VR-Forces 5.1.1 Lua Function Documentation

!Set 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 set-data command names, and the arguments each one accepts. C++ sets whose parameters are defined by scripted task meta data (i.e., xml files in the SMS scripts directory) do not need to be included here.

These are used when calling vrf:executeSetData() or vrf:sendSetData(). See these functions for information on using these parameters. (If a set-data does not have parameters, you must include empty braces in the command, for example vrf:executeSetData("set-destroy", {}).)

Note: Any argument which is a simulation object will accept either the SimObject or a string name of the object.

There are two kinds of set commands listed here: built-in C++ set commands and Scripted set commands. If the first line after the set command name says "Scripted Set," then the command is a Scripted set. If this phrase is missing, then it is a built-in C++ set command.

Scripted sets 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 set command from another SMS.



add_jamming_target

Scripted Set Command; SMS EntityLevel, found in folder Jammer.
Adds a target entity to the list of jammed targets.
  • target [Type: String]
    The target entity to be jammed


allow_crossing
Scripted Set Command; SMS EntityLevel, found in folder Intersection Management.
Allows or disallows entities to cross the street using this crosswalk.
  • allow [Type: Boolean, Default: true]


arrow_head_style
Scripted Set Command; SMS AggregateLevel, found in folder Tactical Graphics.
Changes the style of arrow head displayed on linear tactical graphics.
  • arrowStyle [Type: Integer, Default: 0]
    The style of arrow to be shown on the line segments
    Accepted values:
    • 0 - Simple
    • 1 - Linear
    • 2 - Main
    • 3 - Simple Last Arrow Reversed
    • 4 - Berm
  • arrowPlacement [Type: Integer, Default: 0]
    Which segments should display arrow heads
    Accepted values:
    • 0 - None
    • 1 - End of All Segments
    • 2 - Last Segment Only
    • 3 - First And Last Segment Only
  • arrowWidth [Type: Integer, Default: 25]
    The size of the arrow heads


block-parachute
Scripted Set Command; SMS EntityLevel, found in folder Human.
Block parachute animation when entity is above ground. Used internally in ladder and rope related tasks
  • block [Type: Boolean, Default: false]
    Block Parachute Animation


clear-user-target
Scripted Set Command; SMS EntityLevel, found in folder Maneuver Warfare/Attack.
This will issue a set-target with no target, to unset a previously set user target.


deploy_parachute_altitude
Scripted Set Command; SMS EntityLevel, found in folder Human.
Sets the altitude at which the entity will deploy its parachute.
  • deployAltitude [Type: Real, Default: 300]
    Deploy altitude in meters
  • deployAltitudeIsAgl [Type: Boolean, Default: false]
    If the specified altitude is above ground level. If not, it is above sea level.


deploy_parachute_elapsed_time
Scripted Set Command; SMS EntityLevel, found in folder Human.
  • elapsedTimeToDeploy [Type: Real, Default: 0]
  • deployAtElapsedTime [Type: Boolean, Default: false]


display_spider_web
Scripted Set Command; SMS AggregateLevel, found in folder Tactical Graphics.
  • DisplaySpiderWeb [Type: Boolean, Default: true]
    Displays a spider web graphic centered on this bullseye
  • Radius [Type: Real, Default: 1000]
    The radius of the spider web
  • DistanceBetweenRings [Type: Real, Default: 200]
    Sets the spacing between the spider web rings
  • NumberOfSpokes [Type: Integer, Default: 8]
    Number of spokes in the spider web


fill_style
Scripted Set Command; SMS AggregateLevel, found in folder Tactical Graphics.
Sets the fill style for an areal tactical graphic.
  • fillStyle [Type: Integer, Default: 0]
    The fill style to be used
    Accepted values:
    • 0 - No Fill
    • 1 - Solid Fill
    • 2 - 94% Fill
    • 3 - 88% Fill
    • 4 - 63% Fill
    • 5 - 50% Fill
    • 6 - 37% Fill
    • 7 - 12% Fill
    • 8 - 6% Fill
    • 9 - Horizontal Lines
    • 10 - Vertical Lines
    • 11 - Crossing Lines
    • 12 - Diagonal Lines
    • 13 - Reverse Diagonal Lines
    • 14 - Diagonal Crossing Lines


invisible
Scripted Set Command; SMS EntityLevel, found in folder Utility.
Sets an object to be invisible in the GUI.
  • invisible [Type: Integer, Default: 0]
    Whether the object should be invisible
    Accepted values:
    • 0 - No change
    • 1 - Yes
    • 2 - No


jammer_enabled
Scripted Set Command; SMS EntityLevel, found in folder Jammer.
Enables or disables the jammer.
  • enabled [Type: Integer, Default: 0]


jamming_mode
Scripted Set Command; SMS EntityLevel, found in folder Jammer.
Sets the jamming mode of an emitter.
  • jammer [Type: String]
    Select the jamming mode for a specific jammer or all jammers
  • emitter [Type: Integer, Default: -1]
    The emitter ID. This parameter can be used in place of the jammer parameter.
  • mode [Type: String, Default: ""]
    The jamming mode. This parameter can be used in place of the jammer parameter.


line_width
Scripted Set Command; SMS AggregateLevel, found in folder Tactical Graphics.
Sets the line width of a tactical graphic.
  • lineWidth [Type: Integer, Default: 4]
    Width of the line (in pixels)


navigation_enabled
Scripted Set Command; SMS EntityLevel, found in folder Navigation.
Enables or disables use of Gameware movement in navigation areas. If disabled, entities use non-Gameware movement in navigation areas. Other entities will still react to this entity using Gameware movement.
  • flag [Type: Integer, Default: 0]


pen_style
Scripted Set Command; SMS AggregateLevel, found in folder Tactical Graphics.
Set the pen style to be used when drawing tactical graphics.
  • penStyle [Type: Integer, Default: 0]


plt-assign-transport-defaults
Scripted Set Command; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
This script will assign default transports to the squads, from among vehicles that are direct subordinates of the mechanized platoon. By default, it will not override a preexisting assignment.
  • override [Type: Boolean, Default: false]
    Override preexisting assignments.


