VR-Forces 4.10 Lua Function Documentation

!Task Catalog

(For high level concepts about how to use Lua to write scripted tasks, please see VR-Forces User's Guide.)

This section lists all the built in task names, and the arguments each one accepts.

These are used when calling vrf:startSubtask() or vrf:sendTask(). See these functions for information on using these parameters.

There are three kinds of tasks listed here: built-in C++ tasks, Scripted tasks, and (scripted) Reactive tasks. If the first line after the task name says "Scripted Task" or "Reactive Task," then that directly indicates what type of task it is. If neither is stated, then it is a built-in C++ task. Only built-in or Scripted tasks can be used in the vrf functions above. Reactive tasks are the only tasks that can be used in the various Set commands that control reactive tasks.

Scripted and Reactive Tasks further indicate what SMS they are found in, and what category folder they can be found in inside the Simulation Scripts dialog box. When VR-Forces is running in a particular SMS, it cannot invoke a Scripted Task from another SMS.

Note:

  • Any argument which is a simulation object will accept either the SimObject or a string name of the object.
  • If a task does not have parameters, you must include empty braces in the command, for example vrf:sendTask("wait", {}).


convoy-along
Tasks a ground aggregate to convoy along a route.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • control_object [Type: SimObject]
    Name of the route to convoy along.


convoy-to
Tasks a ground aggregate to convoy to a control object. The control object can be a waypoint or a route. If the control object is a route, it will convoy to the first point on the route.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • control_object [Type: SimObject]
    Name of the control object to convoy to such as a waypoint.
  • path_plan_flag [Type: Boolean, Default: false]
    Sets whether the aggregate should path plan to the control object or not when performing this task.


crash-into
Tasks a fixed wing aircraft to fly directly to a target object, and crash into it. Typically used for the cruise missile model.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • target [Type: SimObject]
    Entity to crash into.


di-guy-animation
Tasks a lifeform (or other DI-Guy enabled entity) to perform a specific DI-Guy animation.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • di_guy_animation_task_kind [Type: String, Default: ""]
    The name of the DI-Guy animation to play. Note The DI-Guy character for the specified entity must have an animation of this name for the task to succeed.
  • di_guy_animation_duration [Type: Real, Default: 0]
    Number of seconds to play the animation. If -1, animation plays continuously. If 0, the animation plays once, for however long the particular animation is.
  • di_guy_animation_number_of_times [Type: Integer, Default: 0]
  • di_guy_using_animation_offset [Type: Boolean, Default: false]
  • di_guy_animation_offset [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
  • di_guy_transition_speed [Type: Real, Default: 1]


di-guy-gesture
Tasks a lifeform to perform a specific DI-Guy gesture.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • gesture [Type: String, Default: ""]
    The name of the gesture to perform. Available gestures will depend on the DI-Guy character.
  • wait_until_complete [Type: Boolean, Default: true]
    If set to true, entity will wait until the duration of the gesture is complete before moving onto the next gesture.


disembark-all-entity
Tasks an entity to disembark all entities it is carrying, one at a time.
  • allow_task_visualizations [Type: Boolean, Default: true]


disembark-entity
Tasks entity to disembark from the entity it is embarked on.
  • allow_task_visualizations [Type: Boolean, Default: true]


embark
Tasks entity to embark on another entity.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • parent [Type: SimObject] (Aliases: parent_name)
    Entity to embark on.
  • load_override [Type: Boolean, Default: false]
    If False, the position the entity takes once embarked is based on the configured embarkation slots on the host entity. If True, the embarkation slot information is ignored and load_orverride_position is used.
  • load_override_position [Type: VectorOffset3D, Default: {0.000000, 0.000000, 0.000000}]
    The position, relative to the host entity origin, where the entity will be placed once embarked, if position override is used.
  • embark_in_slot [Type: Integer, Default: -1]
  • any_if_taken [Type: Boolean, Default: true]
  • slot_name [Type: String, Default: "*"]
  • slot_type [Type: String, Default: "*"]


embedded-set-forward
Forwards a set request to an embedded entity of this entity. Generally not used directly by users or in scripts.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • ee_name [Type: String, Default: ""]
    The name of the embedded entity.


