Difference between revisions of "DCS Class Weapon"
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Class Name: | Weapon | Added with: 1.2.0 | |
Extends: | |||
Inherits: | Object, Coalition Object | ||
Description: | Represents a weapon object: shell, rocket, missile and bomb | ||
Member Functions: | getLauncher, getTarget, getCategoryEx
Inherited from Object Class: isExist, destroy, getCategory, getTypeName, getDesc, hasAttribute, getName, getPoint, getPosition, getVelocity, inAir Inherited from Coalition Object Class: getCoalition, getCountry | ||
Obtained Via: | Static Functions | Functions | Events |
shot, hit, shooting_start, shooting_end | |||
Enumerator Types: | 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.
Weapon.Category SHELL 0 MISSILE 1 ROCKET 2 BOMB 3 Weapon.GuidanceType INS 1 IR 2 RADAR_ACTIVE 3 RADAR_SEMI_ACTIVE 4 RADAR_PASSIVE 5 TV 6 LASER 7 TELE 8 Weapon.MissileCategory AAM 1 SAM 2 BM 3 ANTI_SHIP 4 CRUISE 5 OTHER 6 Weapon.WarheadType AP 0 HE 1 SHAPED_EXPLOSIVE 2 | ||
Description Table Structure: | Common Weapon description table shared by all weapons:
Weapon.Desc = extends Object.Desc { category = enum Weapon.Category, warhead = { type = enum Weapon.WarheadType, mass = Mass, caliber = Distance, explosiveMass = Mass or nil, --for HE and AP(+HE) warheads only shapedExplosiveMass = Mass or nil, --for shaped explosive warheads only shapedExplosiveArmorThickness = Distance or nil ----for shaped explosive warheads only } } Missile Description Weapon.DescMissile = extends Weapon.Desc { guidance = enum Weapon.GuidanceType, rangeMin = Distance, rangeMaxAltMin = Distance, rangeMaxAltMax = Distance, altMin = Distance, altMax = Distance, Nmax = number, fuseDist = Distance } Rocket Description Weapon.DescRocket = extends Weapon.Desc { distMin = Distance, distMax = Distance } Bomb Description Weapon.DescBomb = extends Weapon.Desc { guidance = enum Weapon.GuidanceType, altMin = Distance, altMax = Distance, | ||
Notes: | Weapon objects can be gathered through the use of event handlers. |