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- ...env.mission. This table is almost the entirety of the contents of a given mission. ...ooking for, save, open the miz via favorite zip program, and then open the mission file in your favorite text editor to explore from there.10 KB (879 words) - 01:25, 16 November 2022
- A page to categorize all mission design resources:137 bytes (19 words) - 20:44, 5 June 2020
- ...Making Cookbook is a collection of small recipes that you can use in your missions. They will be grouped by what you want to achieve, and provide as much qui253 bytes (43 words) - 21:58, 13 May 2020
- ...complex mission designs that are simply impossible to create with the GUI mission editor and triggers. * '''Mission Editing'''2 KB (206 words) - 21:57, 18 November 2020
- |tName= mission ...reate a group in the mission editor and place a route, you are created its mission task.4 KB (659 words) - 22:12, 20 February 2022
- |fName= load_mission |desc= Loads the specified mission.601 bytes (68 words) - 22:13, 3 July 2023
- This guide applies to using the DCS mission editor and the scripting engine. ...that the mission editor will automatically assemble the task inside of the mission file. Effectively it is a task of tasks and may give the AI rules for how t8 KB (1,266 words) - 02:50, 21 September 2023
- [https://github.com/mrSkortch/MissionScriptingTools GitHub Link] Mist is now on github. Suggest your own features challenges, enabling easier scripting and saving mission scripters time. The table mist.flagFuncs5 KB (631 words) - 09:00, 11 February 2022
- |eName=MISSION_END |desc= Occurs when a mission ends.278 bytes (36 words) - 06:54, 17 March 2022
- |eName=MISSION_START |desc= Occurs when a mission starts282 bytes (36 words) - 06:54, 17 March 2022
- This is transcribed from an auto-translation of the original Russian msf_mission_developers_guide.pdf documentation ...Scripting Engine (SSE) and this add-on script engine framework called the Mission Scripting Foundation (MSF).13 KB (1,893 words) - 00:12, 12 April 2018
- |eName=AI_ABORT_MISSION |desc= Occurs when an AI aircraft decides it cannot continue the mission. This appears to only be damage related at present. It will also occur if t485 bytes (70 words) - 04:18, 19 December 2022
- |fName= load_next_mission |desc= Load the next mission from the server mission list. Returns false if at the end of list.515 bytes (63 words) - 23:55, 3 September 2021
- ...es to add a UI for changing your missions coalitions composition after the mission was created. Program for modifying localization with a mission.838 bytes (114 words) - 19:21, 22 May 2020
Page text matches
- A Recipe for creating triggers to restart your missions after a certain time. [[File:Mission-restart-warning-guide.png]]398 bytes (58 words) - 22:04, 13 May 2020
- A page to categorize all mission design resources:137 bytes (19 words) - 20:44, 5 June 2020
- ...Making Cookbook is a collection of small recipes that you can use in your missions. They will be grouped by what you want to achieve, and provide as much qui253 bytes (43 words) - 21:58, 13 May 2020
- |eName=MISSION_END |desc= Occurs when a mission ends.278 bytes (36 words) - 06:54, 17 March 2022
- |eName=MISSION_START |desc= Occurs when a mission starts282 bytes (36 words) - 06:54, 17 March 2022
- |fName= load_mission |desc= Loads the specified mission.601 bytes (68 words) - 22:13, 3 July 2023
- |eName=AI_ABORT_MISSION |desc= Occurs when an AI aircraft decides it cannot continue the mission. This appears to only be damage related at present. It will also occur if t485 bytes (70 words) - 04:18, 19 December 2022
- |fName= load_next_mission |desc= Load the next mission from the server mission list. Returns false if at the end of list.515 bytes (63 words) - 23:55, 3 September 2021
- {{Mission Scripting |desc= Returns a table of the payload set for unitName in the mission editor. "Live" payload is not currently possible due to how the data is org509 bytes (62 words) - 22:58, 13 April 2018
- |fName= onMissionLoadEnd |desc= Occurs when a server finishes loading a mission.603 bytes (68 words) - 23:50, 14 May 2021
- {{Mission Scripting ...turns a table of the payload for the specified group as defined in the the mission editor. "Live" payload is not currently possible due to how the data is org543 bytes (66 words) - 22:56, 13 April 2018
- |fName= onMissionLoadBegin |desc= Occurs when a server begins loading a mission.572 bytes (62 words) - 23:46, 14 May 2021
- ...es to add a UI for changing your missions coalitions composition after the mission was created. Program for modifying localization with a mission.838 bytes (114 words) - 19:21, 22 May 2020
- ...sion editor. Additionally a few trigger functions act as a gateway between mission editor triggers and related scripting functions.627 bytes (83 words) - 22:21, 17 March 2022
- |fName= getCurrentMission |desc= Returns the table of the mission as stored in the mission file embedded in a miz.508 bytes (57 words) - 22:41, 22 April 2018
- ...he network API that work in the mission scripting environment. Notably for mission scripting purposes there is now a way to send chat, check if players are in |funcs= {{listOfMissionNetFuncs}}506 bytes (70 words) - 22:50, 17 March 2022
- ...in accordance with the AI task queue rules. This is the task that the DCS mission editor will default to using for groups placed in the editor. [[DCS_task_mission|mission]]891 bytes (118 words) - 02:05, 21 September 2023
- ...unc_getAbsTime|timer.getAbsTime()]] to see how much time has passed in the mission. |examples= The following example would execute code 20 seconds after the mission has started.741 bytes (90 words) - 06:44, 17 March 2022
- ...r which the file can be merged together by the Game Lead to create the DCS mission (.miz) file!803 bytes (121 words) - 20:53, 14 October 2018
- ...ion started. If the value is above 86400 then it is the next day after the mission started. This function is useful in attaining the time of day. Assuming a mission started at noon the value returned would be 43200. (12*60*60). Midnight wou1 KB (135 words) - 10:39, 8 September 2022
- ...dering it is effectively when you enter the "3d world" of the game and the mission is ready to be unpaused.581 bytes (73 words) - 00:02, 15 May 2021
- |fName= getMissionResult ...urrent result for a given coalition as defined by the mission goals in the mission.539 bytes (61 words) - 22:44, 22 April 2018
- DCS.UNIT_RUNTIME_ID, // unique within runtime mission. int DCS.UNIT_MISSION_ID, // unique within mission file. int>01 KB (171 words) - 22:49, 22 April 2018
- ...complex mission designs that are simply impossible to create with the GUI mission editor and triggers. * '''Mission Editing'''2 KB (206 words) - 21:57, 18 November 2020
