Detailed Examples Linked Below:
Ground Group
Ship Group
Helicopter Group
Plane Group
A basic table for a ground unit
local groupData = {
["visible"] = false,
["taskSelected"] = true,
["route"] =
{
}, -- end of ["route"]
["groupId"] = 2,
["tasks"] =
{
}, -- end of ["tasks"]
["hidden"] = false,
["units"] =
{
[1] =
{
["type"] = "LAV-25",
["transportable"] =
{
["randomTransportable"] = false,
}, -- end of ["transportable"]
["unitId"] = 2,
["skill"] = "Average",
["y"] = 616314.28571429,
["x"] = -288585.71428572,
["name"] = "Ground Unit1",
["playerCanDrive"] = true,
["heading"] = 0.28605144170571,
}, -- end of [1]
}, -- end of ["units"]
["y"] = 616314.28571429,
["x"] = -288585.71428572,
["name"] = "Ground Group",
["start_time"] = 0,
["task"] = "Ground Nothing",
} -- end of [1]
coalition.addGroup(country.id.USA, Group.Category.GROUND, groupData)
Required Group values
name string for the group name
task string for the master task that will dictate core AI behavior
Optional Group Values
groupId number groupId
start_time number time in seconds after mission start time that the group will spawn in. If 0 the group will spawn immediately.
lateActivation boolean value that can override start_time to force the group to spawn in via trigger
hidden boolean whether or not the group is visible on the F10 map view
hiddenOnPlanner boolean if true the group will be hidden on the mission planner available in single player.
hiddenOnMFD boolean if true this group will not be auto populated on relevant aircraft map screens and avionics. For instance SAM rings in F-16/F-18 and AH-64 threats pages
route table complex table defining the route and tasks assigned to the group
Optional Group Values (Aircraft and Helicopters)
uncontrolled boolean for ground starts, whether or not the aircraft will be visible but not active
modulation number (0 or 1) for AM or FM radio
frequency number of the radio frequency the unit will broadcast to
communication boolean for whether or not the group will communicate over the radio
Optional Group Values (Ground and Ships)
visible boolean For whether or not the group is visible before its start time
uncontrollable boolean corresponds to "Game Master Only" setting in editor. Dictates whether or not ground commanders can give orders to the group.
Optional Group Values (Ground only)
manualHeading boolean When spawned with a route assigned each unit in the group will automatically be pointing toward the next waypoint in the route. When set to true each unit will respect their own heading value.
Required Unit values
name name for the type of object
type string for the type of object
x number for x coordinate
y number for y coordinate
Required Unit Values for Aircraft and Helicopters
alt number altitude in meters
alt_type string "BARO" or "RADIO" for Above sea level or above ground level
speed number velocity the aircraft will spawn at measured in meters per second
payload table of the aircrafts payload including fuel, weapons, and countermeasures
callsign table/number of the callsign for the unit. NATO countries use a table to define callsigns while the Russian style uses a number
Optional Unit Values
unitId number unitId
heading number heading of the object in radians
skill string of the units skill level. Can be "Excellent", "High", "Good", "Average", "Random", "Player"
Optional Unit Values for Ground
coldAtStart boolean if true the vehicle will start with its engine off and should take some time to appear on FLIR
playerCanDrive boolean if true Combined Arms players can take direct control of the unit.
Aircraft and Helicopter values
livery_id string name of the livery for the aircraft
psi number
onboard_num string of the tail number on the aircraft
Helicopter Values
ropeLength number length of a rope used for sling loading, default is 15
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