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.
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: | 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 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 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"
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 | ||
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. Payload table |