- {{Mission Scripting ...sionScripting.lua. Just be sure to re-protect yourself later when you run missions from untrusted sources.775 bytes (107 words) - 06:30, 12 April 2018
- |enums= The current mission's mission and warehouse file are accessible via the tables: [[miz_mission_structure|env.mission]]883 bytes (113 words) - 23:52, 15 November 2022
- 'mission': holds current mission [[DCS_singleton_net|'''Mission Net''']] {{listOfMissionNetFuncs}}915 bytes (116 words) - 23:00, 17 March 2022
- |fName= onMissionLoadProgress |desc= While a mission is loading this callback will contain information about the loading progres677 bytes (81 words) - 23:49, 14 May 2021
- ...3 decimal places since the mission has started. This counts time once the mission starts and will pause with the game.643 bytes (75 words) - 02:26, 12 March 2024
- Example Path >> ...\...\DCS World\Mods\aircrafts\Ka-50\Missions\EN These training missions are structured much like the interactive A-10c tutorials, and provide a mu671 bytes (99 words) - 20:52, 17 May 2018
- {{Mission Scripting |desc= Writes a table of data from your mission file. Contains entries for unit type names, countries, livery names, and CL2 KB (194 words) - 07:19, 23 August 2021
- ...tmosphere is a singleton whose functions return atmospheric data about the mission. Currently limited only to wind data.303 bytes (33 words) - 06:49, 17 March 2022
- For landing at airbases, farps, or ships see the [[DCS_task_mission|mission task]] page. |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (156 words) - 00:12, 12 April 2018
- {{Mission Scripting ...conds, if time is not passed the function will use the current time of the mission. The boolean value format if present will return the string in a 12 Hour cl1 KB (149 words) - 08:56, 13 April 2018
- {{Mission Scripting ...generated vec2 coordinate within the specified zone as defined within the mission editor. If the optional variable innerRadius is given the random point wil1 KB (159 words) - 05:24, 10 September 2018
- {{Mission Scripting ...ata that defines the default route of group named groupName as set in the mission editor. Similar to mist.getGroupPoints but returns a table with additional819 bytes (110 words) - 22:57, 13 April 2018
- ...eater than relying on Orbit commands. This command is only functional if a mission task is active. See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with868 bytes (110 words) - 00:12, 12 April 2018
- {{Mission Scripting ...conds, if time is not passed the function will use the current time of the mission.851 bytes (107 words) - 08:56, 13 April 2018
- {{Mission Scripting320 bytes (36 words) - 23:14, 13 April 2018
- {{Mission Scripting ...Clones a group of the name groupName at its initial location as set in the mission editor. |1 KB (167 words) - 22:50, 13 April 2018
- {{Mission Scripting ...sionScripting.lua. Just be sure to re-protect yourself later when you run missions from untrusted sources.979 bytes (130 words) - 06:29, 12 April 2018
- {{Mission Scripting ...spawns a group of the name groupName at its initial location as set in the mission editor. |2 KB (234 words) - 19:25, 13 May 2023
- {{Mission Scripting ...s. If no time value is passed the function returns the current date of the mission.834 bytes (102 words) - 15:52, 4 January 2019
- {{Mission Scripting |notes= Iterates from the highest groupId from the mission file. The nextGroupId is also accessible globally via mist.nextGroupId. If977 bytes (129 words) - 06:42, 12 April 2018
- ...he specified action within the queue. This command is only functional if a mission task is active. See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with869 bytes (113 words) - 00:12, 12 April 2018
- {{Mission Scripting381 bytes (41 words) - 22:51, 13 April 2018
- {{Mission Scripting378 bytes (41 words) - 23:23, 13 April 2018
- {{Mission Scripting351 bytes (36 words) - 23:10, 13 April 2018
- ...functions that are capable of spawning groups and static objects into the mission.932 bytes (123 words) - 07:23, 17 March 2022
- {{Mission Scripting Mission Editor Trigger:2 KB (275 words) - 05:51, 19 April 2021
- {{Mission Scripting The mission editor uses a solely a Cartesian coordinate system while the game world dis936 bytes (129 words) - 22:57, 13 April 2018
- {{Mission Scripting |notes= Iterates from the highest unitId from the mission file. The nextUnitId is also accessible globally via mist.nextUnitId. If yo1 KB (140 words) - 06:40, 12 April 2018
- {{Mission Scripting380 bytes (42 words) - 23:08, 13 April 2018
- {{Mission Scripting Mission Editor Trigger:2 KB (280 words) - 05:56, 19 April 2021
- {{Mission Scripting388 bytes (43 words) - 23:16, 13 April 2018
- {{Mission Scripting388 bytes (43 words) - 23:23, 13 April 2018
- 1. Return the mission time.355 bytes (39 words) - 06:43, 17 March 2022
- {{Mission Scripting |example= The following would output every single group in your mission to their own file.2 KB (223 words) - 22:50, 7 July 2021
- {{Mission Scripting ...at define the default route of the group named groupName as set within the mission editor. This function is great when used in combination with mist.pointInP1 KB (145 words) - 22:56, 13 April 2018
- {{Mission Scripting ...s a group by the name groupName back to its initial location as set in the mission editor. '''Teleports the group in its current condition. Destroyed vehicles2 KB (211 words) - 23:06, 13 April 2018
- {{Mission Scripting ...DCS/Logs/fileName. The optional value removes entries for mist, slmod, env.mission, env.warehouses, country.by_idx, and country.by_country. These are entries1 KB (163 words) - 10:30, 7 July 2021
- {{Mission Scripting467 bytes (51 words) - 08:29, 13 April 2018
- {{Mission Scripting470 bytes (51 words) - 08:29, 13 April 2018
- {{Mission Scripting454 bytes (51 words) - 08:28, 13 April 2018
- {{Mission Scripting401 bytes (45 words) - 23:16, 13 April 2018
- {{Mission Scripting397 bytes (45 words) - 23:23, 13 April 2018
- {{Mission Scripting412 bytes (42 words) - 23:23, 13 April 2018
- {{Mission Scripting389 bytes (45 words) - 23:28, 13 April 2018
- {{Mission Scripting385 bytes (42 words) - 23:14, 13 April 2018
- {{Mission Scripting ...conds, if time is not passed the function will use the current time of the mission, thus return the current date.1 KB (138 words) - 08:56, 13 April 2018
- {{Mission Scripting ...within the group. '''Group will spawn with the same task as defined in the mission editor.''' The optional variables define which units in the group will not2 KB (330 words) - 23:11, 13 April 2018
- {{Mission Scripting Mission Editor Trigger:2 KB (330 words) - 05:53, 19 April 2021
- {{Mission Scripting Mission Editor Trigger:2 KB (327 words) - 05:54, 19 April 2021
- |desc= Occurs when the mission is resumed418 bytes (43 words) - 00:03, 15 May 2021
- |desc= Occurs when the mission is paused.416 bytes (43 words) - 00:03, 15 May 2021
- {{Mission Scripting373 bytes (44 words) - 23:14, 13 April 2018
