.Zone. + |
+
| + |
+ Check if the POSITIONABLE is lasing a target. + |
+
| + |
+ Returns true if the unit is not within a Core.Zone. + |
+
| + |
+ Returns if the unit is of ship category. + |
+
| + |
+ Returns if the unit is a submarine. + |
+
| + |
+ Start Lasing a COORDINATE. + |
+
| + |
+ Stop Lasing a POSITIONABLE. + |
+
| + |
+ Start Lasing a POSITIONABLE. + |
+
| + | + + | +
| + |
+ Send a message to the players in the Wrapper.Group. + |
+
| + |
+ Send a message to all coalitions. + |
+
| + |
+ Send a message to the blue coalition. + |
+
| + |
+ Send a message to a client. + |
+
GROUP:MessageToCoalition(Message, Duration, MessageCoalition, Name) |
+
+ Send a message to a coalition. + |
+
| + |
+ Send a message to a Wrapper.Group. + |
+
| + |
+ Send a message to the red coalition. + |
+
GROUP:MessageToSetGroup(Message, Duration, MessageSetGroup, Name) |
+
+ Send a message to a Core.Set#SET_GROUP. + |
+
GROUP:MessageToSetUnit(Message, Duration, MessageSetUnit, Name) |
+
+ Send a message to a Core.Set#SET_UNIT. + |
+
| + |
+ Send a message to a Wrapper.Unit. + |
+
GROUP:MessageTypeToCoalition(Message, MessageType, MessageCoalition, Name) |
+
+ Send a message to a coalition. + |
+
GROUP:MessageTypeToGroup(Message, MessageType, MessageGroup, Name) |
+
+ Send a message of a message type to a Wrapper.Group. + |
+
| + |
+ Create a new POSITIONABLE from a DCSPositionable + |
+
| + | + + | +
| + |
+ Remove cargo. + |
+
| + |
+ Set Cargo Bay Weight Limit in kg. + |
+
| + |
+ Smoke the POSITIONABLE. + |
+
| + |
+ Smoke the POSITIONABLE Blue. + |
+
| + |
+ Smoke the POSITIONABLE Green. + |
+
| + |
+ Smoke the POSITIONABLE Orange. + |
+
| + |
+ Smoke the POSITIONABLE Red. + |
+
| + |
+ Smoke the POSITIONABLE White. + |
+
| + | + + | +
| + | + + | +
| + |
+ Coordinate object. + |
+
| + |
+ Point Vec3 object. + |
+
| Fields and Methods inherited from IDENTIFIABLE | +Description | +
|---|---|
| + |
+ Gets the CallSign of the IDENTIFIABLE, which is a blank by default. + |
+
| + |
+ Returns object category of the DCS Identifiable. + |
+
| + |
+ Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor. + |
+
| + |
+ Returns coalition of the Identifiable. + |
+
| + |
+ Returns the name of the coalition of the Identifiable. + |
+
| + |
+ Returns country of the Identifiable. + |
+
| + |
+ Returns country name of the Identifiable. + |
+
| + |
+ Returns Identifiable descriptor. + |
+
| + |
+ Returns DCS Identifiable object name. + |
+
| + |
+ Gets the threat level. + |
+
| + |
+ Returns the type name of the DCS Identifiable. + |
+
| + |
+ Check if the Object has the attribute. + |
+
| + |
+ The name of the identifiable. + |
+
| + |
+ Returns if the Identifiable is alive. + |
+
| + |
+ Create a new IDENTIFIABLE from a DCSIdentifiable + |
+
| Fields and Methods inherited from OBJECT | +Description | +
|---|---|
| + |
+ Destroys the OBJECT. + |
+
| + |
+ Returns the unit's unique identifier. + |
+
| + |
+ Create a new OBJECT from a DCSObject + |
+
| + |
+ The name of the Object. + |
+
| Fields and Methods inherited from BASE | +Description | +
|---|---|
| + |
+ Clear the state of an object. + |
+
GROUP:CreateEventBirth(EventTime, Initiator, IniUnitName, place, subplace) |
+
+ Creation of a Birth Event. + |
+
GROUP:CreateEventCrash(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Crash Event. + |
+
GROUP:CreateEventDead(EventTime, Initiator, IniObjectCategory) |
+
+ Creation of a Dead Event. + |
+
| + |
+ Creation of a |
+
| + |
+ Creation of a Remove Unit Event. + |
+
| + |
+ Creation of a Takeoff Event. + |
+
| + |
+ Creation of a Crash Event. + |
+
| + |
+ Log an exception which will be traced always. + |
+
| + |
+ Returns the event dispatcher + |
+
| + |
+ Remove all subscribed events + |
+
| + |
+ Trace a function call. + |
+
| + |
+ Trace a function call level 2. + |
+
| + |
+ Trace a function call level 3. + |
+
| + |
+ Get the ClassID of the class instance. + |
+
| + |
+ Get the ClassName of the class instance. + |
+
| + |
+ Get the ClassName + ClassID of the class instance. + |
+
| + |
+ Get the Class Core.Event processing Priority. + |
+
| + |
+ This is the worker method to retrieve the Parent class. + |
+
| + |
+ Get a Value given a Key from the Object. + |
+
| + |
+ Subscribe to a DCS Event. + |
+
| + |
+ Log an information which will be traced always. + |
+
| + |
+ This is the worker method to inherit from a parent class. + |
+
| + |
+ This is the worker method to check if an object is an (sub)instance of a class. + |
+
| + |
+ Enquires if tracing is on (for the class). + |
+
| + |
+ BASE constructor. + |
+
| + |
+ Occurs when an Event for an object is triggered. + |
+
| + |
+ BDA. + |
+
| + |
+ Occurs when a ground unit captures either an airbase or a farp. + |
+
| + |
+ Occurs when any object is spawned into the mission. + |
+
| + |