remove_jamming_target
Scripted Set Command; SMS EntityLevel, found in folder Jammer.
Removes a target entity from the list of jammed targets.
  • target [Type: String]
    The target which should no longer be jammed.


set-activation
Controls when a tactical graphic or other environmental should be activated or deactivated.
  • activation_state [Type: Integer, Default: 0]
    1 = Activated, 2 = Deactivated, 3 = Use specified activation times, 0 = Leave unchanged
  • activation_time [Type: Real, Default: 0]
    The time at which the object should be activated.
  • activation_mode [Type: Integer, Default: 0]
    Mode of activation. 0 = Simulation Time, 1 = Time of day, 2 = Date/time of day
  • deactivationTime [Type: Real, Default: 0]
    The time at which the object should be deactivated.
  • times_are_simulation_times [Type: Boolean, Default: false]
    Whether or not the activation time is based on sim time (false) or time of day.
  • times_are_time_of_day [Type: Boolean, Default: true]
    Whether or not the activation time just use time of day and hence are repeatable, else full date and time of day is used.


set-active-sonar-sensor-mode
Sets the mode for an active sonar sensor.
  • active_sonar_sensor_mode [Type: String, Default: ""]
    The mode the sonar should use, for example "off" or "search-mode". These are specified in the descriptor of the sensor. The mode "first-enabled-mode" can be used to find the first mode with 1 or more beams defined.
  • active_sonar_system_id [Type: Integer, Default: 1]
    The id of the system to set the mode on.


set-activity
Indicates the current activity of a unit.
  • activity [Type: String, Default: ""]
    A string indicating the current unit activity.


set-adjust-demeanor
  • adjust_demeanor_string [Type: String, Default: ""]
  • adjust_demeanor_modification_type [Type: Integer, Default: 0]


set-aerodrome
Scripted Set Command; SMS EntityLevel, found in folder Tactical Graphics.
Set the Aerodrome of a Runway
  • aerodrome [Type: String]


set-aerodrome-lights


intensities


set-ai-enabled
Enables or disables the use of artificial intelligence for the entity. If enabled, the entity will act on its own to attempt to avoid collisions, target and fire at enemies, and react to being fired upon.
  • enabled [Type: Boolean, Default: true]
    Indicates if AI should be enabled or disabled.


set-aim-sensor
Controls the direction in which a sensor should be aimed.
  • aiming_point [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Fixed location at which the entity should aim its sensor.
  • object_to_track [Type: SimObject]
    An object for the sensor to track.
  • aiming_azimuth [Type: Real, Default: 0]
    Fixed azimuth at which the sensor should aim, relative to the entity's orientation, in radians.
  • aiming_elevation [Type: Real, Default: 0]
    Fixed elevation at which the sensor should aim, relative to the entity's orientation, in radians.
  • aiming_mode [Type: Integer, Default: 0]
    Mode that dictates how the sensor is aimed.
    Accepted values:
    • 0 - Fixed Angle Mode: Sensor is aimed using fixed aiming_azimuth and aiming_elevation.
    • 1 - Track Entity Mode: Sensor tracks the object specified by object_to_track.
    • 2 - Track Location Mode: Sensor targets the fixed location specified by aiming_point.
    • 3 - Scan Mode: Sensor scans back and forth.
    • 4 - Manual Control Mode: Sensor is under manual control by a VRF GUI user.
  • sensor_field_of_view_id [Type: String, Default: ""]
    ID of the sensor field of view being aimed.


set-aiming-point
Specifies the location at which an entity should aim its weapon.
  • aiming_point [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Fixed location at which the entity should aim its weapon.
  • target_object [Type: SimObject]
    Target object at which the weapon should be aimed.
  • aiming_azimuth [Type: Real, Default: 0]
    Fixed azimuth at which the weapon should aim, relative to the entity's orientation, in radians.
  • aiming_elevation [Type: Real, Default: 0]
    Fixed elevation at which the weapon should aim, relative to the entity's orientation, in radians.
  • aiming_type [Type: Integer, Default: 3]
    Type of aiming operation that should be performed.
    Accepted values:
    • 0 - Aim at Point: Entity aims at the fixed location specified by aiming_point.
    • 1 - Aim at Object: Entity aims at the object specified by target_object.
    • 2 - Aim at Angle: Entity aims at the specified aiming_azimuth and aiming_elevation.
    • 3 - Cease Aiming: Entity ceases aiming at any targets.
  • weapon [Type: String, Default: ""]
    Name of the weapon to be aimed.
  • weapon_id [Type: String, Default: ""]


set-air-speed-type
  • speed [Type: Real, Default: 0]
  • air_speed_type [Type: Integer, Default: ground-speed]


set-aircraft-lighting
  • anti_collision_lights_state [Type: Integer, Default: -1]
  • anti_collision_light_day_night [Type: Integer, Default: -1]
  • anti_collision_light_flashing [Type: Integer, Default: -1]
  • formation_lights_on [Type: Boolean, Default: false]
  • formation_lights_luminance [Type: Integer, Default: -1]
  • landing_lights_on [Type: Boolean, Default: false]
  • navigation_lights_state [Type: Integer, Default: -1]
  • navigation_lights_flashing [Type: Integer, Default: -1]
  • nvg_mode [Type: Integer, Default: -1]
  • taxiway_lights_on [Type: Boolean, Default: false]
  • interior_lights_on [Type: Boolean, Default: false]
  • hdu_lights_on [Type: Boolean, Default: false]