- |notes= In the mission editor this command is only available if certain unit types exist within th See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1,021 bytes (156 words) - 23:04, 28 October 2022
- ...ems are now saved in a lookup table within the .miz file. When parsing the mission file group names will appear as "Dictkey_groupName_x" however this value is1 KB (142 words) - 06:42, 17 March 2022
- {{Mission Scripting385 bytes (44 words) - 23:10, 13 April 2018
- |desc=Occurs when any object is spawned into the mission.372 bytes (49 words) - 07:15, 17 March 2022
- ...complex patrol patterns and looped routes for ground units. If part of the mission task any task along route will be repeated. For example if there is a fire See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (156 words) - 00:12, 12 April 2018
- ....wav" inside the Sounds folder. This can be useful to add sound files to a mission without having to add those files via triggers. |notes= Due to changes in the mission file format in 1.5 it may be needed to add 'l10n/DEFAULT/' to the string of1 KB (166 words) - 22:46, 17 March 2022
- {{Mission Scripting410 bytes (48 words) - 23:15, 13 April 2018
- |fName= stopMission |desc= Command to stop the mission.436 bytes (45 words) - 22:22, 22 April 2018
- {{Mission Scripting445 bytes (53 words) - 23:07, 13 April 2018
- {{Mission Scripting445 bytes (53 words) - 23:07, 13 April 2018
- ...abort missions: If a threat is deemed severe enough the AI will abort its mission and return to base. See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (272 words) - 20:54, 19 April 2024
- The triggers menu is used to create and edit triggers in a mission that can govern any game logic a user can dream up. It primarily consists o === Mission Start ===4 KB (609 words) - 08:40, 23 June 2021
- [https://github.com/mrSkortch/MissionScriptingTools GitHub Link] Mist is now on github. Suggest your own features challenges, enabling easier scripting and saving mission scripters time. The table mist.flagFuncs5 KB (631 words) - 09:00, 11 February 2022
- |tName= mission ...reate a group in the mission editor and place a route, you are created its mission task.4 KB (659 words) - 22:12, 20 February 2022
- |fName= getMissionName |desc= Returns the name of the mission.454 bytes (47 words) - 22:41, 22 April 2018
- {{Mission Scripting444 bytes (52 words) - 23:01, 13 April 2018
- {{Mission Scripting450 bytes (52 words) - 22:59, 13 April 2018
- {{Mission Scripting456 bytes (52 words) - 22:59, 13 April 2018
- ...Theses tasks are available as an option in the enroute listing. Within the mission file itself these tasks are actually a engageTargets tasking with pre-defin Within the mission editor the task role selection filters the list of valid attributeNames to2 KB (316 words) - 22:22, 18 March 2024
- {{Mission Scripting480 bytes (53 words) - 22:54, 13 April 2018
- {{Mission Scripting456 bytes (54 words) - 22:53, 13 April 2018
- {{Mission Scripting ...tion will re-assign the route of the specified groupName as defined in the mission editor when the group reaches the end of their route effectively creating a1 KB (144 words) - 23:01, 13 April 2018
- {{Mission Scripting ...ers per second and assigns it to the waypoint. If speed is not defined the mission editor default of 20 kilometers per hour will be used.1 KB (165 words) - 23:01, 13 April 2018
- vec1= [[vec3]]{{Mission Scripting404 bytes (50 words) - 23:14, 13 April 2018
- {{Mission Scripting |notes= For whatever reason the mission file stores the color of drawings in hex while every other instance of colo1 KB (179 words) - 00:01, 12 February 2022
- ...ill typically leave their radar on if any enemy threats are present in the mission anyways. See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (194 words) - 00:12, 12 April 2018
- {{Mission Scripting505 bytes (57 words) - 22:29, 11 February 2022
- |fName= getMissionFilename |desc= Returns the file name of the current mission file.480 bytes (50 words) - 22:42, 22 April 2018
- {{Mission Scripting525 bytes (62 words) - 06:39, 12 April 2018
- ...the simplest to get up and running, all you need to do is find or create a mission you want to play, click "multiplayer" from the main menu, and then click "N ===Dedicated Servers running PvE (Player vs Environment) missions===4 KB (633 words) - 14:11, 5 June 2018
- The mission editor UI generally displays frequency values in megahertz (MHz) while this See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (166 words) - 21:49, 12 January 2024
- {{Mission Scripting |r1D= is a unitTable as formatted in the mission editor3 KB (431 words) - 08:58, 4 June 2021
- |desc= Returns the current time in a mission relative to the DCS start time.489 bytes (54 words) - 22:26, 22 April 2018
- {{Mission Scripting566 bytes (62 words) - 23:10, 13 April 2018
- ...Functions as a wrapper for setting commands and options as a task within a mission, comboTask, or controlledTask. When setting a command the action table entr |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (181 words) - 02:05, 21 September 2023
- ...ant action is a quick single player mission. To change the location of the mission, you drag the green box around the map. ==== Mission ====3 KB (553 words) - 22:15, 4 June 2021
- |fName= getMissionOptions |desc= Returns the table of the options for a given mission as stored in the options.lua file embedded in a miz.532 bytes (62 words) - 22:27, 22 April 2018
- {{Mission Scripting532 bytes (67 words) - 23:22, 13 April 2018
- {{Mission Scripting576 bytes (65 words) - 22:54, 13 April 2018
- ...ized data that is relevant to the mission editor are saved within your DCS\MissionEditor folder. Default location is listed below: C:\Users\<username>\Saved Games\DCS\MissionEditor\weather\dynamic3 KB (517 words) - 09:04, 13 April 2018
- ...age said group with this task. Reason 138 why LUA can be more fun than the mission editor. See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (197 words) - 00:12, 12 April 2018
- {{Mission Scripting595 bytes (58 words) - 23:25, 13 April 2018
- {{Mission Scripting685 bytes (93 words) - 23:09, 13 April 2018
- ...large bomber formations to simultaneously bomb a given target. Within the mission editor this task also has tools for placing units in historic bomber format |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (220 words) - 00:12, 12 April 2018
- {{Mission Scripting ...roup, this function will overwrite and remove that group existing from the mission.'''2 KB (407 words) - 06:36, 12 April 2018
- The mission editor UI generally displays frequency values in megahertz (MHz) while this See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (193 words) - 21:56, 12 January 2024
- Within the mission editor the task role selection filters the list of valid attributeNames to See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (215 words) - 19:22, 30 July 2018
