DCS func addGroup
Envrioment: | Mission Scripting | ||
Function: | addGroup | Added with: 1.2.4 | |
Member Of: | coalition | ||
Syntax: | Group coalition.addGroup(enum countryId , enum groupCategory , table groupData ) | ||
Description: | Dynamically spawns a group of the specified category for the specified country. Group data table is in the same format as created by the mission editor.
See country page and group class page for the list of countries by id and group categories. The coalition of the group is defined by the coalition its country belongs to. If the group or any unit within shares a name of an existing group or unit, the existing group or unit will be destroyed when the new group is created. Function can NOT spawn new aircraft with a skill level of "client". However in single player a group can be spawned with the skill level of "Player". When this occurs the existing player aircraft will be destroyed. If no groupId or unitId is specified or the Ids are shared with existing groups or units, a new Id will be created for the new group.
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Return Value: | Group | ||
Return Example: | none | ||
Examples: | Detailed Examples Linked Below:
Ground Group Ship Group Helicopter Group Plane Group
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.
AddPropAircraft table additional aircraft properties for some contains the datalink ID information for that unit. livery_id string name of the livery for 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 ropeLength number length of a rope used for sling loading, default is 15 | ||
Related Functions: | Coalition Functions: addGroup, addStaticObject, getGroups, getStaticObjects, getAirbases. getPlayers, getServiceProviders, addRefPoint, getRefPoints, getMainRefPoint, getCountryCoalition | ||
Notes: | You MUST have a built in delay before accessing the group or units controllers and issuing tasks, commands or options of the group spawned. Otherwise the you are likely to cause a game crash.
Route table can be empty or assigned to the group after spawning using getController and pushTask functions. See page on mission task for more information regarding the route table. FARPs are spawned using the addGroup function, with groupCategory set to -1 Payload table |