+ Occurs when any aircraft crashes into the ground and is completely destroyed. + |
+
| + |
+ Occurs when an object is dead. + |
+
| + |
+ Unknown precisely what creates this event, likely tied into newer damage model. + |
+
| + |
+ Discard chair after ejection. + |
+
| + |
+ Occurs when a pilot ejects from an aircraft +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when any aircraft shuts down its engines. + |
+
| + |
+ Occurs when any aircraft starts its engines. + |
+
| + |
+ Occurs whenever an object is hit by a weapon. + |
+
| + |
+ Occurs when any system fails on a human controlled aircraft. + |
+
| + |
+ Occurs on the death of a unit. + |
+
| + |
+ 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. + |
+
| + |
+ Occurs shortly after the landing animation of an ejected pilot touching the ground and standing up. + |
+
| + |
+ Landing quality mark. + |
+
| + |
+ Occurs when a new mark was added. + |
+
| + |
+ Occurs when a mark text was changed. + |
+
| + |
+ Occurs when a mark was removed. + |
+
| + |
+ Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes. + |
+
| + |
+ Weapon add. + |
+
| + |
+ Occurs when the pilot of an aircraft is killed. + |
+
| + |
+ Occurs when a player enters a slot and takes control of an aircraft. + |
+
| + |
+ Occurs when any player assumes direct control of a unit. + |
+
| + |
+ Occurs when any player relieves control of a unit to the AI. + |
+
| + |
+ Occurs when an aircraft connects with a tanker and begins taking on fuel. + |
+
| + |
+ Occurs when an aircraft is finished taking fuel. + |
+
| + |
+ Occurs when any modification to the "Score" as seen on the debrief menu would occur. + |
+
| + |
+ Occurs when any unit stops firing its weapon. + |
+
| + |
+ Occurs when any unit begins firing a weapon that has a high rate of fire. + |
+
| + |
+ Occurs whenever any unit in a mission fires a weapon. + |
+
| + |
+ Occurs when an aircraft takes off from an airbase, farp, or ship. + |
+
| + |
+ Trigger zone. + |
+
| + |
+ Occurs when the game thinks an object is destroyed. + |
+
| + |
+ Schedule a new time event. + |
+
GROUP:ScheduleRepeat(Start, Repeat, RandomizeFactor, Stop, SchedulerFunction, ...) |
+
+ Schedule a new time event. + |
+
| + |
+ Stops the Schedule. + |
+
| + | + + | +
| + |
+ Set the Class Core.Event processing Priority. + |
+
| + |
+ Set a state or property of the Object given a Key and a Value. + |
+
| + |
+ Trace a function logic level 1. + |
+
| + |
+ Trace a function logic level 2. + |
+
| + |
+ Trace a function logic level 3. + |
+
| + |
+ Trace all methods in MOOSE + |
+
| + |
+ Set tracing for a class + |
+
| + |
+ Set tracing for a specific method of class + |
+
| + |
+ Set trace level + |
+
| + |
+ Set trace off. + |
+
| + |
+ Set trace on. + |
+
| + |
+ 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. + |
+
| + |
+ UnSubscribe to a DCS event. + |
+
| + | + + | +
GROUP:_F(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function call. + |
+
GROUP:_T(Arguments, DebugInfoCurrentParam, DebugInfoFromParam) |
+
+ Trace a function logic. + |
+
| + | + + | +
| + |
+ The main event handling function... |
The name of the group.
The name of the group.
+ +Clear all tasks from the controllable.
+ +Activate ACLS system of the CONTROLLABLE.
+ + +The controllable should be an aircraft carrier! Also needs Link4 to work.
+ ++ #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.
+ +self
+ +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.
+ ++ Core.Beacon#BEACON.Type + Type +
+Beacon type (VOR, DME, TACAN, RSBN, ILS etc).
+ ++ Core.Beacon#BEACON.System + System +
+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.
+ +self
+ +Activate ICLS system of the CONTROLLABLE.
+ + +The controllable should be an aircraft carrier!
+ ++ #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.
+ +self
+ +Activate LINK4 system of the CONTROLLABLE.
+ + +The controllable should be an aircraft carrier!
+ ++ #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.
+ +self
+ +Deactivate ACLS system of the CONTROLLABLE.
+ + +The controllable should be an aircraft carrier!
+ ++ #number + Delay +
+(Optional) Delay in seconds before the ICLS is deactivated.
+ +self
+ +Deactivate the active beacon of the CONTROLLABLE.
+ ++ #number + Delay +
+(Optional) Delay in seconds before the beacon is deactivated.
+ +self
+ +Deactivate the ICLS of the CONTROLLABLE.
+ ++ #number + Delay +
+(Optional) Delay in seconds before the ICLS is deactivated.
+ +self
+ +Deactivate the active Link4 of the CONTROLLABLE.
+ ++ #number + Delay +
+(Optional) Delay in seconds before the Link4 is deactivated.
+ +self
+ +Do Script command
+ ++ #string + DoScript +
+Set EPLRS of the CONTROLLABLE on/off.
+ + + + ++ #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.
+ +self
+ +Set callsign of the CONTROLLABLE.