- {{Mission Scripting648 bytes (75 words) - 22:54, 13 April 2018
- {{Mission Scripting585 bytes (72 words) - 22:53, 13 April 2018
- ...nce mission start. A value of 3600 would be a condition of 1 hour into the mission |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with3 KB (363 words) - 02:05, 21 September 2023
- S_EVENT_MISSION_START = 11, S_EVENT_MISSION_END = 12,3 KB (402 words) - 06:37, 20 October 2023
- {{Mission Scripting ...able in the format required to spawn the group. This function searches env.mission for the specified groupName.621 bytes (70 words) - 22:51, 7 July 2021
- {{Mission Scripting713 bytes (86 words) - 23:11, 13 April 2018
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with542 bytes (72 words) - 00:12, 12 April 2018
- |desc= Returns the position of a coalitions "bullseye" as specified in the mission editor.601 bytes (61 words) - 07:27, 17 March 2022
- {{Mission Scripting580 bytes (80 words) - 06:24, 12 April 2018
- {{Mission Scripting635 bytes (80 words) - 06:26, 12 April 2018
- ...Manually : I have no idea what this is, but the value in the task with the mission editor is set to true, so it might be required. |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (263 words) - 00:47, 21 October 2021
- ...env.mission. This table is almost the entirety of the contents of a given mission. ...ooking for, save, open the miz via favorite zip program, and then open the mission file in your favorite text editor to explore from there.10 KB (879 words) - 01:25, 16 November 2022
- ...NEMIES: This option is apparently not available for some reason within the mission editor. I don't know if it is actually functional or not. I need to investi See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (242 words) - 00:12, 12 April 2018
- {{Mission Scripting617 bytes (84 words) - 22:50, 13 April 2018
- This guide applies to using the DCS mission editor and the scripting engine. ...est suited for attacking very specific targets that may be critical to the missions objective.6 KB (899 words) - 00:12, 12 April 2018
- {{Mission Scripting633 bytes (92 words) - 23:21, 13 April 2018
- |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with607 bytes (76 words) - 00:12, 12 April 2018
- |desc= Returns the initial size of the group as defined in the mission editor or if spawned via function. This number will not change as units are592 bytes (71 words) - 23:11, 17 March 2022
- {{Mission Scripting ...used to modify the units checked if new units are dynamically added to the mission. This value and capability is also used if the units variable is given a un3 KB (605 words) - 08:58, 8 November 2023
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with614 bytes (75 words) - 22:10, 28 April 2022
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with619 bytes (76 words) - 22:09, 28 April 2022
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with612 bytes (75 words) - 22:09, 28 April 2022
- {{Mission Scripting ...objects (such as bridges, buildings in town, etc.) die (or have died) in a mission editor2 KB (272 words) - 23:22, 13 April 2018
- {{Mission Scripting ...used to modify the units checked if new units are dynamically added to the mission. This value and capability is also used if the units variable is given a un4 KB (616 words) - 23:12, 13 April 2018
- {{Mission Scripting671 bytes (88 words) - 22:51, 13 April 2018
- ==Mission Editor Frequently Asked Questions== ...ission. This option can be toggled on or off at any time while editing the mission via the '''''watch icon''''' on the bottom bar. You will also see the year5 KB (942 words) - 09:17, 5 January 2024
- '''>Missions''' Contains mission files specific to that aircraft2 KB (286 words) - 20:44, 17 May 2018
- {{Mission Scripting697 bytes (79 words) - 23:10, 13 April 2018
- {{Mission Scripting600 bytes (74 words) - 06:25, 12 April 2018
- ...mission makers a more sophisticated method of monitoring and controlling a mission in DCS. ...are free to create your own functions. There are multiple ways within the mission editor to use scripting. See the following graphics.8 KB (1,299 words) - 00:12, 12 April 2018
- {{Mission Scripting ...ers per second and assigns it to the waypoint. If speed is not defined the mission editor default of 20 kilometers per hour will be used.2 KB (245 words) - 21:29, 28 July 2021
- |desc= Returns a table of reference points as defined by the mission editor or added via scripting. Reference points are used by JTACs.637 bytes (70 words) - 07:27, 17 March 2022
- This guide applies to using the DCS mission editor and the scripting engine. ...that the mission editor will automatically assemble the task inside of the mission file. Effectively it is a task of tasks and may give the AI rules for how t8 KB (1,266 words) - 02:50, 21 September 2023
- {{Mission Scripting812 bytes (79 words) - 07:31, 23 August 2021
- {{Mission Scripting676 bytes (81 words) - 22:54, 13 April 2018
- {{Mission Scripting737 bytes (104 words) - 23:06, 13 April 2018
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with616 bytes (90 words) - 09:06, 22 September 2021
- [[DCS_singleton_net|'''Mission Net''']] {{listOfMissionNetFuncs}}|examples=596 bytes (70 words) - 23:00, 17 March 2022
- [[DCS_singleton_net|'''Mission Net''']] {{listOfMissionNetFuncs}}|examples=595 bytes (70 words) - 23:00, 17 March 2022
- {{Mission Scripting698 bytes (93 words) - 23:01, 13 April 2018
- {{Mission Scripting721 bytes (96 words) - 23:22, 13 April 2018
- {{Mission Scripting809 bytes (107 words) - 23:11, 13 April 2018
- {{Mission Scripting666 bytes (87 words) - 22:58, 13 April 2018
- {{Mission Scripting791 bytes (102 words) - 07:24, 23 August 2021
- [[DCS_singleton_net|'''Mission Net''']] {{listOfMissionNetFuncs}}592 bytes (67 words) - 22:51, 17 March 2022
- {{Mission Scripting713 bytes (95 words) - 22:58, 13 April 2018
- |examples= The following saves and modifies global values for the current mission name and a list of connected clients. function myCall.onMissionLoadBegin()2 KB (285 words) - 23:45, 14 May 2021
- {{Mission Scripting ...the drawing tools. By default it will inherit as many properties from the mission editor as possible. Any valid entry for [[MIST markerAdd|mist.marker.add]]3 KB (551 words) - 22:38, 11 February 2022
- 11 = "S_EVENT_MISSION_START" 12 = "S_EVENT_MISSION_END"3 KB (339 words) - 22:38, 10 October 2022
- {{Mission Scripting680 bytes (85 words) - 22:49, 13 April 2018
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with669 bytes (93 words) - 00:12, 12 April 2018
- |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with680 bytes (88 words) - 00:12, 12 April 2018
- {{Mission Scripting771 bytes (104 words) - 22:53, 13 April 2018
- {{Mission Scripting697 bytes (81 words) - 21:39, 11 February 2022
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with710 bytes (99 words) - 01:49, 27 March 2021