embedded-task-forward-task
Forwards a task to an embedded entity of this entity. Generally not used directly by users or in scripts.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • ee_name [Type: String, Default: ""]
    The name of the embedded entity.
  • block_to_completion [Type: Boolean, Default: false]
    This task will block until the embedded entity completes the task.


ffe-on-entity
Tasks an entity to fire an artillary weapon on a target entity.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • weapons_to_fire [Type: StringVector]
    A list of the weapon(s) to fire. Parameter can also specify to use ammo type ammoType by appending "ammoType" to the weapon name.
  • number_of_rounds [Type: Integer, Default: 0]
    Number of rounds to be fired.
  • dispersion_radius [Type: Real, Default: 0]
    Dispersion radius of the rounds, in meters.
  • height_above_terrain [Type: Real, Default: 0]
    Meters above terrain for detonation.
  • muzzle_Speed [Type: Real, Default: 0]
    The desired muzzle speed.
  • muzzle_orienation [Type: DtVector3D, Default: {0.000000, 0.000000, 0.000000}]
    The desired muzzle orientation.
  • entity [Type: SimObject] (Aliases: entity_name)
    Target entity.


ffe-on-location
Task an entity to fire an artillary weapon on a target location.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • weapons_to_fire [Type: StringVector]
    A list of the weapon(s) to fire. Parameter can also specify to use ammo type ammoType by appending "ammoType" to the weapon name.
  • number_of_rounds [Type: Integer, Default: 0]
    Number of rounds to be fired.
  • dispersion_radius [Type: Real, Default: 0]
    Dispersion radius in meters.
  • height_above_terrain [Type: Real, Default: 0]
    Meters above terrain for detonation.
  • muzzle_Speed [Type: Real, Default: 0]
    The desired muzzle speed.
  • muzzle_orienation [Type: DtVector3D, Default: {0.000000, 0.000000, 0.000000}]
    The desired muzzle orientation.
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Target location.


ffe-on-target
Task an entity to fire an artillary weapon on a target object.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • weapons_to_fire [Type: StringVector]
    A list of the weapon(s) to fire. Parameter can also specify to use ammo type ammoType by appending "ammoType" to the weapon name.
  • number_of_rounds [Type: Integer, Default: 0]
    Number of rounds to be fired.
  • dispersion_radius [Type: Real, Default: 0]
    Dispersion radius in meters.
  • height_above_terrain [Type: Real, Default: 0]
    Meters above terrain for detonation.
  • muzzle_Speed [Type: Real, Default: 0]
    The desired muzzle speed.
  • muzzle_orienation [Type: DtVector3D, Default: {0.000000, 0.000000, 0.000000}]
    The desired muzzle orientation.
  • target [Type: SimObject] (Aliases: target_name)
    Target object.


fire-at-target
Task an entity to fire a direct fire weapon or missile at a specific target. Will ignore rules of engagement, and range to entity.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • auto_select_weapon [Type: Boolean, Default: false]
    If true, the entity will automatically select the most approprite weapon to fire. If false, the specified weapon is used.
  • weapon_to_fire [Type: String, Default: ""]
    Name of weapon to fire. Varies based on entity. Names are available in VRF GUI.
  • target [Type: SimObject]
    Target entity.
  • max_rounds_to_fire [Type: Integer, Default: 1]
    Maximum rounds to fire. Fewer rounds will be fired if target is destroyed before this number is reached.


fire-cruise-missile
Tasks an entity to launch a cruise missile.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • target [Type: SimObject] (Aliases: target_name)
    Target object of the missile.
  • weapons_to_fire [Type: StringVector]
  • detonation_proximity [Type: Real, Default: 0]
    The missile will detonate when within this distance (in meters) of the target object.
  • route [Type: SimObject] (Aliases: route_name)
    If specified, the cruise missile will move along this route before flying toward the target. If not specified, the missile will fly directly to its target.
  • speed [Type: Real, Default: 0]
    The speed, in meters/second, of the missile.