+ + + + ++ 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.
+ +self
+ +Set radio frequency.
+ + + + ++ #number + Frequency +
+Radio frequency in MHz.
+ ++ #number + Modulation +
+Radio modulation. Default radio.modulation.AM.
+ #number + Delay +
+(Optional) Delay in seconds before the frequency is set. Default is immediately.
+ +self
+ +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:
+ ++ #boolean + StopRoute +
+true if the ground unit needs to stop, false if it needs to continue to move.
+ +Perform a switch waypoint command
+ ++ #number + FromWayPoint +
++ #number + ToWayPoint +
+
+ -- 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.
+ ++ #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.
+ +The DCS task structure.
+ +(AIR) Enroute anti-ship task.
+ ++ DCS#AttributeNameArray + TargetTypes +
+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.
+ +The DCS task structure.
+ +(AIR) Enroute CAP task.
+ ++ DCS#AttributeNameArray + TargetTypes +
+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.
+ +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.
+ +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.
+ ++ #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.
+ ++ DCS#AI.Task.WeaponExpend + WeaponExpend +
+(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.
+ +The DCS task structure.
+ +(AIR) Engaging targets of defined types.
+ ++ DCS#Distance + Distance +
+Maximal distance from the target to a route leg. If the target is on a greater distance it will be ignored.
+ ++ DCS#AttributeNameArray + TargetTypes +
+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.
+ +The DCS task structure.
+ +(AIR) Engaging a targets of defined types at circle-shaped zone.
+ ++ DCS#Vec2 + Vec2 +
+2D-coordinates of the zone.
+ ++ DCS#Distance + Radius +
+Radius of the zone.
+ ++ DCS#AttributeNameArray + TargetTypes +
+(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.
+ +The DCS task structure.
+ +(AIR) Search and attack the Unit.
+ + +See hoggit.
+ ++ 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.
+ ++ DCS#AI.Task.WeaponExpend + WeaponExpend +
+(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.
+ +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.
+ ++ #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.
+ +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.
+ ++ #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".
+ ++ DCS#AI.Task.Designation + Designation +
+(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 +
+The DCS task structure.
+ +(AIR) Enroute SEAD task.
+ ++ DCS#AttributeNameArray + TargetTypes +
+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.
+ +The DCS task structure.
+ +(AIR) Aircraft will act as a tanker for friendly units.
+ + +No parameters. +See hoggit.
+ +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.
+ ++ #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.
+ +Set of detected groups.
+ +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.
+ ++ #boolean + DetectVisual +
+(optional)
+ ++ #boolean + DetectOptical +
+(optional)
+ ++ #boolean + DetectRadar +
+(optional)
+ ++ #boolean + DetectIRST +
+(optional)
+ ++ #boolean + DetectRWR +
+(optional)
+ ++ #boolean + DetectDLINK +
+(optional)
+ +#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.
+ ++ #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.
+ +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.
+ +#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.
+ +#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.
+ +#nil:
+The CONTROLLABLE is not existing or alive.
+ +Returns the health.
+ + +Dead controllables have health <= 1.0.
+ +#number:
+The controllable health value (unit or group average).
+ +#nil:
+The controllable is not existing or alive.
+ +Returns the initial health.
+ +#number:
+The controllable health value (unit or group average) or nil if the controllable does not exist.
Return the mission template of the controllable.
+ +#table:
+The MissionTemplate +TODO: Rework the method how to retrieve a template ...
+ +Return the mission route of the controllable.
+ +#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).
+ +#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.
+ +self
+ +Returns if the Controllable contains AirPlanes.
+ +#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.
+ ++ Wrapper.Group#GROUP + Group +
+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.
+ +#boolean:
+True if any unit of the group is detected.
+ +Returns if the Controllable contains Helicopters.
+ +#boolean:
+true if Controllable contains Helicopters.
+ +Returns if the unit is a submarine.
+ +#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.
+ ++ DCS#Object + DCSObject +
+The DCS object that is checked.
+ ++ #CONTROLLABLE + self +
++ #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.
+ +#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.
+ ++ Wrapper.Unit#UNIT + Unit +
+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.
+ +#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
+ ++ #string + ControllableName +
+The DCS Controllable name
+ +self
+ +Sets Controllable Option for A2A attack range for AIR FIGHTER units.
+ ++ #number + range +
+Defines the range
+ +self
+ +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.
+ +self
+ +Alarm state to Green: Group is not combat ready.
+ + +Sensors are stowed if possible.
+ +self
+ +Alarm state to Red: Group is combat ready and actively searching for targets.
+ +self
+ +Allow to Jettison of weapons upon threat.
+ +self
+ +Defines how long a GROUND unit/group will move to avoid an ongoing attack.
+ ++ #number + Seconds +
+Any positive number: AI will disperse, but only for the specified time before continuing their route. 0: AI will not disperse.
+ +self
+ +Defines the usage of Electronic Counter Measures by airborne forces.
+ + +AI will leave their ECM on all the time.
+ +self
+ +Defines the usage of Electronic Counter Measures by airborne forces.
+ + +If the AI is being detected by a radar they will enable their ECM.
+ +self
+ +Defines the usage of Electronic Counter Measures by airborne forces.
+ + +Disables the ability for AI to use their ECM.
+ +self
+ +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.
+ +self
+ +Defines the range at which a GROUND unit/group is allowed to use its weapons automatically.
+ ++ #number + EngageRange +
+Engage range limit in percent (a number between 0 and 100). Default 100.