set-ais-data
Scripted Set Command; SMS EntityLevel, found in folder Naval Maneuver.
  • AisMmsi [Type: Integer, Default: 0]
    Maritime Mobile Service Identity
  • AisImo [Type: Integer, Default: 0]
    International Maritime Organization number
  • AisEta [Type: Real, Default: 0]
    Estimated Time of Arrival at destination
  • AisDestination [Type: String, Default: ""]
    Current destination
  • AisStatus [Type: Integer, Default: 0]
    The AIS navigation status
    Accepted values:
    • 0 - Under Way Using Engine
    • 1 - At Anchor
    • 2 - Not Under Command
    • 3 - Restricted Maneuverability
    • 4 - Constrained By Her Draught
    • 5 - Moored
    • 6 - Aground
    • 7 - Engaged In Fishing
    • 8 - Under Way Sailing
    • 9 - Reserved for HSC
    • 10 - Reserved for WIG
    • 11 - Power Driven Vessel Towing Astern
    • 12 - Power Driven Vessel Pushing Ahead
    • 13 - Reserved
    • 14 - AIS-SART, MOB-AIS, EPIRB-AIS
    • 15 - Undefined


set-altitude
Immediate change to altitude of an entity. Ground entities will still ground clamp to the nearest terrain below the altitude they are set to.
  • altitude [Type: Real, Default: 0]
    Altitude in meters above sea level.
  • above_ground_level [Type: Boolean, Default: false]
    Indicates whether the altitude is above ground level or not. If false (the default), it is above sea level.


set-appearance
Controls the DIS/RPR FOM appearance flags.
  • appearance [Type: Integer, Default: 0]
    Bitfield for various appearance flags. See the DIS spec for values.


set-armed
Controls the armed/disarmed state of IED and warhead type objects.
  • armed [Type: Boolean, Default: false]
    True for armed, false for disarmed.


set-art-part
Set the state of an articulated part for an entity.
  • art_part_type [Type: Integer, Default: 0]
    The articulated part type enumeration.


param_values


set-assigned-transport
Scripted Set Command; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
  • vehicle [Type: String]
    Vehicle that the subject wil lbe assigned to.
  • unassign [Type: Boolean, Default: false]
    Set the subject to have no assigned vehicle.
  • applyToSubordinateUnits [Type: Boolean, Default: true]
    Set for self, then tell subordinates units.


set-attached
  • attach_to [Type: SimObject]
  • attach_mode [Type: Integer, Default: 0]


set-attention-grabbing
Scripted Set Command; SMS EntityLevel, found in folder Utility.
Sets the degree to which the entity draws attention from other entities. Entities that grab more attention will be looked at more frequently by human entities.
  • AttentionGrabbingLevel [Type: Integer, Default: 0]
    Indicates how much attention this entity should draw.


set-auto-launch-enabled
Controls the auto-launch capability of chaff/flare launchers. When enabled, chaff/flare will be deployed autonomously when missiles are detected.
  • auto_launch_enabled [Type: Boolean, Default: false]
    True for enabled, false for disabled.


set-callsign
Scripted Set Command; SMS EntityLevel, found in folder Utility.
  • Callsign [Type: String, Default: ""]


set-capability
Controls the DIS/RPR FOM capabilities flags.
  • capability [Type: Integer, Default: 0]
    Bitfield for various flags. See the DIS spec for values.


set-collision-avoid-types
Controls the types of objects that are used for collision avoidance for ground vehicles.
  • avoid_entities [Type: Boolean, Default: false]
    True for avoiding entities.
  • avoid_features [Type: Boolean, Default: false] (Aliases: avoid_buildings)


set-concealed
Controls the DIS/RPR FOM concealed flag.
  • concealed [Type: Boolean, Default: false]
    Value of the flag.


set-convoy-follow-target
Sets the entity immediately preceding this one in a convoy movement group.
  • target_to_follow [Type: SimObject]
    Target entity to follow.
  • distance_to_follow_at [Type: Real, Default: 20]
    Distance to follow target.
  • use_catch_up_speed [Type: Boolean, Default: true]
    Whether or not to use the catch-up-speed when out of proper position.


set-current-air-speed
  • speed [Type: Real, Default: 0]
  • air_speed_type [Type: Integer, Default: ground-speed]


set-current-speed
Immediately sets the current speed of the entity. If the ordered speed is not set to the same value, the entity will then speed up or slow down to reach the ordered speed.
  • speed [Type: Real, Default: 0]
    Speed in meters / second.


set-destroy
Sets an entity to be destroyed.


set-detonate
Controls the detonation parameters of a IED or other warhead type entity. Detonation fuzes can be set to either proximity or timed modes.
  • fuse_type [Type: Integer, Default: 4000]
    3000 = proximity fuze, 2000 = time based fuze
  • detonation_time [Type: Real, Default: 0]
    If time based fuze is used, this is the time in seconds from issuing of the set before detonation.
  • detonation_proximity [Type: Real, Default: 0]
    If proximity based fuze, this is the distance in meters within which an entity will trigger detonation.


set-di-guy-appearance
Sets a DI-Guy appearance for an entity that is DI-Guy enabled.
  • appearance [Type: String, Default: ""]
    The DI-Guy appearance string name.


set-di-guy-characteristics
Sets the appearance, hand item, head, and body size of a DI-Guy character.
  • appearance [Type: String, Default: ""]
    The DI-Guy appearance string name.
  • hand_item [Type: String, Default: ""]
    The DI-Guy hand item string name.
  • head [Type: String, Default: ""]
    The DI-Guy head string name.
  • body_weight [Type: Real, Default: 1]
    Indicates the relative body size of the character. 1.0 is the default size. The expected range is 0.5 - 2.0.


set-di-guy-hand-item
Sets the hand item held by a DI-Guy character.
  • hand_item [Type: String, Default: ""]
    The DI-Guy hand item string name.


set-di-guy-head
Sets the head appearance of a DI-Guy character.
  • head [Type: String, Default: ""]
    The DI-Guy head string name.


set-di-guy-nametag
  • characterName [Type: String, Default: ""]


set-di-guy-rank-patch
Sets the DI-Guy rank patch for a DI-Guy character.
  • rankPatch [Type: String, Default: 65535:255:65535]
    The value of the rank patch. This is a string consisting of 3 colon separated numbers (e.g. 22532) representing country, service, and patch respectively.