fly-along
Similar to move-along, but is used only for fixed-wing aircraft.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • route [Type: SimObject]
    Route to fly along
  • traversal_direction [Type: Integer, Default: 0]
    Direction along route to fly. 0 = start to end, 1 = end to start.
  • start_at_closest_point [Type: Boolean, Default: false]
    If True, the entity starts at the closest point on the route, otherwise it starts at the first point.
  • use_fixed_pitch [Type: Boolean, Default: false]
    If True, the aircraft flies directly from one point to the next at a fixed pitch, gradually changing altitude along the way. If False, it flies to the target altitude of the next point on the route based on the climb/descent rate of the aircraft, and typically reaches the target altitude before it has arrived at the next point.


fly-altitude
Tasks an aircraft to fly at a specific altitude, maintaining current heading. Note When this task completes, the aircraft will continue flying in this direction and altitude.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • altitude [Type: Real, Default: 1000]
    Altitude in meters (MSL)
  • climb_descent_rate [Type: Real, Default: 5.08]
    Climb/descent rate in meters/second.


fly-heading
Tasks an aircraft to fly a specific heading, maintaining current altitude. Note When this task completes, the aircraft will continue flying in this direction and altitude.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • heading [Type: Real, Default: 0]
    Heading in radians.
  • use_magnetic [Type: Boolean, Default: false]
  • turn_rate [Type: Real, Default: 0.05236]
    Turn rate in radians/second
  • turn_direction [Type: Integer, Default: 0]
    0 = Make smaller turn, 1 = Right turn only, -1 = Left turn only.


fly-heading-and-altitude
Tasks an aircraft to fly at a specified heading and altitude. Note When this task completes, the aircraft will continue flying in this direction and altitude.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • heading [Type: Real, Default: 0]
    Heading in radians.
  • use_magnetic [Type: Boolean, Default: false]
  • turn_rate [Type: Real, Default: 0.05236]
    Turn rate in radians/second
  • altitude [Type: Real, Default: 1000]
    Altitude in meters.
  • climb_descent_rate [Type: Real, Default: 5.08]
    Climb/descent rate in meters/second
  • turn_direction [Type: Integer, Default: 0]
    0 = Make smaller turn, 1 = Right turn only, -1 = Left turn only.


fly-to-location
Similar to move-to-location, but used only for fixed wing aircraft. Tasks an aircraft to fly to a specified 3D point in space.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • aiming_point [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location3D object specifying the location.
  • use_fixed_pitch [Type: Boolean, Default: false]
    If True, the aircraft flies directly to the point at a fixed pitch, gradually changing altitude along the way. If False, it flies to the target altitude of the target point based on the climb/descent rate of the aircraft, and typically reaches the target altitude before it has arrived at the point.


follow-entity
Tasks an entity to follow another entity at a given offset.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • entity [Type: SimObject]
    Entity to follow.
  • offset [Type: VectorOffset3D, Default: {-25.000000, 0.000000, 0.000000}]
    Position relative to the target entity to maintain. Specified in meters [Right, Forward, Up]


hold-until
  • allow_task_visualizations [Type: Boolean, Default: true]
  • time_to_stop [Type: Real, Default: 0]


internal-transfer-fuel
  • allow_task_visualizations [Type: Boolean, Default: true]
  • amount [Type: Real, Default: 0]
  • max_amount [Type: Boolean, Default: false]
  • rate [Type: Real, Default: 0]


landing
Tasks a fixed wing entity to land on a runway.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • landing_strip [Type: SimObject] (Aliases: landing_strip_name)
    A two point route representing the runway to land on.


lase-location
Tasks an entity to lase a location with a laser designator. The current laser designator code will be used.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location to lase.


lase-target
Tasks an entity to lase a target with a laser designator. The current laser designator code will be used.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • target [Type: SimObject]
    Target to lase.


launch-expendable-resource
Task an entity to launch an expendable resource such as chaff or flare.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • expendable_resource_name [Type: String, Default: ""]
    Resource name to launch.
  • number_to_fire [Type: Integer, Default: 1]
    Total number to launch.
  • time_interval [Type: Real, Default: 1]
    Time in seconds between launches.


