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		<updated>2026-05-17T09:52:27Z</updated>
		<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_func_getClosestPointOnRoads&amp;diff=14472</id>
		<title>DCS func getClosestPointOnRoads</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_func_getClosestPointOnRoads&amp;diff=14472"/>
				<updated>2023-01-28T10:25:23Z</updated>
		
		<summary type="html">&lt;p&gt;Loophole 62ndFF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:dcs_funcs&lt;br /&gt;
&lt;br /&gt;
|fName= getClosestPointOnRoads&lt;br /&gt;
&lt;br /&gt;
|vNum= 2.5&lt;br /&gt;
&lt;br /&gt;
|par1= [[DCS_singleton_land|land]]&lt;br /&gt;
&lt;br /&gt;
|par2= &lt;br /&gt;
&lt;br /&gt;
|par3= &lt;br /&gt;
&lt;br /&gt;
|par4=&lt;br /&gt;
&lt;br /&gt;
|desc= Returns the X and Y values of a coordinate on the nearest road from the given point. &lt;br /&gt;
&lt;br /&gt;
NOTE that this function does not use vec2 or vec3. It uses individual values representing a vec2 for x and y. &lt;br /&gt;
&lt;br /&gt;
Valid road type values: 'roads' and 'railroads'&lt;br /&gt;
&lt;br /&gt;
|rtnType= number, number&lt;br /&gt;
&lt;br /&gt;
|rtnExample= 233324, 423423&lt;br /&gt;
&lt;br /&gt;
|reqType1= string&lt;br /&gt;
&lt;br /&gt;
|reqName1= roadType&lt;br /&gt;
&lt;br /&gt;
|reqType2= number&lt;br /&gt;
&lt;br /&gt;
|reqName2= xCoord&lt;br /&gt;
&lt;br /&gt;
|reqType3= number&lt;br /&gt;
&lt;br /&gt;
|reqName3= yCoord&lt;br /&gt;
&lt;br /&gt;
|reqType4=&lt;br /&gt;
&lt;br /&gt;
|optType1= &lt;br /&gt;
&lt;br /&gt;
|optName1= &lt;br /&gt;
&lt;br /&gt;
|optType2=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|related= &lt;br /&gt;
[[DCS_singleton_land|'''land functions:''']] {{listOflandFuncs}}&lt;br /&gt;
&lt;br /&gt;
|examples= The following returns the closest road to a point. &lt;br /&gt;
local testPoint = trigger.misc.getZone('test').point&lt;br /&gt;
local x, y = land.getClosestPointOnRoads('roads',testPoint.x, testPoint.z)&lt;br /&gt;
&lt;br /&gt;
|notes= &lt;br /&gt;
}}&lt;br /&gt;
[[Category:Singleton Functions|getHeight]]&lt;br /&gt;
[[Category:Game Patch 2.5.0|getClosestPointOnRoads]]&lt;/div&gt;</summary>
		<author><name>Loophole 62ndFF</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_func_getPoint&amp;diff=14471</id>
		<title>DCS func getPoint</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_func_getPoint&amp;diff=14471"/>
				<updated>2023-01-28T09:16:48Z</updated>
		
		<summary type="html">&lt;p&gt;Loophole 62ndFF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:dcs_funcs&lt;br /&gt;
&lt;br /&gt;
|fName= getPoint&lt;br /&gt;
&lt;br /&gt;
|vNum= 1.2.0&lt;br /&gt;
&lt;br /&gt;
|par1= [[DCS_Class_Object|Object]]&lt;br /&gt;
&lt;br /&gt;
|par2= [[DCS_Class_Spot| Spot]]&lt;br /&gt;
&lt;br /&gt;
|par3= &lt;br /&gt;
&lt;br /&gt;
|par4=&lt;br /&gt;
&lt;br /&gt;
|desc= Returns a vec3 table of the x, y, and z coordinates for the position of the given object in 3D space. Coordinates are dependent on the position of the maps origin. In the case of the Caucuses theater, the origin is located in the Crimean region of the map. &lt;br /&gt;
&lt;br /&gt;
Function also works with [[DCS_Class_Unit|Unit]], [[DCS_Class_Weapon|Weapon]], [[DCS_Class_Static_Object|Static Object]], [[DCS_Class_Scenery_Object|Scenery Object]], [[DCS_Class_Airbase|Airbase]]&lt;br /&gt;
&lt;br /&gt;
|rtnType= vec3&lt;br /&gt;
&lt;br /&gt;
|rtnExample= &lt;br /&gt;
 Vec3 = { &lt;br /&gt;
   x = Distance North-south, &lt;br /&gt;
   y = Distance above height 0, &lt;br /&gt;
   z = Distance East-West&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
|reqType1= Class&lt;br /&gt;
&lt;br /&gt;
|reqName1= Self&lt;br /&gt;
&lt;br /&gt;
|reqType2=&lt;br /&gt;
&lt;br /&gt;
|reqName2=&lt;br /&gt;
&lt;br /&gt;
|optType1=&lt;br /&gt;
&lt;br /&gt;
|optType2=&lt;br /&gt;
&lt;br /&gt;
|related= &lt;br /&gt;
[[DCS_Class_Object|'''Object Functions:''']] {{listofScriptingObjectFuncs}}&lt;br /&gt;
[[DCS_Class_Spot|'''Spot Functions:''']] {{listofScriptingSpotFuncs}}&lt;br /&gt;
&lt;br /&gt;
|examples= The following prints the target coordinates to the log. &lt;br /&gt;
    local targetCoord = Unit.getByName('killMeNow'):getPoint()&lt;br /&gt;
    env.info('The World Coordinates of the target are: X: ' .. targetCoord.x .. ' Y: ' .. targetCoord.y .. ' Z: ' .. targetCoord.z)&lt;br /&gt;
&lt;br /&gt;
|notes= '''Remember''' that the Vec3 x, y and z do ''not'' follow the normal intuitive orientation conventions.  'x' is the north-south axis, 'z' is the east-west axis, and 'y' is the vertical/height axis!  Also, Vec3 x &amp;amp; y to ''not'' correlate to Vec2 x &amp;amp; y!&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Class Functions|getPoint]]&lt;br /&gt;
[[Category:Game Patch 1.2.0|getPoint]]&lt;/div&gt;</summary>
		<author><name>Loophole 62ndFF</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_func_getPoint&amp;diff=14470</id>
		<title>DCS func getPoint</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_func_getPoint&amp;diff=14470"/>
				<updated>2023-01-28T09:15:47Z</updated>
		