- {{Mission Scripting846 bytes (95 words) - 22:59, 13 April 2018
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with630 bytes (91 words) - 00:12, 12 April 2018
- {{Mission Scripting ...objects (such as bridges, buildings in town, etc.) die (or have died) in a mission editor2 KB (318 words) - 08:58, 8 November 2023
- ...tasking. With the 1.5 patch two of the values have different names in the mission editor. However the behavior is still exactly the same as before, its just See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (303 words) - 00:12, 12 April 2018
- [[DCS_singleton_net|'''Mission Net''']] {{listOfMissionNetFuncs}}651 bytes (79 words) - 23:00, 17 March 2022
- {{Mission Scripting733 bytes (96 words) - 23:09, 13 April 2018
- {{Mission Scripting695 bytes (96 words) - 06:24, 12 April 2018
- {{Mission Scripting758 bytes (96 words) - 23:17, 13 April 2018
- {{Mission Scripting725 bytes (92 words) - 22:52, 13 April 2018
- ...pecified country. Group data table is in the same format as created by the mission editor. start_time number time in seconds after mission start time that the group will spawn in. If 0 the group will spawn immediat7 KB (988 words) - 07:52, 20 March 2024
- {{Mission Scripting868 bytes (104 words) - 07:42, 23 August 2021
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with745 bytes (90 words) - 00:12, 12 April 2018
- {{Mission Scripting876 bytes (93 words) - 23:45, 18 October 2023
- {{Mission Scripting735 bytes (94 words) - 22:52, 13 April 2018
- {{Mission Scripting ...here will be a check whenever dynamically added units are spawned into the mission, if those units fit into the unitNameTable definition then they will also b4 KB (626 words) - 23:13, 13 April 2018
- ...duction]] for more details in how the scripting engine interfaces with the mission editor and some basics on how to use it. [[DCS_singleton_missionCommands|missionCommands]]9 KB (1,271 words) - 17:24, 16 August 2023
- |desc= Occurs when mark panels or markup shapes get removed from the mission by players or scripting functions.628 bytes (82 words) - 07:18, 17 March 2022
- {{Mission Scripting ...here will be a check whenever dynamically added units are spawned into the mission, if those units fit into the unitNameTable definition then they will also b4 KB (634 words) - 23:12, 13 April 2018
- [[Mission Types| ...<span class="btn btn-lg btn-primary btn-block" href="#" role="button">Mission Types</span>]]19 KB (2,403 words) - 20:36, 7 November 2022
- {{Mission Scripting749 bytes (108 words) - 23:21, 13 April 2018
- ...'s skill level is set as "Player". There is only a single player unit in a mission and in single player the user will always spawn into this unit automaticall770 bytes (99 words) - 07:13, 17 March 2022
- name: Serves no purpose other than for readability in the mission editor See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (266 words) - 05:04, 23 October 2021
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with723 bytes (105 words) - 00:06, 19 November 2021
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with723 bytes (105 words) - 00:06, 19 November 2021
- {{Mission Scripting815 bytes (96 words) - 07:38, 23 August 2021
- {{Mission Scripting806 bytes (117 words) - 08:38, 13 April 2018
- [[DCS_singleton_net|'''Mission Net''']] {{listOfMissionNetFuncs}}713 bytes (89 words) - 23:00, 17 March 2022
- {{Mission Scripting887 bytes (106 words) - 08:25, 13 April 2018
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with745 bytes (101 words) - 00:12, 12 April 2018
- {{Mission Scripting ...her value is given the route used will be the default route defined by the mission editor for the group set to patrol2 KB (371 words) - 23:02, 13 April 2018
- ...ack. The campaign is broken into two phases, each of which is a unique MP mission (hosted on the Hoggit Dedicated Server). Phase one starts with BLUFOR oper * Mission/Objective/SAM-threat Status12 KB (1,982 words) - 09:33, 9 June 2019
- [[DCS_singleton_net|'''Mission Net''']] {{listOfMissionNetFuncs}}747 bytes (98 words) - 22:51, 17 March 2022
- ...her" radio menu allowing players to call commands and set flags within the mission. Command is added for both teams. The string name is the text that will be836 bytes (108 words) - 22:26, 17 March 2022
- |notes= Due to changes in the mission file format in 1.5 it may be needed to add 'l10n/DEFAULT/' to the string of815 bytes (111 words) - 22:47, 17 March 2022
- |notes= Due to changes in the mission file format in 1.5 it may be needed to add 'l10n/DEFAULT/' to the string of825 bytes (111 words) - 22:46, 17 March 2022
- {{Mission Scripting838 bytes (113 words) - 23:10, 13 April 2018
- ...default index of the specified unit within the group as defined within the mission editor or addGroup scripting function. This value is not changed as units w821 bytes (97 words) - 00:02, 21 March 2022
- This is transcribed from an auto-translation of the original Russian msf_mission_developers_guide.pdf documentation ...Scripting Engine (SSE) and this add-on script engine framework called the Mission Scripting Foundation (MSF).13 KB (1,893 words) - 00:12, 12 April 2018
- ...table not perfectly matching the format of a static object as seen in the mission file.3 KB (375 words) - 07:25, 17 March 2022
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with793 bytes (111 words) - 00:12, 12 April 2018
- |desc= Returns a number which defines the unique mission id of a given object.774 bytes (90 words) - 00:02, 21 March 2022
- ...rigger condition "Random %" has proven to be a source of confusion to many mission builders. This page is meant to clarify how ''Random'' is used in the simul ...ral options to create random events. This article is focused mainly on the mission editor and its trigger functions, however some scripting engine topics will11 KB (1,742 words) - 08:46, 22 September 2021
- {{Mission Scripting961 bytes (134 words) - 07:12, 2 November 2020
- {{Mission Scripting895 bytes (109 words) - 22:53, 7 July 2021
- |notes= Due to changes in the mission file format in 1.5 it may be needed to add 'l10n/DEFAULT/' to the string of846 bytes (117 words) - 22:47, 17 March 2022
- ...Callsigns for units, farps, or ships can be specified by the user with the mission editor or scripting engine.832 bytes (105 words) - 23:11, 17 March 2022
- |notes= Due to changes in the mission file format in 1.5 it may be needed to add 'l10n/DEFAULT/' to the string of852 bytes (118 words) - 22:14, 28 April 2022
- {{Mission Scripting923 bytes (113 words) - 07:01, 2 November 2020
- In the mission editor this task is call "WW2 Carpet Bombing". This task is not limited to |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with3 KB (417 words) - 23:38, 5 November 2021
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with826 bytes (119 words) - 01:51, 5 November 2020