launch-smoke
Tasks an entity with a smoke grenade launcher to launch smoke.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • launch_at_nearest_threat [Type: Boolean, Default: true]
    If True, the grenade is launched in the direction of the nearest hostile entity. If False, the heading parameter is used.
  • heading [Type: Real, Default: 0]
    Used only if launch_at_nearest_threat is false. The heading to launch the grenade.
  • use_magnetic [Type: Boolean, Default: false]


move-along
Task an entity to move along a route.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • route [Type: SimObject]
    The route object to move along.
  • traversal_direction [Type: Integer, Default: 0]
    Direction along route to move.
    Accepted values:
    • 0 - Start to end
    • 1 - End to start
  • start_at_closest_point [Type: Boolean, Default: false]
    If true, entity starts at the nearest point along the route. Otherwise, it starts at the first point on the route.
  • speed [Type: Real, Default: 0]
    Speed to move along the route.


move-along-retrograde
Task an entity to move along a route while keeping the entity oriented the same direction for the entirety of the task.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • route [Type: SimObject]
    The route object to move along.
  • traversal_direction [Type: Integer, Default: 0]
    Direction along route to move.
    Accepted values:
    • 0 - Start to end
    • 1 - End to start
  • start_at_closest_point [Type: Boolean, Default: false]
    If true, entity starts at the nearest point along the route. Otherwise, it starts at the first point on the route.
  • speed [Type: Real, Default: 0]
    Speed to move along the route.


move-along-with-actions
  • allow_task_visualizations [Type: Boolean, Default: true]
  • route [Type: SimObject]
  • traversal_direction [Type: Integer, Default: 0]
  • start_at_closest_point [Type: Boolean, Default: false]
  • speed [Type: Real, Default: 0]
  • time_on_target [Type: Real, Default: 0]
  • time_on_target_position [Type: Real, Default: 0]
  • loiter_position [Type: Real, Default: 0]
  • abandon_if_time_not_achievable [Type: Boolean, Default: false]
  • action_list [Type: Unknown]


move-into-formation
Tasks an aggregate to move into a specified formation, at a specified location.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location on with the formation should be centered.
  • heading [Type: Real, Default: 0]
    The heading of the formation.
  • formation_name [Type: String, Default: ""]
    The name of the formation. This must be a formation name that is configured for the aggregate.


move-to
Tasks and entity to move to a waypoint, or other object. Any single-point object, such as an entity, may be used.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • control_point [Type: SimObject] (Aliases: destination)
    Object to be moved to.
  • continue_moving_flag [Type: Boolean, Default: false]
    If false, entity will slow down and stop as it approaches the destination. Otherwise, entity continues to move at speed, likely overshooting the destination.
  • speed [Type: Real, Default: 0]
    Speed to move.
  • at_distance [Type: Real, Default: 1]
    Distance at which the entity should be considered at the destination.


move-to-altitude
Tasks an aircraft to fly to a specified altitude.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • altitude [Type: Real, Default: 0]
    Altitude in meters


move-to-location
Tasks an entity to move to a specified location.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • aiming_point [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Target location.
  • continue_moving_flag [Type: Boolean, Default: false]
    If false, entity will slow down and stop as it approaches the destination. Otherwise, entity continues to move at speed, likely overshooting the destination.
  • at_distance [Type: Real, Default: 1]
    Distance at which the entity should be considered at the destination.
  • speed [Type: Real, Default: 0]
    Speed to move.


move-to-location-retrograde
Task an entity to move to a location while keeping the entity oriented the same direction for the entirety of the task.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • aiming_point [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Target location.
  • continue_moving_flag [Type: Boolean, Default: false]
    If false, entity will slow down and stop as it approaches the destination. Otherwise, entity continues to move at speed, likely overshooting the destination.
  • at_distance [Type: Real, Default: 1]
    Distance at which the entity should be considered at the destination.
  • speed [Type: Real, Default: 0]
    Speed to move.