		<summary type="html">&lt;p&gt;Loophole 62ndFF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:dcs_funcs&lt;br /&gt;
&lt;br /&gt;
|fName= getPoint&lt;br /&gt;
&lt;br /&gt;
|vNum= 1.2.0&lt;br /&gt;
&lt;br /&gt;
|par1= [[DCS_Class_Object|Object]]&lt;br /&gt;
&lt;br /&gt;
|par2= [[DCS_Class_Spot| Spot]]&lt;br /&gt;
&lt;br /&gt;
|par3= &lt;br /&gt;
&lt;br /&gt;
|par4=&lt;br /&gt;
&lt;br /&gt;
|desc= Returns a vec3 table of the x, y, and z coordinates for the position of the given object in 3D space. Coordinates are dependent on the position of the maps origin. In the case of the Caucuses theater, the origin is located in the Crimean region of the map. &lt;br /&gt;
&lt;br /&gt;
Function also works with [[DCS_Class_Unit|Unit]], [[DCS_Class_Weapon|Weapon]], [[DCS_Class_Static_Object|Static Object]], [[DCS_Class_Scenery_Object|Scenery Object]], [[DCS_Class_Airbase|Airbase]]&lt;br /&gt;
&lt;br /&gt;
|rtnType= vec3&lt;br /&gt;
&lt;br /&gt;
|rtnExample= &lt;br /&gt;
 Vec3 = { &lt;br /&gt;
   x = Distance, &lt;br /&gt;
   y = Distance, &lt;br /&gt;
   z = Distance &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
|reqType1= Class&lt;br /&gt;
&lt;br /&gt;
|reqName1= Self&lt;br /&gt;
&lt;br /&gt;
|reqType2=&lt;br /&gt;
&lt;br /&gt;
|reqName2=&lt;br /&gt;
&lt;br /&gt;
|optType1=&lt;br /&gt;
&lt;br /&gt;
|optType2=&lt;br /&gt;
&lt;br /&gt;
|related= &lt;br /&gt;
[[DCS_Class_Object|'''Object Functions:''']] {{listofScriptingObjectFuncs}}&lt;br /&gt;
[[DCS_Class_Spot|'''Spot Functions:''']] {{listofScriptingSpotFuncs}}&lt;br /&gt;
&lt;br /&gt;
|examples= The following prints the target coordinates to the log. &lt;br /&gt;
    local targetCoord = Unit.getByName('killMeNow'):getPoint()&lt;br /&gt;
    env.info('The World Coordinates of the target are: X: ' .. targetCoord.x .. ' Y: ' .. targetCoord.y .. ' Z: ' .. targetCoord.z)&lt;br /&gt;
&lt;br /&gt;
|notes= '''Remember''' that the Vec3 x, y and z do ''not'' follow the normal intuitive orientation conventions.  'x' is the north-south axis, 'z' is the east-west axis, and 'y' is the vertical/height axis!  Also, Vec3 x &amp;amp; y to ''not'' correlate to Vec2 x &amp;amp; y!&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Class Functions|getPoint]]&lt;br /&gt;
[[Category:Game Patch 1.2.0|getPoint]]&lt;/div&gt;</summary>
		<author><name>Loophole 62ndFF</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_func_getPoint&amp;diff=14469</id>
		<title>DCS func getPoint</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_func_getPoint&amp;diff=14469"/>
				<updated>2023-01-28T09:15:01Z</updated>
		
		<summary type="html">&lt;p&gt;Loophole 62ndFF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:dcs_funcs&lt;br /&gt;
&lt;br /&gt;
|fName= getPoint&lt;br /&gt;
&lt;br /&gt;
|vNum= 1.2.0&lt;br /&gt;
&lt;br /&gt;
|par1= [[DCS_Class_Object|Object]]&lt;br /&gt;
&lt;br /&gt;
|par2= [[DCS_Class_Spot| Spot]]&lt;br /&gt;
&lt;br /&gt;
|par3= &lt;br /&gt;
&lt;br /&gt;
|par4=&lt;br /&gt;
&lt;br /&gt;
|desc= Returns a vec3 table of the x, y, and z coordinates for the position of the given object in 3D space. Coordinates are dependent on the position of the maps origin. In the case of the Caucuses theater, the origin is located in the Crimean region of the map. &lt;br /&gt;
&lt;br /&gt;
Function also works with [[DCS_Class_Unit|Unit]], [[DCS_Class_Weapon|Weapon]], [[DCS_Class_Static_Object|Static Object]], [[DCS_Class_Scenery_Object|Scenery Object]], [[DCS_Class_Airbase|Airbase]]&lt;br /&gt;
&lt;br /&gt;
|rtnType= vec3&lt;br /&gt;
&lt;br /&gt;
|rtnExample= &lt;br /&gt;
 Vec3 = { &lt;br /&gt;
   x = Distance, &lt;br /&gt;
   y = Distance, &lt;br /&gt;
   z = Distance &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
|reqType1= Class&lt;br /&gt;
&lt;br /&gt;
|reqName1= Self&lt;br /&gt;
&lt;br /&gt;
|reqType2=&lt;br /&gt;
&lt;br /&gt;
|reqName2=&lt;br /&gt;
&lt;br /&gt;
|optType1=&lt;br /&gt;
&lt;br /&gt;
|optType2=&lt;br /&gt;
&lt;br /&gt;
|related= &lt;br /&gt;
[[DCS_Class_Object|'''Object Functions:''']] {{listofScriptingObjectFuncs}}&lt;br /&gt;
[[DCS_Class_Spot|'''Spot Functions:''']] {{listofScriptingSpotFuncs}}&lt;br /&gt;
&lt;br /&gt;
|examples= The following prints the target coordinates to the log. &lt;br /&gt;
    local targetCoord = Unit.getByName('killMeNow'):getPoint()&lt;br /&gt;
    env.info('The World Coordinates of the target are: X: ' .. targetCoord.x .. ' Y: ' .. targetCoord.y .. ' Z: ' .. targetCoord.z)&lt;br /&gt;
&lt;br /&gt;
|notes= '''Remember''' that the Vec3 x, y and z do ''not'' follow the normal intuitive orientation conventions.  'x' is the north-south axis, 'z' is the east-west axis, and 'y' is the vertical/height axis!&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Class Functions|getPoint]]&lt;br /&gt;
[[Category:Game Patch 1.2.0|getPoint]]&lt;/div&gt;</summary>
		<author><name>Loophole 62ndFF</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_func_getPosition&amp;diff=14468</id>
		<title>DCS func getPosition</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_func_getPosition&amp;diff=14468"/>
				<updated>2023-01-28T09:09:41Z</updated>
		
		<summary type="html">&lt;p&gt;Loophole 62ndFF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:dcs_funcs&lt;br /&gt;
&lt;br /&gt;
|fName= getPosition&lt;br /&gt;
&lt;br /&gt;
|vNum= 1.2.0&lt;br /&gt;
&lt;br /&gt;
|par1= [[DCS_Class_Object|Object]]&lt;br /&gt;
&lt;br /&gt;
|par2= [[DCS_Class_Spot| Spot]]&lt;br /&gt;
&lt;br /&gt;
|par3= &lt;br /&gt;
&lt;br /&gt;
|par4=&lt;br /&gt;
&lt;br /&gt;
|desc= Returns a Position3 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. In the case of the Caucuses theater, the origin is located in the Crimean region of the map. &lt;br /&gt;
&lt;br /&gt;
Function also works with [[DCS_Class_Unit|Unit]], [[DCS_Class_Weapon|Weapon]], [[DCS_Class_Static_Object|Static Object]], [[DCS_Class_Scenery_Object|Scenery Object]], [[DCS_Class_Airbase|Airbase]]&lt;br /&gt;
&lt;br /&gt;
|rtnType= Position3&lt;br /&gt;
&lt;br /&gt;
|rtnExample= Position 3 is a table consisting of the point and orientation tables. &lt;br /&gt;
 Position3 = {   p = Vec3,&lt;br /&gt;
                 x = Vec3,&lt;br /&gt;
                 y = Vec3,&lt;br /&gt;
                 z = Vec3 }&lt;br /&gt;
&lt;br /&gt;
|reqType1= Class&lt;br /&gt;
&lt;br /&gt;
|reqName1= Self&lt;br /&gt;
&lt;br /&gt;
|reqType2=&lt;br /&gt;
&lt;br /&gt;
|reqName2=&lt;br /&gt;
&lt;br /&gt;
|optType1=&lt;br /&gt;
&lt;br /&gt;
|optType2=&lt;br /&gt;
&lt;br /&gt;
|related= &lt;br /&gt;
[[DCS_Class_Object|'''Object Functions:''']] {{listofScriptingObjectFuncs}}&lt;br /&gt;
&lt;br /&gt;
|examples= Assigns a value for the heading and pitch of the unit.  &lt;br /&gt;
&lt;br /&gt;
    local unit = Unit.getByName('Bob')&lt;br /&gt;
    local unitpos = unit:getPosition()&lt;br /&gt;
    local Heading = math.atan2(unitpos.x.z, unitpos.x.x)&lt;br /&gt;
    local Pitch = math.asin(unitpos.x.y)&lt;br /&gt;
&lt;br /&gt;
|notes= &lt;br /&gt;
}}&lt;br /&gt;
[[Category:Class Functions|getPosition]]&lt;br /&gt;
[[Category:Game Patch 1.2.0|getPosition]]&lt;/div&gt;</summary>
		<author><name>Loophole 62ndFF</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_func_log&amp;diff=14467</id>
		<title>DCS func log</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_func_log&amp;diff=14467"/>
				<updated>2023-01-27T05:24:31Z</updated>
		