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with824 bytes (106 words) - 00:12, 12 April 2018
- ...a group named 'arty' to fire 20 shells into a zone that is defined in the mission editor named "killzone'. |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with3 KB (404 words) - 08:20, 7 May 2021
- {{Mission Scripting998 bytes (132 words) - 07:54, 23 August 2021
- ...Return a boolean value based on whether the object currently exists in the mission.747 bytes (93 words) - 23:54, 20 March 2022
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with906 bytes (120 words) - 06:33, 20 October 2023
- {{Mission Scripting1,010 bytes (106 words) - 23:16, 13 April 2018
- ...her" radio menu allowing players to call commands and set flags within the mission. Command is added for a specific group designated by its groupId. The strin931 bytes (117 words) - 22:28, 17 March 2022
- ...her" radio menu allowing players to call commands and set flags within the mission. Command is added for all players belonging to the specified coalition. The949 bytes (117 words) - 22:28, 17 March 2022
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with816 bytes (119 words) - 01:46, 5 November 2020
- |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with995 bytes (130 words) - 06:24, 2 February 2022
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with877 bytes (123 words) - 00:12, 12 April 2018
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with846 bytes (122 words) - 01:45, 5 November 2020
- {{Mission Scripting879 bytes (123 words) - 23:17, 13 April 2018
- {{Mission Scripting927 bytes (114 words) - 15:52, 4 January 2019
- ...tor_Scripting_Engine_Documentation| DCS Simulator Scripting Engine]] and [[Mission_Scripting_Tools_Documentation | MIST ]] to manipulate ground air defense gr Specifies the start time of the script after mission start. (Allows for script to populate a few tables before giving orders)6 KB (992 words) - 00:12, 12 April 2018
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with907 bytes (145 words) - 23:24, 19 June 2019
- {{Mission Scripting987 bytes (129 words) - 04:09, 23 May 2022
- {{Mission Scripting974 bytes (141 words) - 08:27, 13 April 2018
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with857 bytes (124 words) - 00:12, 12 April 2018
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with849 bytes (124 words) - 00:12, 12 April 2018
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with897 bytes (118 words) - 00:12, 12 April 2018
- ...the object of a specified name. The objects name is defined either in the mission editor or within functions that can dynamically spawn objects. All static o842 bytes (119 words) - 06:12, 17 August 2023
- {{Mission Scripting926 bytes (129 words) - 23:17, 13 April 2018
- ...age said group with this task. Reason 138 why LUA can be more fun than the mission editor. See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with3 KB (439 words) - 23:29, 16 November 2022
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with858 bytes (123 words) - 00:09, 19 November 2021
- Creating a FARP in a mission requires that you place the static object itself, and then some supporting729 bytes (109 words) - 13:35, 28 March 2019
- |desc= Occurs when mark panels or markup shapes get added to the mission by players or scripting functions.814 bytes (113 words) - 07:17, 17 March 2022
- {{Mission Scripting941 bytes (133 words) - 23:17, 13 April 2018
- {{Mission Scripting1 KB (156 words) - 23:01, 13 April 2018
- |desc= Runs the entire .lua file that you select. File gets embedded into the mission file, and any updates to it will require you to reload the file via this tr |name= Load Mission12 KB (1,837 words) - 09:03, 13 April 2018
- {{Mission Scripting978 bytes (136 words) - 22:05, 11 February 2022
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with963 bytes (134 words) - 00:09, 30 December 2022
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with961 bytes (130 words) - 00:12, 12 April 2018
- {{Mission Scripting941 bytes (130 words) - 23:17, 13 April 2018
- {{Mission Scripting1 KB (133 words) - 08:12, 23 August 2021
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with941 bytes (138 words) - 00:12, 12 April 2018
- {{Mission Scripting1 KB (141 words) - 22:09, 11 February 2022
- {{Mission Scripting1 KB (147 words) - 22:52, 13 April 2018
- {{Mission Scripting966 bytes (135 words) - 23:17, 13 April 2018
- |desc= Returns a string of the name of the object as defined by the mission editor or dynamic spawning functions.930 bytes (123 words) - 23:56, 20 March 2022
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (142 words) - 23:06, 17 November 2022
- [[DCS_singleton_net|'''Mission Net''']] {{listOfMissionNetFuncs}}893 bytes (110 words) - 01:14, 6 October 2022
- {{Mission Scripting1 KB (148 words) - 21:57, 11 February 2022
- {{Mission Scripting1 KB (140 words) - 21:51, 11 February 2022
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with951 bytes (140 words) - 00:24, 21 October 2021
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with917 bytes (142 words) - 10:01, 15 October 2020
- * ''missionCommands'' singletone was added * "Mission" task for ground groups4 KB (492 words) - 00:12, 12 April 2018
- {{Mission Scripting mission, the message will play the sound file once for the receiving groups.3 KB (525 words) - 21:38, 1 April 2022
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (126 words) - 22:06, 28 April 2022
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with962 bytes (142 words) - 01:44, 5 November 2020
- {{Mission Scripting1 KB (182 words) - 22:50, 13 April 2018
- ...e if the mission time is more than a specific value. Returns true once the mission time is more than the specified value. ...e if the mission time is less than a specific value. Returns true once the mission time is less than the specified value.13 KB (2,114 words) - 09:01, 13 April 2018
- {{Mission Scripting1 KB (146 words) - 21:15, 11 February 2022
- {{Mission Scripting1 KB (149 words) - 22:56, 13 April 2018
- -- Works once just before mission start. -- c:setoption("tcp-nodelay",true) -- set immediate transmission mode10 KB (1,328 words) - 18:53, 1 June 2018
- {{Mission Scripting1 KB (150 words) - 23:09, 13 April 2018
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (148 words) - 00:12, 12 April 2018
- {{Mission Scripting1 KB (135 words) - 06:34, 2 November 2020
- ...rk panels and drawn shapes indexed numerically that are present within the mission. Panel is designed with the mark points in mind, but still returns data for1 KB (129 words) - 07:14, 17 March 2022
- |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (161 words) - 06:28, 2 February 2022
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (150 words) - 00:12, 12 April 2018