set-di-guy-unit-patches
Sets the DI-Guy rank unit patches for a DI-Guy character.
  • primaryUnitPatch [Type: String, Default: 65535:255:65535]
    The value of the primary unit patch. This is a string consisting of 3 colon separated numbers (e.g. 22532) representing country, service, and patch respectively.
  • secondaryUnitPatch [Type: String, Default: 65535:255:65535]
    The value of the secondary unit patch. This is a string consisting of 3 colon separated numbers (e.g. 22532) representing country, service, and patch respectively.


set-dismounted
Scripted Set Command; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Immediately cause the passengers on a vehicle to be outside the vehicle. Passengers will be ejected left and right of the vehicle, from nose to rear.
  • setback [Type: Real, Default: 0]
    Offset from front of vehicle.


set-dismounted-hq-section
Scripted Set Command; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Instantaneously cause passengers to be outside of the vehicle. Optionally, retain habitual mountees such as driver on the vehicle (default).
  • retainHabitualMountees [Type: Boolean, Default: true]
    Keep the Sergeant on the vehicle, etc.


set-embarkation-locked
  • locked [Type: Boolean, Default: false]


set-emergency-beacon
  • beacon_on [Type: Boolean, Default: false]


set-emitter
Turns on or off an emitter system on an entity.
  • emitter_id [Type: Integer, Default: 0]
    The ID of the emitter system. Typically numbered starting with 1 for the first emitter system on the entity.
  • system_on [Type: Boolean, Default: false]
    The new state (on or off) of the emitter system.


set-emitter-jam-targets
Sets the jamming target list for an emitter system on an entity.
  • emitter_id [Type: Integer, Default: 0]
    The ID of the emitter system. Typically numbered starting with 1 for the first emitter system on the entity. '0' can be used to address all emitter systems on the entity.
  • use_high_density [Type: Boolean, Default: false]
    Whether to use High-Density targeting mode. If true, 'track_jam_targets' is ignored.
  • track_jam_targets [Type: SimObjectList]
    List of entity names to jam.


set-emitter-track-targets
Sets the track target list for an emitter system on an entity.
  • emitter_id [Type: Integer, Default: 0]
    The ID of the emitter system. Typically numbered starting with 1 for the first emitter system on the entity. '0' can be used to address all emitter systems on the entity.
  • use_high_density [Type: Boolean, Default: false]
    Whether to use High-Density targeting mode. If true, 'track_jam_targets' is ignored.
  • track_jam_targets [Type: SimObjectList]
    List of entity names to track.


set-engagement-reporting-request
Enables or disables the sending of engagement reports.
  • engagement_reporting_turned_on [Type: Boolean, Default: false]
    If global_enabled_overriding_local is not true, this represents the local setting for enabling engagement reports. If global_enabled_overriding_local is true, this setting is ignored.
  • global_enabled_overriding_local [Type: Boolean, Default: true]
    If this value is true, the controller will enable or disable its engagement reports according to the global setting for the sim engine. If this value is false, the local setting specified by engagement_reporting_turned_on will be used.
  • use_global_receivers [Type: Boolean, Default: true]
    If true, engagement reports will be broadcast to all receivers.
  • engagement_reporting_receivers [Type: SimObjectList]
    The list of objects that should receive engagement reports.


set-engagement-results
Sets the engagement result for a unit.
  • engagement_results [Type: String, Default: ""]
    Text describing the result of the engagement.
  • expiration_time [Type: Real, Default: 0]
    The time at which this engagement result will expire. If 0, result will never expire.


set-engagement-rules
Sets the rules of engagement for an entity.
  • engagement_rules [Type: String, Default: ""]
    Accepted values:
    • "fire-at-will"
    • "fire-when-fired-upon"
    • "fire-when-in-engagement-zone"
    • "hold-fire"
    • "fire-only-if-on-target-priority-list"


set-engagement-zones
Sets the zones of engagement for an entity.
  • engagementZones [Type: SimObjectList]
    A table of UUIDs corresponding to the engagement zones of interest.


set-fighting-position
Scripted Set Command; SMS AggregateLevel, found in folder Tactical Graphics.
Set Fighting Position Attributes
  • checkLength [Type: Boolean, Default: false]
  • length [Type: Real, Default: 0]
  • checkLengthDefilade [Type: Boolean, Default: false]
  • lengthDefilade [Type: Real, Default: 0]
  • checkWidth [Type: Boolean, Default: false]
  • width [Type: Real, Default: 0]
  • checkHeight [Type: Boolean, Default: false]
  • height [Type: Real, Default: 0]
  • checkDepth [Type: Boolean, Default: false]
  • depth [Type: Real, Default: 0]
  • checkDepthHull [Type: Boolean, Default: false]
  • depthHull [Type: Real, Default: 0]
  • checkDepthTurret [Type: Boolean, Default: false]
  • depthTurret [Type: Real, Default: 0]
  • checkHeading [Type: Boolean, Default: false]
  • heading [Type: Real, Default: 0]
  • scriptedtask_version [Type: Real, Default: 1]


set-force
Changes the force of an entity.
  • force [Type: Integer, Default: 0]
    The force ID number to change to.
    Accepted values:
    • 1 = Friendly
    • 2 = Opposing
    • 3 = Neutral
    • Additional forces may be defined by the Simulation Model Set.


set-formation
Sets the formation for a unit. Causes the positions of the subordinates to immediately change to new locations.
  • formation_name [Type: String, Default: ""]
    The name of the formation. Formation names may be defined in the Simulation Object Editor for specific units. For example, "line", "column", "wedge", etc.


set-formation-type
Sets the desired formation for a unit. This changes the desired formation, but does not snap the entities to new locations.
  • formation [Type: String, Default: ""]
    The name of the formation. Formation names may be defined in the Simulation Object Editor for specific units. For example, "line", "column", "wedge", etc.