		<summary type="html">&lt;p&gt;Loophole 62ndFF: Created page with &amp;quot;net.log(&amp;quot;''string''&amp;quot;) will write an &amp;quot;INFO&amp;quot; entry to the DCS log file, with the message &amp;quot;LuaNET (Main): ''string''&amp;quot;  The full set of arguments supported for net.log() are curre...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;net.log(&amp;quot;''string''&amp;quot;) will write an &amp;quot;INFO&amp;quot; entry to the DCS log file, with the message &amp;quot;LuaNET (Main): ''string''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The full set of arguments supported for net.log() are currently undocumented.&lt;/div&gt;</summary>
		<author><name>Loophole 62ndFF</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_func_getGroup&amp;diff=14466</id>
		<title>DCS func getGroup</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_func_getGroup&amp;diff=14466"/>
				<updated>2023-01-26T01:45:30Z</updated>
		
		<summary type="html">&lt;p&gt;Loophole 62ndFF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:dcs_funcs&lt;br /&gt;
&lt;br /&gt;
|fName= getGroup&lt;br /&gt;
&lt;br /&gt;
|vNum= 1.2.0&lt;br /&gt;
&lt;br /&gt;
|par1= [[DCS_Class_Unit|Unit]]&lt;br /&gt;
&lt;br /&gt;
|par2= &lt;br /&gt;
&lt;br /&gt;
|par3= &lt;br /&gt;
&lt;br /&gt;
|par4=&lt;br /&gt;
&lt;br /&gt;
|desc= Returns the Group object that the Unit belongs to.&lt;br /&gt;
&lt;br /&gt;
|rtnType= [[DCS_Class_Group|Group]]&lt;br /&gt;
&lt;br /&gt;
|rtnExample= &lt;br /&gt;
&lt;br /&gt;
|reqType1= Class&lt;br /&gt;
&lt;br /&gt;
|reqName1= Self&lt;br /&gt;
&lt;br /&gt;
|reqType2=&lt;br /&gt;
&lt;br /&gt;
|reqName2=&lt;br /&gt;
&lt;br /&gt;
|optType1=&lt;br /&gt;
&lt;br /&gt;
|optType2=&lt;br /&gt;
&lt;br /&gt;
|examples= &lt;br /&gt;
&lt;br /&gt;
|related= [[DCS_Class_Unit|'''Unit Functions:''']] {{listOfScriptingUnitFuncs}}&lt;br /&gt;
[[DCS_Class_Object|'''Object Functions:''']] {{listofScriptingObjectFuncs}}&lt;br /&gt;
&lt;br /&gt;
[[DCS_Class_Coalition_Object| '''Coalition Object Functions:''']] {{listofScriptingCoaObjectFuncs}}&lt;br /&gt;
&lt;br /&gt;
|notes= Due to a bug client groups are not accessible at present 1.5.3 and 2.0.2.&lt;br /&gt;
'''Warning:''' In version 2.8.2, unit:getGroup() will return nil if the unit is a ground unit that is dead (this includes units referenced in UNIT_LOST and DEAD events).  It might return nil for air units as well, depending on timing of the events.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Class Functions|getGroup]]&lt;br /&gt;
[[Category:Game Patch 1.2.0|getGroup]]&lt;/div&gt;</summary>
		<author><name>Loophole 62ndFF</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_func_getGroup&amp;diff=14465</id>
		<title>DCS func getGroup</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_func_getGroup&amp;diff=14465"/>
				<updated>2023-01-26T01:45:00Z</updated>
		
		<summary type="html">&lt;p&gt;Loophole 62ndFF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:dcs_funcs&lt;br /&gt;
&lt;br /&gt;
|fName= getGroup&lt;br /&gt;
&lt;br /&gt;
|vNum= 1.2.0&lt;br /&gt;
&lt;br /&gt;
|par1= [[DCS_Class_Unit|Unit]]&lt;br /&gt;
&lt;br /&gt;
|par2= &lt;br /&gt;
&lt;br /&gt;
|par3= &lt;br /&gt;
&lt;br /&gt;
|par4=&lt;br /&gt;
&lt;br /&gt;
|desc= Returns the Group object that the Unit belongs to.&lt;br /&gt;
&lt;br /&gt;
|rtnType= [[DCS_Class_Group|Group]]&lt;br /&gt;
&lt;br /&gt;
|rtnExample= &lt;br /&gt;
&lt;br /&gt;
|reqType1= Class&lt;br /&gt;
&lt;br /&gt;
|reqName1= Self&lt;br /&gt;
&lt;br /&gt;
|reqType2=&lt;br /&gt;
&lt;br /&gt;
|reqName2=&lt;br /&gt;
&lt;br /&gt;
|optType1=&lt;br /&gt;
&lt;br /&gt;
|optType2=&lt;br /&gt;
&lt;br /&gt;
|examples= &lt;br /&gt;
&lt;br /&gt;
|related= [[DCS_Class_Unit|'''Unit Functions:''']] {{listOfScriptingUnitFuncs}}&lt;br /&gt;
[[DCS_Class_Object|'''Object Functions:''']] {{listofScriptingObjectFuncs}}&lt;br /&gt;
&lt;br /&gt;
[[DCS_Class_Coalition_Object| '''Coalition Object Functions:''']] {{listofScriptingCoaObjectFuncs}}&lt;br /&gt;
&lt;br /&gt;
|notes= Due to a bug client groups are not accessible at present 1.5.3 and 2.0.2.&lt;br /&gt;
In version 2.8.2, unit:getGroup() will return nil if the unit is a ground unit that is dead (this includes units referenced in UNIT_LOST and DEAD events).  It might return nil for air units as well, depending on timing of the events.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Class Functions|getGroup]]&lt;br /&gt;
[[Category:Game Patch 1.2.0|getGroup]]&lt;/div&gt;</summary>
		<author><name>Loophole 62ndFF</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=MIST_groupToPoint&amp;diff=14464</id>
		<title>MIST groupToPoint</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=MIST_groupToPoint&amp;diff=14464"/>
				<updated>2023-01-22T02:20:24Z</updated>
		