- * Several DBs are now updated as units are dynamically added to the mission * Fixed bug with DBs where countryId was the mission table index of the country table and not the actual country Id11 KB (1,731 words) - 08:57, 13 April 2018
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (154 words) - 03:55, 23 February 2024
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (137 words) - 22:06, 28 April 2022
- {{Mission Scripting1 KB (151 words) - 23:08, 19 January 2023
- {{Mission Scripting1 KB (145 words) - 23:07, 13 April 2018
- {{Mission Scripting1 KB (136 words) - 06:38, 2 November 2020
- ...hat room for players to join and interact with each other in a multiplayer mission.1 KB (141 words) - 22:48, 17 March 2022
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (167 words) - 00:12, 12 April 2018
- {{Mission Scripting1 KB (172 words) - 08:38, 23 August 2021
- {{Mission Scripting1 KB (143 words) - 08:04, 13 April 2018
- {{Mission Scripting1 KB (125 words) - 19:35, 15 June 2022
- {{Mission Scripting1 KB (163 words) - 21:49, 11 February 2022
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (172 words) - 01:02, 27 April 2024
- {{Mission Scripting1 KB (171 words) - 23:03, 13 April 2018
- {{Mission Scripting1 KB (176 words) - 01:26, 18 September 2020
- ...ipting Root]] > [[:Category:Tasks|Tasks]] > [[DCS_command_script|Stop Transmission]] |tName= stopTransmission1 KB (140 words) - 00:12, 12 April 2018
- {{Mission Scripting1 KB (166 words) - 23:17, 13 April 2018
- {{Mission Scripting1 KB (160 words) - 00:12, 4 January 2021
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (156 words) - 00:12, 12 April 2018
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (154 words) - 07:44, 25 April 2022
- |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (196 words) - 00:12, 12 April 2018
- |desc= Occurs whenever any unit in a mission fires a weapon. But not any machine gun or autocannon based weapon, those a1 KB (160 words) - 06:52, 17 March 2022
- |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (180 words) - 00:12, 12 April 2018
- Some network functions are also available in the mission scripting enviroment. See [[DCS_singleton_net]] for details.1 KB (202 words) - 23:15, 17 September 2021
- |fName= radioTransmission trigger.action.radioTransmission('l10n/DEFAULT/tusk_onstation.wav', p, 0, false, 124000000, 100, 'message')1 KB (163 words) - 22:45, 17 March 2022
- {{Mission Scripting1 KB (176 words) - 08:11, 16 August 2021
- {{Mission Scripting1 KB (176 words) - 08:10, 16 August 2021
- {{Mission Scripting1 KB (208 words) - 22:58, 13 April 2018
- |examples= If there is a unit in a mission with a name of "bob" it will be destroyed1 KB (165 words) - 23:02, 17 March 2022
- {{Mission Scripting The following draws a shape based on the route of a group placed in the mission editor.4 KB (731 words) - 09:02, 16 August 2021
- {{Mission Scripting1 KB (191 words) - 10:48, 24 August 2021
- |desc= Represents static objects added in the Mission Editor or via scripting commands.1 KB (173 words) - 00:40, 4 January 2023
- {{Mission Scripting1 KB (178 words) - 06:50, 2 November 2020
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (209 words) - 00:16, 21 October 2021
- |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (186 words) - 23:18, 2 April 2024
- {{Mission Scripting1 KB (230 words) - 22:57, 13 April 2018
- {{Mission Scripting1 KB (185 words) - 23:16, 13 April 2018
- |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (199 words) - 06:24, 2 February 2022
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with1 KB (211 words) - 00:12, 12 April 2018
- {{Mission Scripting1 KB (159 words) - 23:08, 13 April 2018
- ...nt formats of old and new. The old format is how the data is stored in the mission file. When set via the scripting function Controller.setOption() the old fo1 KB (185 words) - 00:12, 12 April 2018
- {{Mission Scripting2 KB (233 words) - 09:49, 24 August 2021
- |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (228 words) - 23:40, 5 November 2021
- {{Mission Scripting2 KB (253 words) - 23:24, 13 April 2018
- {{Mission Scripting2 KB (231 words) - 23:11, 13 April 2018
- ...oints is one of the most used and most essential skills with the CDU. Most missions will require some form of coordinate entry. Entering a new waypoint can be ...[[Up Front Controller]] however you must have the '''Steer Pt''' dial in ''Mission'' to access the entire batch of waypoints available.10 KB (1,744 words) - 13:25, 24 April 2019
- ...ller and provide help to human pilots so that they better accomplish their missions, by radioing them a picture or guidance instructions!” * The mission time5 KB (882 words) - 23:00, 15 February 2020
- ...pting engine is a new feature of DCS since DCS: A-10C. The engine provides mission designer with access to game world and game objects using scripts. It's pos ...language. Mission scripts run in a special, isolated Lua environment - the Mission Scripting Environment.39 KB (5,456 words) - 00:25, 19 April 2018
- {{Mission Scripting2 KB (245 words) - 08:27, 23 August 2021
- ** Multiple aircraft set to spawn at mission start or the same time will spawn in the order they were placed. ...pawn in the first position. Anything that spawns at least one second after mission start will spawn in the next available spawnpoint.9 KB (1,419 words) - 00:10, 13 September 2022
- {{Mission Scripting2 KB (248 words) - 09:47, 24 August 2021
- {{Mission Scripting2 KB (250 words) - 23:09, 13 April 2018
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (256 words) - 00:12, 12 April 2018
- |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (240 words) - 19:15, 12 April 2020
- {{Mission Scripting2 KB (281 words) - 23:24, 13 April 2018
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (240 words) - 00:12, 12 April 2018
- {{Mission Scripting2 KB (288 words) - 22:57, 13 April 2018
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (237 words) - 02:09, 2 April 2024
- == Mission Brevity == Brevity codewords used in the administration and conduct of a mission.24 KB (3,716 words) - 02:13, 1 June 2021
- {{Mission Scripting2 KB (283 words) - 23:09, 13 April 2018
- |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (254 words) - 00:21, 28 September 2021
- {{Mission Scripting2 KB (296 words) - 22:55, 13 April 2018
- |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (270 words) - 00:12, 12 April 2018
- |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (289 words) - 00:47, 21 October 2021
- {{Mission Scripting2 KB (314 words) - 22:57, 13 April 2018
- {{Mission Scripting2 KB (323 words) - 23:24, 13 April 2018
- |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (256 words) - 00:12, 12 April 2018
- {{Mission Scripting2 KB (237 words) - 10:44, 24 August 2021
- |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (278 words) - 01:25, 20 October 2023
- ...nd enter a given aircraft. Can be used for slot blocking purposes within a mission or to force players access to one team or the other.2 KB (326 words) - 01:28, 15 May 2021