set-formatting-data
Sets several different display formatting settings for a tactical graphic.
  • color [Type: Table]
    The color to be used. Color is a table the keywords specified, i.e. {red = , green = , blue = , alpha = }
  • fill_style [Type: Integer, Default: 0]
    The fill style.
    Accepted values:
    • 0 - No fill
    • 1 - Solid fill
    • 2 - 94% fill
    • 3 - 88% fill
    • 4 - 63% fill
    • 5 - 50% fill
    • 6 - 37% fill
    • 7 - 12% fill
    • 8 - 6% fill
    • 9 - Horizontal lines
    • 10 - Vertical lines
    • 11 - Crossing lines
    • 12 - Diagonal lines
    • 13 - Reverse diagonal lines
    • 14 - Diagonal crossing lines
  • pen_style [Type: Integer, Default: 0]
    The pen style.
    Accepted values:
    • 0 - No pen
    • 1 - Solid line
    • 2 - Dashed line
    • 3 - Dotted line
    • 4 - Dash-dot line
    • 5 - Dash-dot-dot line
  • line_width [Type: Integer, Default: 0]
    The line width in pixels.
  • arrow_size [Type: Integer, Default: 0]
    The size of arrow heads in pixels.
  • arrow_frequency [Type: Integer, Default: 0]
    Where arrow heads should be drawn.
    Accepted values:
    • 0 - None
    • 1 - End of all segments
    • 3 - Last segment only
    • 5 - First and last segment only
  • arrow_style [Type: Integer, Default: 0]
    The style of the arrows.
    Accepted values:
    • 0 - Simple
    • 1 - Linear
    • 2 - Main
    • 3 - Simple last arrow reverse
    • 4 - Berm
  • overlay_parent [Type: String, Default: ""]
    The overlay assigned to this tactical graphic.


set-function-damage-status
Sets the damage status for individual entity functions.
  • fire_power_killed [Type: Integer, Default: 2]
    Indicates if the entity is fire power killed.
    Accepted values:
    • 0 - Not killed
    • 1 - Killed
    • 2 - No change
  • mobility_killed [Type: Integer, Default: 2]
    Indicates if the entity is mobility killed.
    Accepted values:
    • 0 - Not killed
    • 1 - Killed
    • 2 - No change
  • sensors_killed [Type: Integer, Default: 2]
    Indicates if the entity's sensors are killed.
    Accepted values:
    • 0 - Not killed
    • 1 - Killed
    • 2 - No change


set-ground-vehicle-lighting
  • left_indicator_lights_on [Type: Boolean, Default: false]
  • right_indicator_lights_on [Type: Boolean, Default: false]
  • emergency_lights_on [Type: Boolean, Default: false]
  • head_lights_on [Type: Boolean, Default: false]
  • tail_lights_on [Type: Boolean, Default: false]
  • brake_lights_on [Type: Boolean, Default: false]
  • blackout_lights_on [Type: Boolean, Default: false]
  • blackout_brake_lights_on [Type: Boolean, Default: false]
  • spot_lights_on [Type: Boolean, Default: false]
  • interior_lights_on [Type: Boolean, Default: false]


set-heading
Immediate change to an entities heading.
  • heading [Type: Real, Default: 0]
    The new heading, specified in radians clockwise from the reference direction specified by mode.
  • mode [Type: Integer, Default: 0]
    Specifed the reference direction used when applying the new heading.
    Accepted values:
    • 0 - True North. Used for setting true headings.
    • 1 - Host entity heading. If embarked, sets the heading relative to the heading of the entity it is embarked on.
    • 2 - Self heading. New heading will be current heading + specified value.
    • 3 - Magnetic North. Use for setting magnetic headings.


set-hide-occupants
Scripted Set Command; SMS EntityLevel, found in folder Utility.
Shows or hides the GUI generated (unpublished) occupants of a vehicle. Does not affect the visibility of published entities embarked on the vehicle.
  • hideOccupants [Type: Integer, Default: 0]


set-human-ground-clamp-fidelity
Scripted Set Command; SMS EntityLevel, found in folder Human.
Changes the fidelity of ground clamping performed by the entity. High fidelity is the default and means that the entity will be clamped using the terrain database. Low fidelity can only be used in Niavigation Areas and means the entity will be clamped using the navigation data.
  • groundClampFidelity [Type: Integer, Default: 2]
    The fidelity of ground clamping this entity performs as it moves
    Accepted values:
    • 0 - No change
    • 1 - High
    • 2 - Low
    • 3 - defaultindex=0


set-iff-request
Changes the IFF (Identify Friend or Foe) / Transponder settings for an entity that is configured with IFF. Note that code parameter values, including the default values given here, are in decimal--but they will be displayed as octal in the entity information panel.
  • system_on [Type: Boolean, Default: true]
  • system_operational [Type: Boolean, Default: true]
  • mode_1_on [Type: Boolean, Default: false]
  • mode_1_damage [Type: Boolean, Default: false]
  • mode_1_malfunction [Type: Boolean, Default: false]
  • mode_1_code [Type: Integer, Default: 0]
  • mode_2_on [Type: Boolean, Default: false]
  • mode_2_damage [Type: Boolean, Default: false]
  • mode_2_malfunction [Type: Boolean, Default: false]
  • mode_2_code [Type: Integer, Default: 2000]
  • mode_3_on [Type: Boolean, Default: false]
  • mode_3_damage [Type: Boolean, Default: false]
  • mode_3_malfunction [Type: Boolean, Default: false]
  • mode_3_code [Type: Integer, Default: 2000]
  • mode_4_on [Type: Boolean, Default: false]
  • mode_4_damage [Type: Boolean, Default: false]
  • mode_4_malfunction [Type: Boolean, Default: false]
  • mode_4_code [Type: Integer, Default: 4095]
  • alt_mode_4_value [Type: Integer, Default: 1]
  • mode_C_on [Type: Boolean, Default: false]
  • mode_C_damage [Type: Boolean, Default: false]
  • mode_C_malfunction [Type: Boolean, Default: false]
  • use_alt_mode_C [Type: Boolean, Default: false]
  • mode_s_tcas_i [Type: Boolean, Default: false]
  • mode_s_on [Type: Boolean, Default: false]
  • mode_s_damage [Type: Boolean, Default: false]
  • mode_s_malfunction [Type: Boolean, Default: false]
  • emergency [Type: Boolean, Default: false]
  • flash [Type: Boolean, Default: false]
  • sti [Type: Boolean, Default: false]
  • pin [Type: Integer, Default: 0]
  • mode_5_level_selection [Type: Boolean, Default: false]
  • unmanned_aircraft [Type: Boolean, Default: false]
  • message_formats_present [Type: Integer]
  • national_origin [Type: Integer]
  • navigation_source [Type: Integer]
  • figure_of_merit [Type: Integer]


set-iff2-request


mode_settings


set-individually-tasked
Scripted Set Command; SMS EntityLevel, found in folder Utility.
This is the inverse of set tasked by superior.It sets the subject to be independently tasked, which means "not tasked by superior."