move-to-retrograde
Task an entity to move to a waypoint while keeping the entity oriented the same direction for the entirety of the task.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • control_point [Type: SimObject] (Aliases: destination)
    Object to be moved to.
  • continue_moving_flag [Type: Boolean, Default: false]
    If false, entity will slow down and stop as it approaches the destination. Otherwise, entity continues to move at speed, likely overshooting the destination.
  • speed [Type: Real, Default: 0]
    Speed to move.
  • at_distance [Type: Real, Default: 1]
    Distance at which the entity should be considered at the destination.


orbit
Tasks an entity to circle a given location.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • center [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location to circle.
  • entity [Type: SimObject]
  • radius [Type: Real, Default: 2000]
    Distance from center the entity should maintain.
  • clockwise [Type: Boolean, Default: true]
    If true, entity circles clockwise, otherwise counterclockwise.


patrol-route
Tasks an entity to patrol along a route. This is the equivalent of moving along a route in one direction, then the reverse, repeating indefinitely.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • route [Type: SimObject]
    Route object to patrol.


patrol-two-points
Tasks and entity to patrol between two points. Entity will continue moving between points indefinitely.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • first_control_point [Type: SimObject]
    First patrol point.
  • second_control_point [Type: SimObject]
    Second patrol point.


plan-and-move-to
Plans a path to the specified object and then moves along that path.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • control_point [Type: SimObject] (Aliases: destination)
    Object to be moved to.
  • continue_moving_flag [Type: Boolean, Default: false]
    If false, entity will slow down and stop as it approaches the destination. Otherwise, entity continues to move at speed, likely overshooting the destination.
  • speed [Type: Real, Default: 0]
    Speed to move.
  • at_distance [Type: Real, Default: 1]
    Distance at which the entity should be considered at the destination.


plan-and-move-to-location
Plans a path to the specified location and then moves along that path.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • aiming_point [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Target location.
  • continue_moving_flag [Type: Boolean, Default: false]
    If false, entity will slow down and stop as it approaches the destination. Otherwise, entity continues to move at speed, likely overshooting the destination.
  • at_distance [Type: Real, Default: 1]
    Distance at which the entity should be considered at the destination.
  • speed [Type: Real, Default: 0]
    Speed to move.


rail-path-move
Tasks a ground vehicle to plan a path along roads to an object or location, and then move along that path.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • destination_name [Type: SimObject]
    Destination object, if applicable.
  • destination_name_specified [Type: Boolean, Default: false]
    True if the destination should be an object. False if it should be a location.
  • destination [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Destination location if applicable.
  • destination_is_route [Type: Boolean, Default: false]
    Indicates if the destination object is a route.
  • traversal_direction [Type: Integer, Default: 0]
    Only applies if destination is a route. Direction along route to move.
    Accepted values:
    • 0 - Start to end
    • 1 - End to start
  • start_at_closest_point [Type: Boolean, Default: false]
    Only applies if destination is a route. If true, entity will start at the closest point on the route, rather than the start point.


rail-route
Tasks a ground vehicle to move along a route, treating it like a road.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • route [Type: SimObject] (Aliases: destination_name)
    The route to move along.
  • traversal_direction [Type: Integer, Default: 0]
    Direction along route to move.
    Accepted values:
    • 0 - Start to end
    • 1 - End to start
  • start_at_closest_point [Type: Boolean, Default: false]
    If true, entity will start at the closest point on the route, rather than the start point.


release-bomb-on-laser-spot
Tasks an entity to release a bomb on a laser spot. The laser code must be manually configured.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • ammunition_resource_name [Type: String, Default: ""]
    Name of the bomb ammunition resource to drop.
  • detonation_proximity [Type: Real, Default: 0]
    Distance from the target (in meters) at which to detonate.
  • laser_code [Type: Integer, Default: 0]
    Laser code to target, if unspecified the automatically generated laser code for the ownship is used.


release-bomb-on-location
Tasks an entity to release a bomb on a given location.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • ammunition_resource_name [Type: String, Default: ""]
    Name of the bomb ammunition resource to drop.
  • detonation_proximity [Type: Real, Default: 0]
    Distance from the target (in meters) at which to detonate.
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location to target.


release-bomb-on-target
Tasks an entity to release a bomb on a named entity.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • ammunition_resource_name [Type: String, Default: ""]
    Name of the bomb ammunition resource to drop.
  • detonation_proximity [Type: Real, Default: 0]
    Distance from the target (in meters) at which to detonate.
  • target [Type: SimObject] (Aliases: entity_name)
    Name of the entity to target.


scripted-movement
This task will take a move out direction, target point, file and units that the file are in to move an object out along the path defined in the file.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • move_out_heading [Type: Real, Default: 0]
    If the orientation is not defined and there is no reference object, this will be used as the heading to rotate the animation points around.
  • scripted_movement_file [Type: String, Default: ""]
    The csv file that contains the animation.
  • target_point [Type: SimObject]
    The point to base the reference of the data points in the movement file around.
  • clamp_type [Type: Integer, Default: 4]
    The clamping type to apply to locations.
    Accepted values:
    • 1 - Clamp high fidelity (includes orientation clamp)
    • 2 - Clamp low fidelity
    • 3 - Z value in data file is height above terrain
    • 4 - No change, using geodetic height interpretation
    • 5 - Conditional ground clamping (clamp if there is no defined altitude change)
    • 6 - Phased radar face Cartesian (no clamping, topographic height interpretation, uses lateral positive left)
    • 7 - No change, using topographic height interpretation
  • completion_rule [Type: Integer, Default: 0]
    Indicates what happens when the animation is complete.
    Accepted values:
    • 1 - Detonate
    • 2 - Detonate and remove
    • 3 - Remove
    • 4 - Stay around at current speed
    • 5 - Stay around and stop
  • file_configuration [Type: String, Default: ""]
    The string that represents the configuration of the csv file.
  • phase [Type: Integer, Default: 0]
    The phase number of the scripted movement.


send-text
Tasks an entity to send a text report to one or more other entities.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • destination [Type: SimObject] (Aliases: destination_name)
    Name of entity that is to receive the report. May use the string "DtBroadcast" to send to all eligible receivers.
  • text [Type: String, Default: ""]
    The text in the report.


stop-moving
Tasks an entity to immediately stop moving.
  • allow_task_visualizations [Type: Boolean, Default: true]


takeoff
Tasks a fixed wing aircraft to takeoff along a runway.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • landing_strip [Type: SimObject] (Aliases: landing_strip_name)
    A two point route representing the runway.


target-entity
Tasks a missile or guided bomb to target a specific entity.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • target [Type: SimObject]
    Object to target.


target-point
Tasks a missile or guided bomb to target a specific location.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • target [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location to target.


transfer-supplies
  • allow_task_visualizations [Type: Boolean, Default: true]
  • supply_type [Type: String, Default: 0:0:0:0:0:0:0]
  • amount [Type: Real, Default: 0]
  • max_amount [Type: Boolean, Default: false]
  • rate [Type: Real, Default: 0]
  • supplier [Type: SimObject]


turn-to-heading
Tasks an entity to turn to a specified heading with minimal change in current position. Helicopters and tracked vehicles will simply turn in place. Other ground vehicles will do a 3-point turn.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • heading [Type: Real, Default: 0]
    Target heading, in radians.
  • mode [Type: Integer, Default: 0]
    Indicates how new heading should be determined.
    Accepted values:
    • 0 - Absolute - Sets the heading to be the heading given.
    • 1 - Relative to host - If embarked, sets the heading to be relative to the heading of the host object.
    • 2 - Sets the heading to be the current heading + the delta given to be the new heading.


vertical-landing
Task a helicopter to land on a specified point.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • control_object [Type: SimObject] (Aliases: control_object_name)
    Waypoint on which to land.


wait
Task entity to wait indefinitely. This task will never complete on its own.
  • allow_task_visualizations [Type: Boolean, Default: true]


wait-duration
Task an entity to wait for a given amount of time. The task will complete when the time has expired.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • seconds_to_wait [Type: Real, Default: 0]
    Number of seconds to wait.


wait-elapsed
Task an entity to wait until a specific simulation time. The task will complete when the simulation time is reached.
  • allow_task_visualizations [Type: Boolean, Default: true]
  • elapsed_time [Type: Real, Default: 0]
    The simulation time (in seconds) to wait until.



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