		<summary type="html">&lt;p&gt;Loophole 62ndFF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission Scripting&lt;br /&gt;
&lt;br /&gt;
|fName= mist.groupToPoint&lt;br /&gt;
&lt;br /&gt;
|vNum = Mist 2.0&lt;br /&gt;
&lt;br /&gt;
|desc= This function will set the task of the specified group to go a the point defined by a zones location. 'group' can be either a group name or a group table. The destination point can be either a zoneTable structure or a zoneName. 'form' is the default formation name as defined by the scripting engine. (See mist.ground.buildWP or the Scripting Engine wiki for details). 'Heading' is the final heading the group will be oriented in once it reaches its destination. 'speed' is the speed in kilometers per hour that the group will travel at to reach its destination. 'ignoreRoads' controls whether the group will try to use roads to get to the point.  &lt;br /&gt;
&lt;br /&gt;
|rtnType= nothing&lt;br /&gt;
&lt;br /&gt;
|reqType1= table/string &lt;br /&gt;
&lt;br /&gt;
|reqName1= group/groupName&lt;br /&gt;
&lt;br /&gt;
|reqType2= table/string&lt;br /&gt;
&lt;br /&gt;
|reqName2= zoneTable/zoneName&lt;br /&gt;
&lt;br /&gt;
|reqType3=&lt;br /&gt;
&lt;br /&gt;
|optType1= string&lt;br /&gt;
&lt;br /&gt;
|optName1= form&lt;br /&gt;
&lt;br /&gt;
|optType2= number&lt;br /&gt;
&lt;br /&gt;
|optName2= heading&lt;br /&gt;
&lt;br /&gt;
|optType3= number&lt;br /&gt;
&lt;br /&gt;
|optName3= speed&lt;br /&gt;
&lt;br /&gt;
|optType4= boolean&lt;br /&gt;
&lt;br /&gt;
|optName4= ignoreRoads&lt;br /&gt;
&lt;br /&gt;
|varExamples= group = 'myGroup' &lt;br /&gt;
or&lt;br /&gt;
group = Group.getByName('myGroup')&lt;br /&gt;
&lt;br /&gt;
table = 'myZone'&lt;br /&gt;
table = zoneTable&lt;br /&gt;
&lt;br /&gt;
form =&lt;br /&gt;
  &amp;quot;Off Road&amp;quot; - moving off-road in Column formation &lt;br /&gt;
  &amp;quot;On Road&amp;quot; - moving on road in Column formation &lt;br /&gt;
  &amp;quot;Rank&amp;quot; - moving off road in Row formation &lt;br /&gt;
  &amp;quot;Cone&amp;quot; - moving in Wedge formation &lt;br /&gt;
  &amp;quot;Vee&amp;quot; - moving in Vee formation &lt;br /&gt;
  &amp;quot;Diamond&amp;quot; - moving in Diamond formation &lt;br /&gt;
  &amp;quot;EchelonL&amp;quot; - moving in Echelon Left formation &lt;br /&gt;
  &amp;quot;EchelonR&amp;quot; - moving in Echelon Right formation  &lt;br /&gt;
&lt;br /&gt;
heading = -360 to 360&lt;br /&gt;
&lt;br /&gt;
speed = any positive number. (Group limited by lowest max speed of vehicles in the group)&lt;br /&gt;
&lt;br /&gt;
ignoreRoads = boolean (any value)  True if you don't want the group to use roads. Otherwise if the destination is further than 1.3* the radius of the destination zone the group will automatically seek out a road to go to the destination. &lt;br /&gt;
&lt;br /&gt;
|rtnExamples= nothing&lt;br /&gt;
&lt;br /&gt;
|example= &amp;lt;code&amp;gt;&lt;br /&gt;
  mist.groupToPoint('myGroup', 'myZone', nil, 35, 30)&lt;br /&gt;
  mist.groupToPoint('myGroup2', 'myZone', 'cone', nil, nil, true)&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|notes= &lt;br /&gt;
A zoneTable structure is a Lua table in the form:&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{&lt;br /&gt;
  point = { x, y, z },&lt;br /&gt;
  radius = &amp;lt;/nowiki&amp;gt;''metres''&amp;lt;nowiki&amp;gt;&lt;br /&gt;
}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The zoneTable.point is a standard DCS Vec3 structure.&lt;br /&gt;
&lt;br /&gt;
|funcs= {{listOfMistGroupOrders}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
[[Category: MIST|groupToPoint]]&lt;/div&gt;</summary>
		<author><name>Loophole 62ndFF</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=MIST_groupToPoint&amp;diff=14463</id>
		<title>MIST groupToPoint</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=MIST_groupToPoint&amp;diff=14463"/>
				<updated>2023-01-22T02:07:49Z</updated>
		
		<summary type="html">&lt;p&gt;Loophole 62ndFF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission Scripting&lt;br /&gt;
&lt;br /&gt;
|fName= mist.groupToPoint&lt;br /&gt;
&lt;br /&gt;
|vNum = Mist 2.0&lt;br /&gt;
&lt;br /&gt;
|desc= This function will set the task of the specified group to go a the point defined by a zones location. 'group' can be either a group name or a group table. The destination point can be either a zoneTable structure or a zoneName. 'form' is the default formation name as defined by the scripting engine. (See mist.ground.buildWP or the Scripting Engine wiki for details). 'Heading' is the final heading the group will be oriented in once it reaches its destination. 'speed' is the speed in kilometers per hour that the group will travel at to reach its destination. 'ignoreRoads' controls whether the group will try to use roads to get to the point.  &lt;br /&gt;
&lt;br /&gt;
|rtnType= nothing&lt;br /&gt;
&lt;br /&gt;
|reqType1= table/string &lt;br /&gt;
&lt;br /&gt;
|reqName1= group/groupName&lt;br /&gt;
&lt;br /&gt;
|reqType2= table/string&lt;br /&gt;
&lt;br /&gt;
|reqName2= zoneTable/zoneName&lt;br /&gt;
&lt;br /&gt;
|reqType3=&lt;br /&gt;
&lt;br /&gt;
|optType1= string&lt;br /&gt;
&lt;br /&gt;
|optName1= form&lt;br /&gt;
&lt;br /&gt;
|optType2= number&lt;br /&gt;
&lt;br /&gt;
|optName2= heading&lt;br /&gt;
&lt;br /&gt;
|optType3= number&lt;br /&gt;
&lt;br /&gt;
|optName3= speed&lt;br /&gt;
&lt;br /&gt;
|optType4= boolean&lt;br /&gt;
&lt;br /&gt;
|optName4= ignoreRoads&lt;br /&gt;
&lt;br /&gt;
|varExamples= group = 'myGroup' &lt;br /&gt;
or&lt;br /&gt;
group = Group.getByName('myGroup')&lt;br /&gt;
&lt;br /&gt;
table = 'myZone'&lt;br /&gt;
table = zoneTable&lt;br /&gt;
&lt;br /&gt;
form =&lt;br /&gt;
  &amp;quot;Off Road&amp;quot; - moving off-road in Column formation &lt;br /&gt;
  &amp;quot;On Road&amp;quot; - moving on road in Column formation &lt;br /&gt;
  &amp;quot;Rank&amp;quot; - moving off road in Row formation &lt;br /&gt;
  &amp;quot;Cone&amp;quot; - moving in Wedge formation &lt;br /&gt;
  &amp;quot;Vee&amp;quot; - moving in Vee formation &lt;br /&gt;
  &amp;quot;Diamond&amp;quot; - moving in Diamond formation &lt;br /&gt;
  &amp;quot;EchelonL&amp;quot; - moving in Echelon Left formation &lt;br /&gt;
  &amp;quot;EchelonR&amp;quot; - moving in Echelon Right formation  &lt;br /&gt;
&lt;br /&gt;
heading = -360 to 360&lt;br /&gt;
&lt;br /&gt;
speed = any positive number. (Group limited by lowest max speed of vehicles in the group)&lt;br /&gt;
&lt;br /&gt;
ignoreRoads = boolean (any value)  True if you don't want the group to use roads. Otherwise if the destination is further than 1.3* the radius of the destination zone the group will automatically seek out a road to go to the destination. &lt;br /&gt;
&lt;br /&gt;
|rtnExamples= nothing&lt;br /&gt;
&lt;br /&gt;
|example= &amp;lt;code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  mist.groupToPoint('myGroup', 'myZone', nil, 35, 30)&lt;br /&gt;
  mist.groupToPoint('myGroup2', 'myZone', 'cone', nil, nil, true)&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|notes= &lt;br /&gt;
&lt;br /&gt;
|funcs= {{listOfMistGroupOrders}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
[[Category: MIST|groupToPoint]]&lt;/div&gt;</summary>
		<author><name>Loophole 62ndFF</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=MIST_groupToPoint&amp;diff=14462</id>
		<title>MIST groupToPoint</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=MIST_groupToPoint&amp;diff=14462"/>
				<updated>2023-01-22T02:00:30Z</updated>
		