+ +self
+ +Keep weapons upon threat.
+ +self
+ +Prohibit Afterburner.
+ ++ #boolean + Prohibit +
+If true or nil, prohibit. If false, do not prohibit.
+ +self
+ +Set option for Rules of Engagement (ROE).
+ ++ #number + ROEvalue +
+ROE value. See ENUMS.ROE.
+ +self
+ +Weapons Hold: AI will hold fire under all circumstances.
+ +self
+ +Can the CONTROLLABLE hold their weapons?
+ +#boolean:
+Open Fire (Only Designated): AI will engage only targets specified in its taskings.
+ +self
+ +Can the CONTROLLABLE attack designated targets?
+ +#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!
+ +self
+ +Can the CONTROLLABLE attack priority designated targets?
+ + +Only for AIR!
+ +#boolean:
+Return Fire: AI will only engage threats that shoot first.
+ +self
+ +Can the CONTROLLABLE attack returning on enemy fire?
+ +#boolean:
+Weapon free.
+ +self
+ +Can the CONTROLLABLE attack targets of opportunity?
+ +#boolean:
+Set Reation On Threat behaviour.
+ ++ #number + ROTvalue +
+ROT value. See ENUMS.ROT.
+ +self
+ +Evade on fire.
+ +self
+ +Can the CONTROLLABLE evade on enemy fire?
+ +#boolean:
+No evasion on enemy threats.
+ +self
+ +Can the CONTROLLABLE ignore enemy fire?
+ +#boolean:
+Evasion passive defense.
+ +self
+ +Can the CONTROLLABLE evade using passive defenses?
+ +#boolean:
+Evade on fire using vertical manoeuvres.
+ +self
+ +Can the CONTROLLABLE evade on fire using vertical manoeuvres?
+ +#boolean:
+Set RTB on ammo.
+ ++ #boolean + WeaponsFlag +
+Weapons.flag enumerator.
+ +self
+ +Set RTB on bingo fuel.
+ ++ #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.
+ +self
+ +Sets Controllable Option for Restriction of Afterburner.
+ ++ #boolean + RestrictBurner +
+If true, restrict burner. If false or nil, allow (unrestrict) burner.
+ +(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.
+ ++ #number + Speed +
+Speed in km/h.
+ ++ #string + Formation +
+The formation the group uses.
+ ++ Core.Point#COORDINATE + ToWaypoint +
+The waypoint where the group should move to.
+ +(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.
+ ++ #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.
+ +Popping current Task from the controllable.
+ +self
+ +Pushing Task on the queue from the controllable.
+ ++ DCSTask +
++ WaitTime +
+self
+ +(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.
+ ++ #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"
+ +self
+ +Make the controllable to follow a given route.
+ ++ #table + Route +
+A table of Route Points.
+ ++ #number + DelaySeconds +
+(Optional) Wait for the specified seconds before executing the Route. Default is one second.
+ +The CONTROLLABLE.
+ +Make the AIR Controllable fly towards a specific point.
+ ++ Core.Point#COORDINATE + ToCoordinate +
+A Coordinate to drive to.
+ ++ Core.Point#COORDINATE.RoutePointAltType + AltType +
+The altitude type.
+ ++ Core.Point#COORDINATE.RoutePointType + Type +
+The route point type.
+ ++ Core.Point#COORDINATE.RoutePointAction + Action +
+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.
+ +The CONTROLLABLE.
+ +Make the TRAIN Controllable to drive towards a specific point using railroads.
+ ++ 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.
+ +The CONTROLLABLE.
+ +Make the GROUND Controllable to drive towards a specific point using (mostly) roads.
+ ++ 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.
+ +The CONTROLLABLE.
+ +Make the GROUND Controllable to drive towards a specific point.
+ ++ 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.
+ +The CONTROLLABLE.
+ +Make the controllable to push follow a given route.
+ ++ #table + Route +
+A table of Route Points.
+ ++ #number + DelaySeconds +
+(Optional) Wait for the specified seconds before executing the Route. Default is one second.
+ +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.
+ ++ DCS#Vec3 + Point +
+The destination point in Vec3 format.
+ ++ #number + Speed +
+The speed [m/s] to travel.
+ +self
+ +(AIR + GROUND) Make the Controllable move to a given point.
+ ++ DCS#Vec3 + Point +
+The destination point in Vec3 format.
+ ++ #number + Speed +
+The speed [m/s] to travel.
+ +self
+ +[AIR] Sets the controlled aircraft group to fly at the specified altitude in meters.
+ ++ #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".
+ +self
+ +Executes a command action for the CONTROLLABLE.
+ ++ DCS#Command + DCSCommand +
+The command to be executed.
+ +self
+ +Set option.
+ ++ #number + OptionID +
+ID/Type of the option.
+ ++ #number + OptionValue +
+Value of the option
+ +self
+ +Sets the controlled group to go at the specified speed in meters per second.
+ ++ #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.
+ +self
+ +Clearing the Task Queue and Setting the Task on the queue from the controllable.
+ ++ DCS#Task + DCSTask +
+DCS Task array.
+ ++ #number + WaitTime +
+Time in seconds, before the task is set.
+ +self
+ +Set a Task at a Waypoint using a Route list.
+ ++ #table + Waypoint +
+The Waypoint!
+ ++ DCS#Task + Task +
+The Task structure to be executed!
+ +Give an uncontrolled air controllable the start command.
+ ++ #number + delay +
+(Optional) Delay before start command in seconds.
+ +self
+ +Return an empty task shell for Aerobatics.