set-invisible
  • invisible [Type: Boolean, Default: false]


set-invulnerable
Sets whether the specified object is invulnerable to damage caused by detonations.
  • invulnerable [Type: Boolean, Default: false]
    If true, entity is invulnerable from detonations.


set-lase-code
Sets the laser designator code for an entity.
  • target_designator_code [Type: Integer, Default: 0]
    The laser code. A four digit octal value from 0000 to 7777.


set-lase-information
Sets the power or wave length of a laser assigned to an entity. This set assumes one laser per entity. If there are more than one laser per entity it will affect all lasers.
  • power [Type: Real, Default: -1]
    The power of the laser in Watts.
  • wave_length [Type: Real, Default: -1]
    The wavelenth of the laser in microns.


set-lifeform-posture
Changes the posture of human entities. Note that the actual posture assumed by the entity will in some cases depend on how fast the entity is moving. For example, and entity told to "stand" may actually be "walking" if it is moving.
  • lifeform_posture [Type: String or Integer, Default: standing]
    Accepted values:
    • "standing"
    • "walking"
    • "running"
    • "kneeling"
    • "prone"
    • "crawling"
    • "swimming"
    • "parachuting"
    • "jumping"
    • "sitting"
    • "squatting"
    • "crouching"
    • "wading"
  • skip_transition [Type: Boolean, Default: false]


set-lifeform-weapon-state
Changes the weapon state of a human entity.
  • lifeform_weapon_state [Type: String or Integer, Default: no-weapon]
    Accepted values:
    • "no-weapon"
    • "weapon-stowed"
    • "weapon-deployed"
    • "weapon-in-fire-position"


set-load-entity
Causes the entity to immediately be embarked onto another entity. This is done in one of two ways. Either using pre-configured embarkation slots on the host entity, or overriding the slots and embarking at a specific position on the host entity.
  • parent [Type: SimObject] (Aliases: parent_name)
  • load_override [Type: Boolean, Default: false]
    If true, slots are ignored and load_override_position is used. If false, embarkation slots are used.
  • load_override_position [Type: VectorOffset3D, Default: {0.000000, 0.000000, 0.000000}]
    If load_override is used, this is the offset in meters from the parent entity's origin where the entity will be placed.
  • slot_number [Type: Integer, Default: 0]
  • appearance [Type: Integer, Default: 0]
  • orientation [Type: DtVector3D, Default: {0.000000, 0.000000, 0.000000}]
  • animation [Type: String, Default: ""]
  • slot_name [Type: String, Default: "*"]
  • slot_type [Type: String, Default: "*"]


set-loadout
Scripted Set Command; SMS AggregateLevel, found in folder Units.
Sets the loadout of the unit. Equipment and resources will be updated according to the predefined loadout settings.
  • LoadoutName [Type: String, Default: ""]
    The name of a predefined loadout


set-location
Immediately moves an object to a new location.
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    New location for the object.
  • keep_clamped [Type: Boolean, Default: false]


set-lock-embarkation
Scripted Set Command; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Cause the object to ignore disembark-entity.
  • lock [Type: Boolean, Default: false]
    Lock the embarkation state.


set-look-at-point
Controls where a human entity is looking.
  • look_at_point [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Fixed location at which the entity look.
  • target_object [Type: SimObject]
    Object at which the entity is looking.
  • looking_azimuth [Type: Real, Default: 0]
    Fixed azimuth at which the entity should look, relative to the entity's orientation, in radians.
  • looking_elevation [Type: Real, Default: 0]
    Fixed elevation at which the entity should look, relative to the entity's orientation, in radians.
  • look_at_type [Type: Integer, Default: 3]
    Type of look operation that should be performed.
    Accepted values:
    • 0 - Look at Point: Entity looks at the fixed location specified by look_at_point.
    • 1 - Look at Object: Entity looks at the object specified by target_object.
    • 2 - Look at Angle: Entity looks at the specified looking_azimuth and looking_elevation.
    • 3 - Cease Looking: Entity ceases looking at any targets.


set-manual-sensor-control
Indicates that manual control has been taken of a sensors aiming. Does not alter the sensor behavior, but can be checked by scripts to alter their behavior.
  • manual_control [Type: Boolean, Default: false]
    If true, sensor is under manual control.
  • sensor_field_of_view_id [Type: String, Default: ""]
    ID of the sensor field of view being manually controlled.


set-marking-text
Scripted Set Command; SMS AggregateLevel, found in folder Utility.
Sets the object name for the entity.
  • name [Type: String, Default: ""]
    The new name (marking text) for the entity


set-max-clutter-entities
Scripted Set Command; SMS EntityLevel, found in folder Utility.
  • MaximumEntities [Type: Integer, Default: 1000]
    Maximum entities the area will create


set-mounted-crew
Scripted Set Command; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Instantaneously mount vehicle team on its assigned transport.


set-mounted-hq-section
Scripted Set Command; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Instantaneously mount subordinates on transports. The first vehicle is for Platoon Leader and Radio Telephone Operator. The second vehicle is for Platoon Sergeant and Forward Observer.
  • transports [Type: SimObjectList]
    Vehicles to board.


set-mounted-platoon
Scripted Set Command; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Causes squads to receive "set-mounted" commands from the platoon. This sequence presumes the squads have been assigned a transport. See set request "Assign Transport".


set-mounted-squad
Scripted Set Command; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Instantaneously mount subordinates on their preassigned transports. This assumes that a set "Assign Transport" was previously issued.


