|Task:||Alarm State||Added with: 1.2.4|
|Hierarchy:||Scripting Root > Tasks > Option > Alarm State|
|For:||Ground Vehicles, Ships|
|Description:||Alarm state defines whether or not a units are "combat ready". What this means practically is that it can force sensors on or off for ground vehicles and ships. For some some vehicles, notably mobile sams, this option dictates whether a radar is stowed for travel. Some vehicles are unable to move or can move at a reduced state when the group is "combat ready".
Note that this option governs all sensors including visual contact.
This setting will not effect all units animations, especially for radars. Some radars will visually continue to rotate, but they are in fact disabled.
Auto: AI will automatically switch alarm states based on the presence of threats. The AI kind of cheats in this regard.
Green: Group is not combat ready. Sensors are stowed if possible.
Red: Group is combat ready and actively searching for targets.
|Format:||All options have an option ID and Value. For more information see the article on the AI enumerator.
|Enumerators:||ALARM_STATE = 9
AUTO = 0 GREEN = 1 RED = 2
|Notes:||Fun Fact of the day: The IADScript uses this option to toggle sam sites on and off!
See article Mission Editor: AI Tasking for more information on how AI tasking is handled within DCS.
|Task List:||Main Tasks: mission, AttackGroup, AttackUnit, Bombing, CarpetBombing, AttackMapObject, BombingRunway, orbit, refueling, land, follow, followBigFormation, escort, Embarking, fireAtPoint, hold, FAC_AttackGroup, EmbarkToTransport, DisembarkFromTransport, CargoTransportation, goToWaypoint
Options: ROE, Reaction To Threat, Radar Using, Flare Using, Formation, RTB On Bingo, silence, Disperse on Attack, Alarm State, RTB on Out of Ammo, ECM Using, Prohibit AA, Prohibit Jettison, Prohibit Afterburner, Prohibit AG, Missile Attack Range, Prohibit WP Pass Report, Engage Air Weapons