+ + 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.
+ ++ 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.
+ +Add an aerobatics entry of type "BARREL_ROLL" to the Aerobatics Task.
+ ++ 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.
+ +Add an aerobatics entry of type "CANDLE" to the Aerobatics Task.
+ ++ 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.
+ +Add an aerobatics entry of type "CLIMB" to the Aerobatics Task.
+ ++ 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.
+ +Add an aerobatics entry of type "DIVE" to the Aerobatics Task.
+ ++ 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.
+ +Add an aerobatics entry of type "EDGE_FLIGHT" to the Aerobatics Task.
+ ++ 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.
+ +Add an aerobatics entry of type "FORCED_TURN" to the Aerobatics Task.
+ ++ 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.
+ +Add an aerobatics entry of type "HAMMERHEAD" to the Aerobatics Task.
+ ++ 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.
+ +Add an aerobatics entry of type "HORIZONTAL_EIGHT" to the Aerobatics Task.
+ ++ 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.
+ +Add an aerobatics entry of type "IMMELMAN" to the Aerobatics Task.
+ ++ 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.
+ +Add an aerobatics entry of type "LOOP" to the Aerobatics Task.
+ ++ 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.
+ +Add an aerobatics entry of type "MILITARY_TURN" to the Aerobatics Task.
+ ++ 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.
+ +Add an aerobatics entry of type "SKEWED_LOOP" to the Aerobatics Task.
+ ++ 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.
+ +Add an aerobatics entry of type "SPIRAL" to the Aerobatics Task.
+ ++ 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.
+ +Add an aerobatics entry of type "SPLIT_S" to the Aerobatics Task.
+ ++ 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.
+ +Add an aerobatics entry of type "STRAIGHT_FLIGHT" to the Aerobatics Task.
+ ++ 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.
+ +Add an aerobatics entry of type "TURN" to the Aerobatics Task.
+ ++ 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.
+ +Add an aerobatics entry of type "WINGOVER_FLIGHT" to the Aerobatics Task.
+ ++ 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.
+ +(AIR) Attack a Controllable.
+ ++ 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.
+ ++ DCS#AI.Task.WeaponExpend + WeaponExpend +
+(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.
+ +The DCS task structure.
+ +(AIR) Attacking the map object (building, structure, etc).
+ ++ 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.
+ ++ DCS#AI.Task.WeaponExpend + WeaponExpend +
+(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.
+ +The DCS task structure.
+ +(AIR) Attack the Unit.
+ ++ 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.
+ ++ DCS#AI.Task.WeaponExpend + WeaponExpend +
+(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.
+ +The DCS task structure.
+ +(AIR) Delivering weapon at the point on the ground.
+ ++ 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.
+ ++ DCS#AI.Task.WeaponExpend + WeaponExpend +
+(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.
+ +The DCS task structure.
+ +(AIR) Delivering weapon on the runway.
+ + +See hoggit
+ +Make sure the aircraft has the following role:
+ ++ Wrapper.Airbase#AIRBASE + Airbase +
+Airbase to attack.
+ ++ #number + WeaponType +
+(optional) Bitmask of weapon types those allowed to use. See DCS enum weapon flag. Default 2147485694 = AnyBomb (GuidedBomb + AnyUnguidedBomb).
+ ++ DCS#AI.Task.WeaponExpend + WeaponExpend +
+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.
+ +The DCS task structure.
+ +(AIR) Delivering weapon via CarpetBombing (all bombers in formation release at same time) at the point on the ground.
+ ++ 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.
+ ++ DCS#AI.Task.WeaponExpend + WeaponExpend +
+(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.
+ +The DCS task structure.
+ +Return a Combo Task taking an array of Tasks.
+ ++ DCS#TaskArray + DCSTasks +
+Array of DCSTasking.Task#Task
+ +Return a condition section for a controlled task.
+ ++ 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.
+ ++ DCS#Task + DCSTask +
++ DCS#DCSStopCondition + DCSStopCondition +
+Specifies the location infantry groups that is being transported by helicopters will be unloaded at.
+ + +Used in conjunction with the EmbarkToTransport task.
+ ++ Core.Point#COORDINATE + Coordinate +
+Coordinates where AI is expecting to be picked up.
+ ++ GroupSetToDisembark +
+Embark to transport task.
+ +Set EPLRS data link on/off.
+ ++ #boolean + SwitchOnOff +
+If true (or nil) switch EPLRS on. If false switch off.
+ ++ #number + idx +
+Task index. Default 1.
+ +#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!
+ ++ Core.Point#COORDINATE + Coordinate +
+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.
+ +Embark to transport task.
+ +(AIR HELICOPTER) Move the controllable to a Vec2 Point, wait for a defined duration and embark infantry groups.
+ ++ Core.Point#COORDINATE + Coordinate +
+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.
+ +The DCS task structure.
+ +Return an Empty Task.
+ +(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.
+ ++ #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.
+ ++ DCS#AttributeNameArray + TargetTypes +
+Array of AttributeName that is contains threat categories allowed to engage. Default {"Air"}. See https://wiki.hoggit.us/view/DCS_enum_attributes
+ +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.
+ ++ Wrapper.Group#GROUP + AttackGroup +
+Target GROUP object.
+ ++ #number + WeaponType +
+Bitmask of weapon types, which are allowed to use.
+ ++ DCS#AI.Task.Designation + Designation +
+(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.
+ +The DCS task structure.
+ +(GROUND) Fire at a VEC2 point until ammunition is finished.