		<summary type="html">&lt;p&gt;Loophole 62ndFF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mission Scripting&lt;br /&gt;
&lt;br /&gt;
|fName= mist.groupToPoint&lt;br /&gt;
&lt;br /&gt;
|vNum = Mist 2.0&lt;br /&gt;
&lt;br /&gt;
|desc= This function will set the task of the specified group to go a the point defined by a zones location. group can be either a group name or a group table. point can be a zoneTable or zoneName. form is the default formation name in as defined by the scripting engine. See mist.ground.buildWP or the Scripting Engine wiki for details. Heading is the final heading the group will be oriented in once it reaches its destination. speed is the speed in kilometers per hour that the group will travel at to reach its destination. dontUseRoads defines if the group will use a road to get to the point.  &lt;br /&gt;
&lt;br /&gt;
|rtnType= nothing&lt;br /&gt;
&lt;br /&gt;
|reqType1= table/string &lt;br /&gt;
&lt;br /&gt;
|reqName1= group/groupName&lt;br /&gt;
&lt;br /&gt;
|reqType2= table/string&lt;br /&gt;
&lt;br /&gt;
|reqName2= zoneTable/zoneName&lt;br /&gt;
&lt;br /&gt;
|reqType3=&lt;br /&gt;
&lt;br /&gt;
|optType1= string&lt;br /&gt;
&lt;br /&gt;
|optName1= form&lt;br /&gt;
&lt;br /&gt;
|optType2= number&lt;br /&gt;
&lt;br /&gt;
|optName2= heading&lt;br /&gt;
&lt;br /&gt;
|optType3= number&lt;br /&gt;
&lt;br /&gt;
|optName3= speed&lt;br /&gt;
&lt;br /&gt;
|optType4= boolean&lt;br /&gt;
&lt;br /&gt;
|optName4= useRoads&lt;br /&gt;
&lt;br /&gt;
|varExamples= group = 'myGroup' &lt;br /&gt;
or&lt;br /&gt;
group = Group.getByName('myGroup')&lt;br /&gt;
&lt;br /&gt;
table = 'myZone'&lt;br /&gt;
table = zoneTable&lt;br /&gt;
&lt;br /&gt;
form =&lt;br /&gt;
  &amp;quot;Off Road&amp;quot; - moving off-road in Column formation &lt;br /&gt;
  &amp;quot;On Road&amp;quot; - moving on road in Column formation &lt;br /&gt;
  &amp;quot;Rank&amp;quot; - moving off road in Row formation &lt;br /&gt;
  &amp;quot;Cone&amp;quot; - moving in Wedge formation &lt;br /&gt;
  &amp;quot;Vee&amp;quot; - moving in Vee formation &lt;br /&gt;
  &amp;quot;Diamond&amp;quot; - moving in Diamond formation &lt;br /&gt;
  &amp;quot;EchelonL&amp;quot; - moving in Echelon Left formation &lt;br /&gt;
  &amp;quot;EchelonR&amp;quot; - moving in Echelon Right formation  &lt;br /&gt;
&lt;br /&gt;
heading = -360 to 360&lt;br /&gt;
&lt;br /&gt;
speed = any positive number. (Group limited by lowest max speed of vehicles in the group)&lt;br /&gt;
&lt;br /&gt;
dontUseRoads = boolean (any value)  True if you don't want to force the group not use a road. Otherwise if the destination is further than 1.3* the radius of the destination zone the group will automatically seek out a road to go to the destination. &lt;br /&gt;
&lt;br /&gt;
|rtnExamples= nothing&lt;br /&gt;
&lt;br /&gt;
|example= &amp;lt;code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
  mist.groupToPoint('myGroup', 'myZone', nil, 35, 30)&lt;br /&gt;
  mist.groupToPoint('myGroup2', 'myZone', 'cone', nil, nil, true)&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|notes= &lt;br /&gt;
&lt;br /&gt;
|funcs= {{listOfMistGroupOrders}}&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
[[Category: MIST|groupToPoint]]&lt;/div&gt;</summary>
		<author><name>Loophole 62ndFF</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_func_getUnits&amp;diff=14458</id>
		<title>DCS func getUnits</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_func_getUnits&amp;diff=14458"/>
				<updated>2023-01-06T01:51:11Z</updated>
		