- ...tion table of the specified Object type. Object does not need to be in the mission in order to query its data.2 KB (195 words) - 23:07, 16 January 2024
- ...name of the object. This is the name that is assigned to the object in the Mission Editor. Identifier of an unit. It assigned to an unit by the Mission Editor automatically.56 KB (7,441 words) - 00:25, 19 April 2018
- See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (285 words) - 00:12, 12 April 2018
- {{Mission Scripting2 KB (328 words) - 23:03, 13 April 2018
- {{Mission Scripting2 KB (324 words) - 23:23, 13 April 2018
- ...or obstructions. If the simulation deems the player can hear that the transmission exists (even as static) the subtitles may be displayed. See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (276 words) - 08:29, 26 May 2021
- ...AIN’’’’(2) will turn on all avionics required for a basic training mission (no weapons employment). Each avionic can also be powered on/off individual ...Main Function of the UFCP (original Image from Chuck's guide, used with permission from author)]]12 KB (1,990 words) - 15:50, 7 May 2021
- {{Mission Scripting2 KB (361 words) - 23:24, 13 April 2018
- {{Mission Scripting2 KB (336 words) - 02:20, 22 January 2023
- |notes= See article [[Mission Editor: AI Tasking]] for more information on how AI tasking is handled with2 KB (319 words) - 22:26, 6 February 2024
- -- Works once just before mission start. -- c:setoption("tcp-nodelay",true) -- set immediate transmission mode39 KB (5,312 words) - 18:52, 1 June 2018
- {{Mission Scripting2 KB (388 words) - 23:24, 13 April 2018
- {{Mission Scripting2 KB (375 words) - 09:31, 11 November 2021
- ...e allied AWACS via the ingame comms menu on the specified frequency in the mission briefing. Bullseye is a fixed point on the map determined pre-mission. All allied aircraft can relate to this point. When receiving a bullseye ca17 KB (2,687 words) - 05:10, 26 September 2022
- ...hes if the server has a user connect to it while it's still loading up the mission. To prevent this, we've got a firewall rule that blocks 10308 that we enabl2 KB (351 words) - 13:16, 18 September 2018
- {{Mission Scripting2 KB (381 words) - 23:04, 13 April 2018
- {{Mission Scripting2 KB (361 words) - 23:01, 3 June 2021
- {{Mission Scripting3 KB (516 words) - 10:12, 7 July 2021
- {{Mission Scripting3 KB (550 words) - 11:08, 7 September 2021
- For example, you loitered around too long during a mission or squeezed in a few too many gun runs. You feel like you'll barely make it ...164 is taken will depend on pilot preference and the expected threats in a mission.60 KB (10,090 words) - 01:18, 17 November 2022
- The Artificial Horizon is extremely useful, especially in limited visibility missions to accurately identify the aircraft's current attitude. The side-slip indi ...Indicator. The Clock/Chronometer is simple and provides the current server/mission time as well as a button to the bottom RIGHT to start/stop the Chronometer13 KB (2,136 words) - 21:39, 3 March 2019
- {{Mission Scripting3 KB (542 words) - 09:20, 11 February 2022
- {{Mission Scripting3 KB (547 words) - 04:43, 10 February 2022
- |A-10C, SU-25T, all FC3, L-39, F-5E, SA342, ATC, BFM, mission editor, F-14B RIO2 KB (324 words) - 17:41, 30 March 2024
- {{Mission Scripting3 KB (601 words) - 10:17, 7 July 2021
- ...luded Canadian military liveries if your F/A-18 Hornet has been set by the mission to be from the Canada faction. Through editing this can be changed in order3 KB (463 words) - 19:03, 24 March 2023
- ==Mission Design==3 KB (497 words) - 00:13, 18 January 2019
- ...technique is normally associated with reconnaissance, security, and attack missions when threat and/or environmental conditions preclude use of bounding overw *The mission dictates aircraft separation and team separation.16 KB (2,463 words) - 23:49, 21 May 2021
- LGBs are the go-to weapons for strike missions in BMS. Here are just a few of the variants available for use in the F-16:4 KB (607 words) - 23:49, 17 May 2018
- {{Mission Scripting6 KB (799 words) - 22:02, 8 October 2020
- ...nd the TF-51D (trainer version of the [[P-51D]]). Check out their training missions inside DCS World, and also check out their linked wiki pages for any resou5 KB (775 words) - 16:57, 24 March 2023
- Please read the following briefing for important HTS Mission Information:5 KB (742 words) - 15:55, 30 August 2022
- [[File:Pods.png|frame|none|Pod options during mission editing.]]6 KB (913 words) - 17:22, 19 May 2018
- ...he Viggen flight computer (CK37) needs to properly assist the pilot in the mission. The cartridge also functions as a storage unit for some of the Viggen syst30 KB (5,136 words) - 12:07, 23 November 2019
- ...ly, the two F/A-18s credited with the kills went on to resume their strike mission and dropped their four Mk-84s (2,000lbs unguided bombs), living up to their Waypoints can be given their own 5-character name pre-flight (in the DCS mission editor), but cannot named in the aircraft. They are numbered sequentially f313 KB (53,222 words) - 22:38, 23 June 2021
- ...rget area is full of SA-15's you cannot safely use your cannon etc. If the mission briefing doesn't tell you what to expect, you should scout it out yourself.8 KB (1,289 words) - 11:35, 18 April 2019
- ...wer). Readback important information for the ATC to confirm a correct transmission. Follow ATC instructions as closely. Radio transmissions by Uzi 2-1 are marked green.16 KB (2,672 words) - 17:39, 12 September 2021
- ...fighter) designation, it is designed for both air-to-air and air-to-ground missions and can use an array of weapons and sensors; built into the Viper is a 20m16 KB (2,656 words) - 15:27, 12 July 2021
- ...MFCDs, whilst the right display is unused and reserved for flight manual, mission briefing or livestream interactions.19 KB (2,908 words) - 02:22, 29 January 2022
- ...ung feindlicher Luftabwehrstellungen (SEAD) und in konventionellen Angriffsmissionen auf Bodenziele eingesetzt wurden. Auch am Golfkrieg 1991 war die Hornet b Waypoints can be given their own 5-character name pre-flight (in the DCS mission editor), but cannot named in the aircraft. They are numbered sequentially f221 KB (36,900 words) - 15:23, 20 September 2020
- ...will be most notable in the hover when high and heavy. The 'Elbrus Rescue' mission in the Huey module will have the aircraft overpitching when collecting pass60 KB (10,098 words) - 05:56, 20 May 2021
- ...rked aircraft or munition carts can be placed on the aircraft deck (by the mission developer): even if they are not moving ('static') they can till be collide ...ill tell you what case the carrier is currently operating in, gives you permission to transition to a given holding stack (altitude) or move closer to the car58 KB (7,384 words) - 23:39, 26 December 2022