+ ++ 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.
+ +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.
+ ++ #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.
+ +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
+ ++ #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.
+ +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.
+ ++ #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!
+ +
+ 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.
+ ++ #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.
+ ++ DCS#AttributeNameArray + TargetTypes +
+(optional) Array of AttributeName that is contains threat categories allowed to engage. Default {"Ground vehicles"}. See https://wiki.hoggit.us/view/DCS_enum_attributes
+ +The DCS task structure.
+ +Make a task for a TRAIN Controllable to drive towards a specific point using railroad.
+ ++ 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.
+ +Task
+ +Make a task for a GROUND Controllable to drive towards a specific point using (mostly) roads.
+ ++ 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.
+ +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.
+ +The DCS task structure.
+ +(AIR) Hold position at the current position of the first unit of the controllable.
+ ++ #number + Duration +
+The maximum duration in seconds to hold the position.
+ +self
+ +(AIR HELICOPTER) Landing at the ground.
+ + +For helicopters only.
+ ++ DCS#Vec2 + Vec2 +
+The point where to land.
+ ++ #number + Duration +
+The duration in seconds to stay on the ground.
+ +self
+ +(AIR) Land the controllable at a @{Core.Zone#ZONE_RADIUS).
+ ++ Core.Zone#ZONE + Zone +
+The zone where to land.
+ ++ #number + Duration +
+The duration in seconds to stay on the ground.
+ ++ RandomPoint +
+The DCS task structure.
+ +(AIR + GROUND) Return a mission task from a mission template.
+ ++ #table + TaskMission +
+A table containing the mission task.
+ +(AIR) Orbit at a position with at a given altitude and speed.
+ + +Optionally, a race track pattern can be specified.
+ ++ Core.Point#COORDINATE + Coord +
+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.
+ +self
+ +(AIR) Orbit at the current position of the first unit of the controllable at a specified altitude.
+ ++ #number + Altitude +
+The altitude [m] to hold the position.
+ ++ #number + Speed +
+The speed [m/s] flying when holding the position.
+ ++ Core.Point#COORDINATE + Coordinate +
+(Optional) The coordinate where to orbit. If the coordinate is not given, then the current position of the controllable is used.
+ +self
+ +(AIR) Orbit at a specified position at a specified altitude during a specified duration with a specified speed.
+ ++ 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.
+ +self
+ +(AIR) Act as Recovery Tanker for a naval/carrier group.
+ ++ 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
+ +The DCS task structure.
+ +(AIR) Refueling from the nearest tanker.
+ + +No parameters.
+ +The DCS task structure.
+ +Return a "Misson" task to follow a given route defined by Points.
+ ++ #table + Points +
+A table of route points.
+ +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.
+ ++ 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.
+ ++ Base#FORMATION + Formation +
+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.
+ ++ Core.Zone#ZONE + Zone +
+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.
+ ++ Base#FORMATION + Formation +
+The formation string.
+ +Return a WrappedAction Task taking a Command.
+ ++ DCS#Command + DCSCommand +
++ Index +
+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!
+ ++ #number + WayPoint +
+The WayPoint from where to execute the mission.
+ ++ #number + WaitTime +
+The amount seconds to wait before initiating the mission.
+ +self
+ +Registers a waypoint function that will be executed when the controllable moves over the WayPoint.
+ ++ #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.
+ ++ ... +
+self
+ +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!
+ ++ #table + WayPoints +
+If WayPoints is given, then use the route.
+ +self
+ +Get the controller for the CONTROLLABLE.
+ +Task function when controllable passes a waypoint.
+ ++ #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.
+ ++ ... +
+The name of the group.
+ +Add cargo.
+ ++ Core.Cargo#CARGO + Cargo +
+Get cargo item count.
+ +Cargo
+ +Clear all cargo.
+ +Destroys the POSITIONABLE.
+ ++ #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.
+ +#nil:
+The DCS Unit is not existing or alive.
+ +
+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.
+ ++ #number + power +
+Power of the explosion in kg TNT. Default 100 kg TNT.
+ ++ #number + delay +
+(Optional) Delay of explosion in seconds.
+ +self
+ +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.
+ ++ #number + oatcorr +
+(Optional) Outside air temperature (OAT) correction factor. Default 0.017 (=1.7%).
+ +#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.
+ +#number:
+TAS in m/s. Returns 0 if the POSITIONABLE does not exist.
+ +Returns the altitude above sea level of the POSITIONABLE.
+ +The altitude of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the Angle of Attack of a POSITIONABLE.
+ +#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.
+ +Beacon
+ +Get the bounding box of the underlying POSITIONABLE DCS Object.
+ +The bounding box of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Get the bounding radius of the underlying POSITIONABLE DCS Object.
+ ++ #number + MinDist +
+(Optional) If bounding box is smaller than this value, MinDist is returned.
+ +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.
+ +#number:
+CargoBayFreeWeight
+ +Get Cargo Bay Weight Limit in kg.
+ +#number:
+Max cargo weight in kg.
+ +Returns the climb or descent angle of the POSITIONABLE.
+ +#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.
+ +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.
+ +A new COORDINATE object of the POSITIONABLE.
+ +Returns the DCS object.
+ + +Polymorphic for other classes like UNIT, STATIC, GROUP, AIRBASE.
+ +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).
+ +#number:
+Ground speed in m/s. Returns 0 if the POSITIONABLE does not exist.
+ +Returns the POSITIONABLE heading in degrees.