		<summary type="html">&lt;p&gt;Loophole 62ndFF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:dcs_funcs&lt;br /&gt;
&lt;br /&gt;
|fName= getUnits&lt;br /&gt;
&lt;br /&gt;
|vNum= 1.2.0&lt;br /&gt;
&lt;br /&gt;
|par1= [[DCS_Class_Group|Group]]&lt;br /&gt;
&lt;br /&gt;
|par2= &lt;br /&gt;
&lt;br /&gt;
|par3= &lt;br /&gt;
&lt;br /&gt;
|par4=&lt;br /&gt;
&lt;br /&gt;
|desc= Returns a table of unit objects indexed in unit order. Useful for getting unit specific data for every unit in the group. &lt;br /&gt;
&lt;br /&gt;
|rtnType= table of [[DCS_Class_Unit|Unit]] objects&lt;br /&gt;
&lt;br /&gt;
|rtnExample= &lt;br /&gt;
&lt;br /&gt;
|reqType1= Class&lt;br /&gt;
&lt;br /&gt;
|reqName1= Self&lt;br /&gt;
&lt;br /&gt;
|reqType2=&lt;br /&gt;
&lt;br /&gt;
|reqName2=&lt;br /&gt;
&lt;br /&gt;
|optType1=&lt;br /&gt;
&lt;br /&gt;
|optType2=&lt;br /&gt;
&lt;br /&gt;
|examples= The following would run a function if any of the aircraft in the groups fuel level is below 10%&lt;br /&gt;
 for index, data in pairs(Group.getByName('CAP1'):getUnits())&lt;br /&gt;
  if Unit.getFuel(data) &amp;lt; 0.1 then&lt;br /&gt;
    abortMission('CAP1')&lt;br /&gt;
  end &lt;br /&gt;
 end&lt;br /&gt;
|related= &lt;br /&gt;
[[DCS_Class_Group|'''Group Functions:''']] {{listOfScriptingGroupFuncs}}&lt;br /&gt;
|notes= For train groups, getUnits() will always return just a single unit, regardless of the number of carriages in the train.&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Class Functions|getUnits]]&lt;br /&gt;
[[Category:Game Patch 1.2.0|getUnits]]&lt;/div&gt;</summary>
		<author><name>Loophole 62ndFF</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_Class_Airbase&amp;diff=14457</id>
		<title>DCS Class Airbase</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_Class_Airbase&amp;diff=14457"/>
				<updated>2023-01-04T00:53:52Z</updated>
		
		<summary type="html">&lt;p&gt;Loophole 62ndFF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:DCSscriptingClasses&lt;br /&gt;
|cName= Airbase&lt;br /&gt;
&lt;br /&gt;
|vNum= 1.2.4&lt;br /&gt;
&lt;br /&gt;
|xVar= none&lt;br /&gt;
&lt;br /&gt;
|inVar= [[DCS_Class_Object|Object]], [[DCS_Class_Coalition_Object|Coalition Object]]&lt;br /&gt;
&lt;br /&gt;
|desc= Represents airbases: airdromes, helipads and ships with flying decks or landing pads.&lt;br /&gt;
&lt;br /&gt;
|type= Airbase.Category enumerator that stores types of airbases.&lt;br /&gt;
Note that Airbase.Category values are &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; obtained by calling ''airbase'':getCategory() - that calls Object.getCategory(''airbase'') and will &amp;lt;u&amp;gt;always&amp;lt;/u&amp;gt; return the value Object.Category.BASE.  Instead you need to use ''airbase'':getDesc().category to obtain the Airbase.Category!&lt;br /&gt;
 Airbase.Category = {&lt;br /&gt;
   AIRDROME = 0,&lt;br /&gt;
   HELIPAD = 1, &lt;br /&gt;
   SHIP = 2, &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
|structures= Airbase Description Table&lt;br /&gt;
 Airbase.Desc = extends Desc {&lt;br /&gt;
   category = Airbase.Category&lt;br /&gt;
 }&lt;br /&gt;
A sample return of getDesc() on an airbase. &lt;br /&gt;
&lt;br /&gt;
    { &lt;br /&gt;
        [&amp;quot;life&amp;quot;] = 3600, &lt;br /&gt;
        [&amp;quot;attributes&amp;quot;] = { &lt;br /&gt;
            [&amp;quot;Airfields&amp;quot;] = true, &lt;br /&gt;
        }, &lt;br /&gt;
        [&amp;quot;_origin&amp;quot;] = &amp;quot;&amp;quot;, &lt;br /&gt;
        [&amp;quot;category&amp;quot;] = 0, &lt;br /&gt;
        [&amp;quot;typeName&amp;quot;] = &amp;quot;Anapa-Vityazevo&amp;quot;, &lt;br /&gt;
        [&amp;quot;displayName&amp;quot;] = &amp;quot;Anapa-Vityazevo&amp;quot;,  &lt;br /&gt;
    }&lt;br /&gt;
&lt;br /&gt;
|staticFuncs= [[DCS_func_getByName|Airbase.getByName]]&lt;br /&gt;
[[DCS_func_getDescByName|Airbase.getDescByName]]&lt;br /&gt;
&lt;br /&gt;
|memberFuncs= {{listOfScriptingAirbaseFuncs}}&lt;br /&gt;
&lt;br /&gt;
'''Inherited from [[DCS_Class_Object| Object Class:]]''' {{listofScriptingObjectFuncs}}&lt;br /&gt;
&lt;br /&gt;
'''Inherited from [[DCS_Class_Coalition_Object| Coalition Object Class:]]'''&lt;br /&gt;
{{listofScriptingCoaObjectFuncs}}&lt;br /&gt;
&lt;br /&gt;
|funcs= [[DCS_func_getAirbases|coalition.getAirbases]]&lt;br /&gt;
&lt;br /&gt;
|events= [[DCS_event_takeoff|takeoff]], [[DCS_event_land|land]], [[DCS_event_base_captured|base_captured]]&lt;br /&gt;
&lt;br /&gt;
'''For ships:''' [[DCS_event_shot|shot]], [[DCS_event_hit|hit]], [[DCS_event_dead|dead]], [[DCS_event_birth|birth]], [[DCS_event_shooting_start|shooting_start]], [[DCS_event_shooting_end|shooting_end]]&lt;br /&gt;
&lt;br /&gt;
|notes=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Game Patch 1.2.4|Airbase class]]&lt;/div&gt;</summary>
		<author><name>Loophole 62ndFF</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_Class_Weapon&amp;diff=14456</id>
		<title>DCS Class Weapon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_Class_Weapon&amp;diff=14456"/>
				<updated>2023-01-04T00:50:57Z</updated>
		