set-mounted-team
Scripted Set Command; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Instantaneously mount subordinates on their preassigned transports. Assumes a set "Assigned Transport" was previously issued to the team.
  • slotNames [Type: String, Default: ""]
    Names of embarkation slots separated by ';'


set-navigation-preference
Determine what type of terrain the entity will avoid or prefer when navigating with Navigation Areas.
  • road_preference [Type: String, Default: "ignore-roads"]


set-notify-level
Changes the "Notify Level" for the entity. This is the level of warnings printed to the Object Console in VRF GUI.
  • notify_level [Type: Integer, Default: 0]
    The desired notify level. Each level includes all messages in lower levels.
    Accepted values:
    • 0 - Error
    • 1 - Warn
    • 2 - Info
    • 3 - Verbose
    • 4 - Debug


set-obstacle-to-ignore
Sets a new obstacle that a unit should ignore for movement purposes. The unit will continue to move through the obstacle, potentially suffering consequences as a result.
  • obstacle_to_ignore [Type: SimObject]
    The obstacle to be ignored.


set-orbit
Specifies the orbit of an entity that is following a Kepler orbit in space.
  • orbit_mode [Type: String, Default: "none"]
    The orbit mode of the entity.
    Accepted values:
    • 0 - None
    • 1 - Geostationary
    • 2 - Kepler
  • orbital_elements [Type: String, Default: [ / ]]
    Set of Kepler Orbital Elements describing an earth orbit specified as a string in the Two-Line Elements format. Line 1 is separated from Line 2 by a '/' (e.g. "/").
  • geostationary_longitude [Type: Real, Default: 0]
    The geostationary longitude.


set-ordered-altitude
Sets the ordered altitude in the entity's state. Only applicable to naval mines.
  • altitude [Type: Real, Default: 0]
    The desired altitude, in meters.
  • above_ground_level [Type: Boolean, Default: false]
    Whether the specified altitude is above ground level. If false, altitude is relative to sea level.
  • altitudeRequired [Type: Boolean, Default: false]


set-orientation
  • heading [Type: Real, Default: 0]
  • pitch [Type: Real, Default: 0]
  • roll [Type: Real, Default: 0]


set-preferred-trajectory-height
Sets the preferred height over the shooter and target of an indirect fire weapon's munition trajectory.
  • preferred_height [Type: Real, Default: 0]
    Preferred trajectory height, specified in meters above the shooter and target.


set-promote-from-clutter
Scripted Set Command; SMS EntityLevel, found in folder Utility.


set-radar-sensor-mode
Changes the mode of an emitter system.
  • radar_sensor_mode [Type: String, Default: ""]
    The name of the new mode. These names are specified in the OPE and sysdef files, and can be seen in VRF GUI dialog for this set.
  • radar_emitter_id [Type: Integer, Default: 0]
    The emitter system ID to be changed. Typically, 0 is the first emitter system on an entity, and the ID is incremented for each additional emitter system.


set-range-rings
Scripted Set Command; SMS AggregateLevel, found in folder Tactical Graphics.
Sets the number and spacing of the range rings for the tactical graphic.
  • NumRings [Type: Integer, Default: 0]
    The number of rings to display around the object
  • Spacing [Type: Real, Default: 0]
    The distance between each ring


set-reactive-task-cancel
Cancels a currently active reactive task. The task stays enabled.
  • script_id [Type: String, Default: ""]
    The script Id of the task to be cancelled.


set-reactive-task-disabled
Disables a reactive task so that it will no longer activate when its conditions are met.
  • script_id [Type: String, Default: ""]
    The script Id of the task to be disabled.
  • cancel_now [Type: Boolean, Default: false]
    If the task is currently active, cancels it.


set-reactive-task-enabled
Enables a reactive task so that it will activate when its conditions are met.
  • script_id [Type: String, Default: ""]
    The script Id of the task to be enabled.
  • parameters [Type: Table, Default: {}]
    A table setting the values of the task parameters for this reactive task.


set-reactive-task-priority
Changes the priority of the reactive task.
  • script_id [Type: String, Default: ""]
    The script Id of the reactive task.
  • reaction_priority [Type: Integer, Default: 0]
    The priority of the task. 1 is the highest priority.


set-reactive-task-table
Updates multiple reactive task settings. Contains a list of set-reactive-task-cancel, set-reactive-task-disabled, set-reactive-task-enabled, and set-reactive-task-priority messages.
  • set_messages [Type: Table]
    A list of reactive task setting messages.


set-refuel-point-enabled
  • art_part_type [Type: Integer, Default: 0]
  • refuel_point_enabled [Type: Boolean, Default: false]


set-remote-sensor
Scripted Set Command; SMS AggregateLevel.
Sets another entity to act as a remote sensor for this entity.
  • remoteSensor [Type: String]
    The object to act as a remote sensor for this entity


set-remote-sensor-receiver
Scripted Set Command; SMS AggregateLevel.
Sets another entity for which this entity will act as a remote sensor.
  • remoteSensorReceiver [Type: String]
    The object for which this entity should act as a remote sensor


set-resource
Changes the amount of a resource on an entity.
  • resource_name [Type: String, Default: ""]
    The full name (including any system qualifiers) of the resource to be changed.
  • value [Type: Real, Default: 0]
    The new quantity for the resource.


set-restore
Fully restores an entity, including health and all resources.


set-resupply-mode
  • resupply_mode [Type: Integer, Default: 0]
  • periodic_resupply_time [Type: Real, Default: 0]


set-road-driving-options
Scripted Set Command; SMS EntityLevel, found in folder Ground Movement.
Set preferences for road driving behavior.
  • useBreakdownLane [Type: Boolean, Default: false]
    Avoid road obstacles by using breakdown lane.
  • useOpposingLane [Type: Boolean, Default: false]
    Use opposing lane to go around road obstructions.


set-role
Scripted Set Command; SMS AggregateLevel, found in folder Units.
Set the role of the unit for the current mission.
  • Role [Type: Integer, Default: 1]


set-runway-active


condition


set-runway-arrestor-gear


condition


set-runway-conditions-surface


condition


set-runway-damaged


condition


set-scan-sector
Sets a new sector of responsibility for an entity.
  • scan_center [Type: Real, Default: 0]
    Center of the new sector, in radians clockwise from north.
  • scan_amount [Type: Real, Default: 0]
    The width of the sector, in radians.