+ +#number:
+The POSITIONABLE heading in degrees.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the POSITIONABLE height above sea level in meters.
+ +Height of the positionable in meters (or nil, if the object does not exist).
+ +Get the last assigned laser code
+ +#number:
+The laser code
+ +Returns a message with the callsign embedded (if there is one).
+ ++ #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.
+ +Returns the message text with the callsign embedded (if there is one).
+ ++ #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.
+ +#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).
+ ++ #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.
+ +Get the object size.
+ +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.
+ ++ #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.
+ +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.
+ +Returns a {@DCS#Vec3} table of the objects current X orientation in 3D space, i.e.
+ + +along the direction of movement.
+ +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.
+ +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.
+ +Z orientation, i.e. perpendicular to movement.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the pitch angle of a POSITIONABLE.
+ +#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.
+ +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.
+ +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.
+ +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.
+ +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
+ +Radio
+ +Returns a random DCS#Vec3 vector within a range, indicating the point in 3D of the POSITIONABLE within the mission.
+ ++ #number + Radius +
+The 3D point vector of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +-- 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.
+ ++ #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.
+ +The relative COORDINATE with respect to the orientation of the POSITIONABLE.
+ +Get relative velocity with respect to another POSITIONABLE.
+ ++ #POSITIONABLE + Positionable +
+Other POSITIONABLE.
+ +#number:
+Relative velocity in m/s.
+ +Returns the roll angle of a unit.
+ +#number:
+Pitch angle in degrees.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Get the Spot
+ +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.
#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.
+ +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.
+ +The 3D point vector of the POSITIONABLE.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the Core.Velocity object from the POSITIONABLE.
+ +Velocity The Velocity object.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the POSITIONABLE velocity in km/h.
+ +#number:
+The velocity in km/h.
+ +Returns the POSITIONABLE velocity in knots.
+ +#number:
+The velocity in knots.
+ +Returns the POSITIONABLE velocity in meters per second.
+ +#number:
+The velocity in meters per second.
+ +Returns the POSITIONABLE velocity Vec3 vector.
+ +The velocity Vec3 vector
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns the yaw angle of a POSITIONABLE.
+ +#number:
+Yaw angle in degrees.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns if carrier has given cargo.
+ ++ Cargo +
+Cargo
+ +Returns true if the POSITIONABLE is in the air.
+ + +Polymorphic, is overridden in GROUP and UNIT.
+ +#boolean:
+true if in the air.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns if the Positionable is located above a runway.
+ +#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.
+ +#boolean:
+Air category evaluation result.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Is cargo bay empty.
+ +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.
+ +#boolean:
+Ground category evaluation result.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns true if the unit is within a Core.Zone.
+ ++ Core.Zone#ZONE_BASE + Zone +
+The zone to test.
+ +#boolean:
+Returns true if the unit is within the Core.Zone#ZONE_BASE
+ +Check if the POSITIONABLE is lasing a target.
+ +#boolean:
+true if it is lasing a target
+ +Returns true if the unit is not within a Core.Zone.
+ ++ Core.Zone#ZONE_BASE + Zone +
+The zone to test.
+ +#boolean:
+Returns true if the unit is not within the Core.Zone#ZONE_BASE
+ +Returns if the unit is of ship category.
+ +#boolean:
+Ship category evaluation result.
+ +#nil:
+The POSITIONABLE is not existing or alive.
+ +Returns if the unit is a submarine.
+ +#boolean:
+Submarines attributes result.
+ +Start Lasing a COORDINATE.
+ ++ Core.Point#COORDINATE + Coordinate +
+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.
+ +Stop Lasing a POSITIONABLE.
+ +Start Lasing a POSITIONABLE.
+ ++ #POSITIONABLE + Target +
+The target to lase.
+ ++ #number + LaserCode +
+Laser code or random number in [1000, 9999].
+ ++ #number + Duration +
+Duration of lasing in seconds.
+ +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.
+ ++ #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.
+ ++ #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.
+ ++ #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.
+ ++ #string + Message +
+The message text
+ ++ DCS#Duration + Duration +
+The duration of the message.
+ ++ Wrapper.Client#CLIENT + Client +
+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.
+ ++ #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.
+ ++ #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.
+ ++ #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.
+ ++ #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.
+ ++ #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.
+ ++ #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.
+ ++ #string + Message +
+The message text
+ ++ Core.Message#MESSAGE.Type + MessageType +
+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.
+ ++ #string + Message +
+The message text
+ ++ Core.Message#MESSAGE.Type + MessageType +
+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
+ ++ #string + PositionableName +
+The POSITIONABLE name
+ +self
+ +Remove cargo.
+ ++ Core.Cargo#CARGO + Cargo +
+Set Cargo Bay Weight Limit in kg.
+ ++ #number + WeightLimit +
+(Optional) Weight limit in kg. If not given, the value is taken from the descriptors or hard coded.
+ +Smoke the POSITIONABLE.
+ ++ Utilities.Utils#SMOKECOLOR + SmokeColor +
+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.
+ +The name of the group.
+ +Gets the CallSign of the IDENTIFIABLE, which is a blank by default.
+ +#string:
+The CallSign of the IDENTIFIABLE.
+ +Returns object category of the DCS Identifiable.
+ + +One of
+ +The category ID, i.e. a number.
+ +Returns the DCS Identifiable category name as defined within the DCS Identifiable Descriptor.
+ +#string:
+The DCS Identifiable Category Name
+ +Returns coalition of the Identifiable.