		<summary type="html">&lt;p&gt;Loophole 62ndFF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:DCSscriptingClasses&lt;br /&gt;
|cName= Weapon&lt;br /&gt;
&lt;br /&gt;
|vNum= 1.2.4&lt;br /&gt;
&lt;br /&gt;
|xVar=&lt;br /&gt;
&lt;br /&gt;
|inVar= [[DCS_Class_Object|Object]], [[DCS_Class_Coalition_Object|Coalition Object]]&lt;br /&gt;
|desc= Represents a weapon object: shell, rocket, missile and bomb&lt;br /&gt;
&lt;br /&gt;
|type= [[DCS_enum_weapon|Weapon.flag]] is a complex enumerator used to describe the type of weapon. Information can be found on the linked page because it is a headache to summarize quickly. &lt;br /&gt;
&amp;lt;br/&amp;gt;Note that Weapon.Category values are &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; obtained by calling ''weapon'':getCategory() - that calls Object.getCategory(''weapon'') and will &amp;lt;u&amp;gt;always&amp;lt;/u&amp;gt; return the value Object.Category.WEAPON.  Instead you need to use ''weapon'':getDesc().category to find the Weapon.Category!&lt;br /&gt;
{{DCS_enum_weapon_category}}&lt;br /&gt;
&lt;br /&gt;
{{DCS_enum_weapon_guidanceType}}&lt;br /&gt;
&lt;br /&gt;
{{DCS_enum_weapon_missileCategory}}&lt;br /&gt;
&lt;br /&gt;
{{DCS_enum_weapon_wareheadType}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|structures=&lt;br /&gt;
&lt;br /&gt;
Common Weapon description table shared by all weapons:&lt;br /&gt;
&lt;br /&gt;
 Weapon.Desc = extends Object.Desc {&lt;br /&gt;
   category = enum Weapon.Category,&lt;br /&gt;
   warhead = {&lt;br /&gt;
     type = enum Weapon.WarheadType,&lt;br /&gt;
     mass = Mass,&lt;br /&gt;
     caliber = Distance,&lt;br /&gt;
     explosiveMass = Mass or nil, --for HE and AP(+HE) warheads only&lt;br /&gt;
     shapedExplosiveMass = Mass or nil, --for shaped explosive warheads only&lt;br /&gt;
     shapedExplosiveArmorThickness = Distance or nil ----for shaped explosive warheads only&lt;br /&gt;
   }&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Missile Description&lt;br /&gt;
&lt;br /&gt;
 Weapon.DescMissile = extends Weapon.Desc {    &lt;br /&gt;
   guidance = enum Weapon.GuidanceType,&lt;br /&gt;
   rangeMin = Distance,&lt;br /&gt;
   rangeMaxAltMin = Distance,&lt;br /&gt;
   rangeMaxAltMax = Distance,&lt;br /&gt;
   altMin = Distance,&lt;br /&gt;
   altMax = Distance,&lt;br /&gt;
   Nmax = number,&lt;br /&gt;
   fuseDist = Distance&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Rocket Description&lt;br /&gt;
&lt;br /&gt;
 Weapon.DescRocket = extends Weapon.Desc {&lt;br /&gt;
   distMin = Distance,&lt;br /&gt;
   distMax = Distance&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Bomb Description&lt;br /&gt;
 Weapon.DescBomb = extends Weapon.Desc {    &lt;br /&gt;
   guidance = enum Weapon.GuidanceType,&lt;br /&gt;
   altMin = Distance,&lt;br /&gt;
   altMax = Distance,&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
|staticFuncs= &lt;br /&gt;
&lt;br /&gt;
|memberFuncs= {{listOfScriptingWeaponFuncs}}&lt;br /&gt;
&lt;br /&gt;
'''Inherited from [[DCS_Class_Object| Object Class:]]''' {{listofScriptingObjectFuncs}}&lt;br /&gt;
&lt;br /&gt;
'''Inherited from [[DCS_Class_Coalition_Object| Coalition Object Class:]]'''&lt;br /&gt;
{{listofScriptingCoaObjectFuncs}}&lt;br /&gt;
&lt;br /&gt;
|funcs= &lt;br /&gt;
&lt;br /&gt;
|events= [[DCS_event_shot|shot]], [[DCS_event_hit|hit]], [[DCS_event_shooting_start|shooting_start]], [[DCS_event_shooting_end|shooting_end]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|notes= Weapon objects can be gathered through the use of event handlers. &lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Game Patch 1.2.4|Weapon Class]]&lt;/div&gt;</summary>
		<author><name>Loophole 62ndFF</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_enum_weapon&amp;diff=14455</id>
		<title>DCS enum weapon</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_enum_weapon&amp;diff=14455"/>
				<updated>2023-01-04T00:46:50Z</updated>
		
		<summary type="html">&lt;p&gt;Loophole 62ndFF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:DCSenumertorTables&lt;br /&gt;
&lt;br /&gt;
|name= Weapon&lt;br /&gt;
&lt;br /&gt;
|vNum= 1.2.0&lt;br /&gt;
&lt;br /&gt;
|desc= The Weapon enumerator contains tables used to identify the capabilities and types of a particular weapon. Additionally the Weapon.flag table is large table that defines every category of weapon.&lt;br /&gt;
&lt;br /&gt;
[[DCS_enum_weapon_flag|Weapon.flag]] information is available in its own article.&lt;br /&gt;
&lt;br /&gt;
|uses= The Weapon.flag enumerators are commonly used to define the weapons the AI are allowed to use for a given task. Alternatively information like category or guidance type can be used as generalized criteria for assorted scripts. For example instead of making a table of every single laser guided missile you can simply check its guidance type.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|format= Tables are formatted as.&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 Weapon.Category = {&lt;br /&gt;
   SHELL,&lt;br /&gt;
   MISSILE,&lt;br /&gt;
   ROCKET,&lt;br /&gt;
   BOMB,&lt;br /&gt;
   TORPEDO&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
Guidance type is available for all missiles and some bombs&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 Weapon.GuidanceType = {&lt;br /&gt;
   INS,&lt;br /&gt;
   IR,&lt;br /&gt;
   RADAR_ACTIVE,&lt;br /&gt;
   RADAR_SEMI_ACTIVE,&lt;br /&gt;
   RADAR_PASSIVE,&lt;br /&gt;
   TV,&lt;br /&gt;
   LASER,&lt;br /&gt;
   TELE&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 Weapon.MissileCategory = {&lt;br /&gt;
   AAM,&lt;br /&gt;
   SAM,&lt;br /&gt;
   BM,&lt;br /&gt;
   ANTI_SHIP,&lt;br /&gt;
   CRUISE,&lt;br /&gt;
   OTHER&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;&lt;br /&gt;
 Weapon.WarheadType = {&lt;br /&gt;
   AP,&lt;br /&gt;
   HE,&lt;br /&gt;
   SHAPED_EXPLOSIVE&lt;br /&gt;
 }&lt;br /&gt;
&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|constants= &lt;br /&gt;
Weapon.Category&lt;br /&gt;
 0 = SHELL&lt;br /&gt;
 1 = MISSILE&lt;br /&gt;
 2 = ROCKET&lt;br /&gt;
 3 = BOMB&lt;br /&gt;
 ''tbd'' = TORPEDO&lt;br /&gt;
Guidance Types&lt;br /&gt;
 1 = INS&lt;br /&gt;
 2 = IR&lt;br /&gt;
 3 = RADAR_ACTIVE&lt;br /&gt;
 4 = RADAR_SEMI_ACTIVE&lt;br /&gt;
 5 = RADAR_PASSIVE&lt;br /&gt;
 6 = TV&lt;br /&gt;
 7 = LASER&lt;br /&gt;
 8 = TELE        &lt;br /&gt;
Missile Types&lt;br /&gt;
 1 = AAM &lt;br /&gt;
 2 = SAM&lt;br /&gt;
 3 = BM&lt;br /&gt;
 4 = ANTI_SHIP&lt;br /&gt;
 5 = CRUISE&lt;br /&gt;
 6 = OTHER        &lt;br /&gt;
Warhead Types  &lt;br /&gt;
 0 = AP&lt;br /&gt;
 1 = HE&lt;br /&gt;
 2 = SHAPED_CHARGE &lt;br /&gt;
&lt;br /&gt;
|notes= &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Loophole 62ndFF</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_Class_Static_Object&amp;diff=14454</id>
		<title>DCS Class Static Object</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_Class_Static_Object&amp;diff=14454"/>
				<updated>2023-01-04T00:40:15Z</updated>
		
		<summary type="html">&lt;p&gt;Loophole 62ndFF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:DCSscriptingClasses&lt;br /&gt;
|cName= StaticObject&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|vNum= 1.2.0&lt;br /&gt;
&lt;br /&gt;
|xVar= none&lt;br /&gt;
&lt;br /&gt;
|inVar= [[DCS_Class_Object| Object]], [[DCS_Class_Coalition_Object| Coalition Object]]&lt;br /&gt;
&lt;br /&gt;
|desc= Represents static objects added in the Mission Editor or via scripting commands. &lt;br /&gt;
&lt;br /&gt;
|type= StaticObject.Category enum that stores StaticObject categories.&amp;lt;br/&amp;gt;Note that StaticObject.Category values are &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; obtained by calling ''static'':getCategory() - that calls Object.getCategory(''static'') and will &amp;lt;u&amp;gt;always&amp;lt;/u&amp;gt; return the value Object.Category.STATIC.  Instead you need to use ''static'':getDesc().category to find the StaticObject.Category!&lt;br /&gt;
&lt;br /&gt;
 StaticObject.Category = {&lt;br /&gt;
  &amp;quot;VOID&amp;quot;: 0,&lt;br /&gt;
  &amp;quot;UNIT&amp;quot;: 1,&lt;br /&gt;
  &amp;quot;WEAPON&amp;quot;: 2,&lt;br /&gt;
  &amp;quot;STATIC&amp;quot;: 3,&lt;br /&gt;
  &amp;quot;BASE&amp;quot;: 4,&lt;br /&gt;
  &amp;quot;SCENERY&amp;quot;: 5,&lt;br /&gt;
  &amp;quot;CARGO&amp;quot;: 6 &lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
|structures=&lt;br /&gt;
&lt;br /&gt;
|staticFuncs= [[DCS_func_getByName|StaticObject.getByName]]&lt;br /&gt;
&lt;br /&gt;
[[DCS_func_getDescByName|StaticObject.getDescByName]]&lt;br /&gt;
&lt;br /&gt;
|memberFuncs=  {{listofScriptingStaticFuncs}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Inherited from [[DCS_Class_Object| Object Class:]]''' {{listofScriptingObjectFuncs}}&lt;br /&gt;
&lt;br /&gt;
'''Inherited from [[DCS_Class_Coalition_Object| Coalition Object Class:]]''' {{listofScriptingCoaObjectFuncs}}&lt;br /&gt;
&lt;br /&gt;
|funcs=&lt;br /&gt;
&lt;br /&gt;
|events=&lt;br /&gt;
&lt;br /&gt;
|notes= Cargo objects are still static objects and retain access to the whole static object class functions. The function [[DCS_func_getCategory|Object.getCategory()]] will return a value of 6 for cargo objects instead of 3 as it would for any other type of static object. &lt;br /&gt;
&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Loophole 62ndFF</name></author>	</entry>

	<entry>
		<id>https://wiki.hoggitworld.com/index.php?title=DCS_Class_Unit&amp;diff=14453</id>
		<title>DCS Class Unit</title>
		<link rel="alternate" type="text/html" href="https://wiki.hoggitworld.com/index.php?title=DCS_Class_Unit&amp;diff=14453"/>
				<updated>2023-01-04T00:36:30Z</updated>
		
		<summary type="html">&lt;p&gt;Loophole 62ndFF: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:DCSscriptingClasses&lt;br /&gt;
|cName= Unit&lt;br /&gt;
&lt;br /&gt;
|vNum= 1.2.0&lt;br /&gt;
&lt;br /&gt;
|xVar=&lt;br /&gt;
&lt;br /&gt;
|inVar= [[DCS_Class_Object|Object]], [[DCS_Class_Coalition_Object|Coalition Object]]&lt;br /&gt;
&lt;br /&gt;
|desc= Represents units: airplanes, helicopters, vehicles, ships and armed ground structures.&lt;br /&gt;
&lt;br /&gt;
|type= enumerator for Unit categories.&amp;lt;br/&amp;gt;Note that Unit.Category values are &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; obtained by calling ''unit'':getCategory() - that calls Object.getCategory(''unit'') and will &amp;lt;u&amp;gt;always&amp;lt;/u&amp;gt; return the value Object.Category.UNIT.  Instead you need to use ''unit'':getDesc().category to find the Unit.Category!&lt;br /&gt;
 Unit.Category = {&lt;br /&gt;
   AIRPLANE      = 0,&lt;br /&gt;
   HELICOPTER    = 1,&lt;br /&gt;
   GROUND_UNIT   = 2,&lt;br /&gt;
   SHIP          = 3,&lt;br /&gt;
   STRUCTURE     = 4&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Refueling system&lt;br /&gt;
 Unit.RefuelingSystem = {&lt;br /&gt;
   BOOM_AND_RECEPTACLE   = 0,&lt;br /&gt;
   PROBE_AND_DROGUE      = 1&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Sensor Types&lt;br /&gt;
&lt;br /&gt;
 Unit.SensorType = {&lt;br /&gt;
   OPTIC     = 0,&lt;br /&gt;
   RADAR     = 1,&lt;br /&gt;
   IRST      = 2,&lt;br /&gt;
   RWR       = 3&lt;br /&gt;
 }&lt;br /&gt;
Optic Types&lt;br /&gt;
&lt;br /&gt;
 Unit.OpticType = {&lt;br /&gt;
   TV     = 0, --TV-sensor&lt;br /&gt;
   LLTV   = 1, --Low-level TV-sensor&lt;br /&gt;
   IR     = 2  --Infra-Red optic sensor&lt;br /&gt;
 }&lt;br /&gt;
&lt;br /&gt;
Radar Types&lt;br /&gt;
&lt;br /&gt;
 Unit.RadarType = {&lt;br /&gt;
   AS    = 0, --air search radar&lt;br /&gt;
   SS    = 1 --surface/land search radar&lt;br /&gt;
 }&lt;br /&gt;
|structures=&lt;br /&gt;
&lt;br /&gt;
|staticFuncs= [[DCS_func_getByName|Unit.getByName]]&lt;br /&gt;
&lt;br /&gt;
[[DCS_func_getDescByName|Unit.getDescByName]]&lt;br /&gt;
&lt;br /&gt;
|memberFuncs= {{listOfScriptingUnitFuncs}}&lt;br /&gt;
&lt;br /&gt;
'''Inherited from [[DCS_Class_Object| Object Class:]]''' {{listofScriptingObjectFuncs}}&lt;br /&gt;
&lt;br /&gt;
'''Inherited from [[DCS_Class_Coalition_Object| Coalition Object Class:]]'''&lt;br /&gt;
{{listofScriptingCoaObjectFuncs}}&lt;br /&gt;
&lt;br /&gt;
|funcs= Group Class Functions: [[DCS_func_getUnits|getUnits]], [[DCS_func_getUnit|getUnit]]&lt;br /&gt;
&lt;br /&gt;
|events= [[DCS_event_shot|shot]], [[DCS_event_hit|hit]], [[DCS_event_takeoff|takeoff]], [[DCS_event_land|land]], [[DCS_event_crash|crash]], [[DCS_event_ejection|ejection]], [[DCS_event_refueling|refueling]], [[DCS_event_dead|dead]], [[DCS_event_pilot_dead|pilot_dead]], [[DCS_event_base_captured|base_captured]], [[DCS_event_refueling_stop|refueling_stop]], [[DCS_event_birth|birth]], [[DCS_event_human_failure|human_failure]], [[DCS_event_engine_startup|engine_startup]], [[DCS_event_engine_shutdown|engine_shutdown]], [[DCS_event_player_enter_unit|player_enter_unit]], [[DCS_event_player_leave_unit|player_leave_unit]], [[DCS_event_shooting_start|shooting_start]], [[DCS_event_shooting_end|shooting_end]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|notes=&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Game Patch 1.2.0|Unit Class]]&lt;/div&gt;</summary>
		<author><name>Loophole 62ndFF</name></author>	</entry>

	</feed>