set-sector-blanking
Scripted Set Command; SMS EntityLevel, found in folder Sensors.
Enables or disables sector blanking across a specified range.
  • EnableSectorBlanking [Type: Boolean, Default: true]
    Enables sector blanking
  • StartAzimuth [Type: Real, Default: 0]
    Sector blanking begins at this azimuth
  • StopAzimuth [Type: Real, Default: 0]
    Sector blanking ends at this azimuth


set-sensor-enabled
Enables or disables a sensor.
  • sensor_enabled [Type: Boolean, Default: true]
    Whether the sensor should be enabled or disabled.
  • sensor_name [Type: String, Default: ""]
    The name of the sensor to enable or disable. This is the name that is visible in the sensor tab of the object information panel (e.g. "ir-sensor").


set-sensor-field-of-view-color
Sets the color of a sensor field of view.
  • color [Type: Table] (Aliases: zoom_level)
    The color to be used for the sensor field of view.
  • sensor_field_of_view_id [Type: String, Default: ""]
    The ID of the sensor field of view being updated.


set-sensor-gimbal-lasing
Turns on or off lasing aimed at the location currently pointed to by the gimbaled sensor.
  • lasing_on [Type: Boolean, Default: false]
    Whether lasing should be enabled or disabled.


set-skill-level
  • Skill_level [Type: Integer, Default: 0]


set-sonar-depth
Sets the sonar sensor of an entity to a specified depth, or to retracted using "use_entity_depth".
  • depth [Type: Real, Default: 0]
    The depth to set the sonar to.
  • use_entity_depth [Type: Boolean, Default: true]
    If true, ignore "depth" and retract the sonar to detect / publish from the entity's depth.


set-speed
Sets a new ordered speed for an entity. Note that this is the ordered speed, and not the actual speed, so the entity will speed up/slow down to this speed, if it is capable.
  • speed [Type: Real, Default: 0]
    The new speed in meters / second.


set-speed-required
  • speed [Type: Real, Default: 0]
  • speedRequired [Type: Boolean, Default: false]


set-spot-reporting-request
Sets whether or not the entity will send spot reports based on entities it sees.
  • spot_reporting_turned_on [Type: Integer, Default: 0]
    0 = keep current setting, 1 = off, 2 = on, 3 = use global setting
  • use_global_receivers [Type: Boolean, Default: true]
    True to broadcast, false to set individual receivers
  • superiors_peers [Type: Boolean, Default: false]
  • spot_reporting_receivers [Type: SimObjectList]
    List of individual spot report receivers.


set-state-properties
Sets one or more state properties.
  • state_properties [Type: Table]
    A list of property names and values to be set.
  • replace [Type: Boolean, Default: false]
    If true, any properties specified in state_properties are completely replaced, or added if they do not exist. Otherwise a merge is attempted on the matching properties.
  • values_are_percentages [Type: Boolean, Default: false]
    Indicates that the specified values are between 0.0 and 1.0 and indicate a percentage of the maximum allowable amount. For this to work, there must be a matching parameter property whose name is prefixed by "Base-".
  • add_if_missing [Type: Boolean, Default: false]
  • properties [Type: String, Default: ""]
    Used by the GUI only. Should not be used in any other case.


set-stow-weapon
  • weaponId [Type: String, Default: ""]
  • stowed [Type: Boolean, Default: false]


set-subordinate-functions
Scripted Set Command; SMS EntityLevel, found in folder Utility.
set subordinate functions
  • subs [Type: SimObjectList]
    subs


set-superior
Specifies the entity's superior.
  • superior [Type: SimObject]
    The sim object that will be set as the entity's superior. If blank, the superior will be set to the force level object.


set-supplying
Enables or disables automatic resupplying of potential recipients in the AggregateLevel model.
  • supplying [Type: Boolean, Default: false]
    Indicates whether this unit is current supplying resources.


set-surface-vessel-lighting
  • anchor_lights_on [Type: Boolean, Default: false]
  • warning_lights_on [Type: Boolean, Default: false]
  • distress_beacon_on [Type: Boolean, Default: false]
  • flight_deck_lights [Type: Integer, Default: 0]
  • upper_deck_flood_lights_on [Type: Boolean, Default: false]
  • upper_deck_lights_on [Type: Boolean, Default: false]
  • horizon_bar_lights [Type: Integer, Default: 0]
  • glide_path_indicator_beam [Type: Integer, Default: 0]
  • wave_off_light_on [Type: Boolean, Default: false]
  • not_under_command_lights_on [Type: Boolean, Default: false]
  • ram_lights_on [Type: Boolean, Default: false]
  • fishing_with_lines_lights_on [Type: Boolean, Default: false]
  • fishing_with_nets_lights_on [Type: Boolean, Default: false]
  • mine_hunting_lights_on [Type: Boolean, Default: false]
  • running_lights_on [Type: Boolean, Default: false]
  • spot_lights_on [Type: Boolean, Default: false]
  • interior_lights_on [Type: Boolean, Default: false]


set-surrender
Sets the surrendered state of an entity.
  • surrender [Type: Boolean, Default: false]
    True for surrendered, false for not surrendered.


set-sync-laser-code
Instructs and entity to synchronize its laser designator code with another entity. After this, both entities will have the same laser code set.
  • entity [Type: SimObject] (Aliases: entity_name)


set-systems-enabled
Sets the enabled field to true or false for a system that can be disabled.
  • system_name [Type: String, Default: ""]
    The internal name of the system
  • system_enabled [Type: Boolean, Default: false]
    True for enabled, false for disabled


set-tacan-transmitter
Scripted Set Command; SMS EntityLevel, found in folder Utility.
Set the TACAN transmitter's operational status and channel.
  • idCode [Type: String, Default: ""]
    The identification code of the transmitter
  • pulseModulation [Type: Integer, