Difference between revisions of "DCS func addGroup"
From DCS World Wiki - Hoggitworld.com
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lateActivation boolean value that can override start_time to force the group to spawn in via trigger | 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 | 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 | route table complex table defining the route and tasks assigned to the group | ||
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Optional Group Values (Ground and Ships) | Optional Group Values (Ground and Ships) | ||
visible boolean For whether or not the group is visible before its start time | 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 | Required Unit values | ||
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heading number heading of the object in radians | heading number heading of the object in radians | ||
skill string of the units skill level. Can be "Excellent", "High", "Good", "Average", "Random", "Player" | 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 | Aircraft and Helicopter values | ||
− | livery_id | + | AddPropAircraft table additional aircraft properties for some contains the datalink ID information for that unit. |
− | psi | + | livery_id string name of the livery for the aircraft |
− | onboard_num string of the tail number on the aircraft | + | psi number |
− | + | onboard_num string of the tail number on the aircraft | |
+ | parking_landing number the "Term_Index" associated with the landing parking spot see Airbase.getParking | ||
+ | parking_landing_id string displayd value in the mission editor of the parking spot the unit will taxi to on landing | ||
+ | parking string of a number of the "Term_Index" associated with the starting parking spot see Airbase.getParking | ||
+ | parking_id string displayed value in the mission editor where the unit starts parked at | ||
+ | datalinks table defines the link16, SADL, or Longbow Net data used for that specific unit | ||
Helicopter Values | Helicopter Values | ||
ropeLength number length of a rope used for sling loading, default is 15 | ropeLength number length of a rope used for sling loading, default is 15 | ||
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}} | }} | ||
[[Category:Singleton Functions|addGroup]] | [[Category:Singleton Functions|addGroup]] | ||
+ | [[Category:Game Patch 1.2.4|addGroup]] |