+ +The side of the coalition or #nil The DCS Identifiable is not existing or alive.
Returns the name of the coalition of the Identifiable.
+ +#string:
+The name of the coalition.
+ +#nil:
+The DCS Identifiable is not existing or alive.
+ +Returns country of the Identifiable.
+ +The country identifier or #nil The DCS Identifiable is not existing or alive.
Returns country name of the Identifiable.
+ +#string:
+Name of the country.
+ +Returns Identifiable descriptor.
+ + +Descriptor type depends on Identifiable category.
+ +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.
+ +#string:
+The name of the DCS Identifiable or #nil.
Gets the threat level.
+ +#number:
+Threat level.
+ +#string:
+Type.
+ +Returns the type name of the DCS Identifiable.
+ +#string:
+The type name of the DCS Identifiable.
+ +Check if the Object has the attribute.
+ ++ #string + AttributeName +
+The attribute name.
+ +#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.
#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
+ ++ #string + IdentifiableName +
+The DCS Identifiable name
+ +self
+ +The name of the group.
+ +Destroys the OBJECT.
+ +#boolean:
+true if the object is destroyed.
+ +#nil:
+The DCS Unit is not existing or alive.
+ +Returns the unit's unique identifier.
+ +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
+ ++ DCS#Object + ObjectName +
+The Object name
+ ++ Test +
+self
+ +The name of the group.
+ +Clear the state of an object.
+ ++ Object +
+The object that holds the Value set by the Key.
+ ++ StateName +
+The key that is should be cleared.
+ +Creation of a Birth Event.
+ ++ 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.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ ++ IniObjectCategory +
+Creation of a Dead Event.
+ ++ 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.
+ Wrapper.Unit#UNIT + PlayerUnit +
+The aircraft unit the player entered.
+ +Creation of a Remove Unit Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Takeoff Event.
+ ++ DCS#Time + EventTime +
+The time stamp of the event.
+ ++ DCS#Object + Initiator +
+The initiating object of the event.
+ +Creation of a Crash Event.
+ ++ 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.
+ ++ Arguments +
+A #table or any field.
+ +Returns the event dispatcher
+ +Remove all subscribed events
+ +Trace a function call.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 2.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function call level 3.
+ + +Must be at the beginning of the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Get the ClassID of the class instance.
+ +#string:
+The ClassID of the class instance.
+ +Get the ClassName of the class instance.
+ +#string:
+The ClassName of the class instance.
+ +Get the ClassName + ClassID of the class instance.
+ + +The ClassName + ClassID is formatted as '%s#%09d'.
+ +#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.
+ +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()
+
+
+
+
+
+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.
+ ++ 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!
+ +The Value retrieved or nil if the Key was not found and thus the Value could not be retrieved.
+ +Subscribe to a DCS Event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ ++ #function + EventFunction +
+(optional) The function to be called when the event occurs for the unit.
+ +Log an information which will be traced always.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +This is the worker method to inherit from a parent class.
+ ++ Child +
+is the Child class that inherits.
+ ++ #BASE + Parent +
+is the Parent class that the Child inherits from.
+ +Child
+ +This is the worker method to check if an object is an (sub)instance of a class.
+ + + +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
+ ClassName +
+is the name of the class or the class itself to run the check against
+ +#boolean:
+Enquires if tracing is on (for the class).
+ +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
+
+
+
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +BDA.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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
+ ++ Core.Event#EVENTDATA + EventData +
+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
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Unknown precisely what creates this event, likely tied into newer damage model.
+ + +Will update this page when new information become available.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Discard chair after ejection.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+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
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Landing quality mark.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission ends +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Occurs when a mission starts +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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
+ ++ Core.Event#EVENTDATA + EventData +
+The EventData structure.
+ +Trigger zone.
+ + +Have a look at the class Core.Event#EVENT as these are just the prototypes.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ Core.Event#EVENTDATA + EventData +
+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.
+ ++ #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, ... }.
+ +#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.
+ ++ #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, ... }.
+ +#string:
+The Schedule ID of the planned schedule.
+ +Stops the Schedule.
+ ++ #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.
+ ++ #number + EventPriority +
+The Core.Event processing Priority.
+ +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.
+ ++ 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.
+ +The Value set.
+ +Trace a function logic level 1.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 2.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace a function logic level 3.
+ + +Can be anywhere within the function logic.
+ ++ Arguments +
+A #table or any field.
+ +Trace all methods in MOOSE
+ ++ #boolean + TraceAll +
+true = trace all methods in MOOSE.
+ +Set tracing for a class
+ +Set tracing for a specific method of class
+ ++ #string + Class +
+Class name.
+ ++ #string + Method +
+Method.
+ +Set trace level
+ +Set trace off.
+ +Set trace on.
+ +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.
+ ++ #boolean + TraceOnOff +
+Switch the tracing on or off.
+ +
+ -- Switch the tracing On
+ BASE:TraceOnOff( true )
+
+ -- Switch the tracing Off
+ BASE:TraceOnOff( false )
+
+
+UnSubscribe to a DCS event.
+ ++ Core.Event#EVENTS + EventID +
+Event ID.
+ +Trace a function call.
+ + +This function is private.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+Trace a function logic.
+ ++ Arguments +
+A #table or any field.
+ ++ DebugInfoCurrentParam +
++ DebugInfoFromParam +
+The main event handling function...
+ + +This function captures all events generated for the class.
+ +Coordinate of the mark.
- - - -Coordinate of the mark.
-Coordinate of the mark.
-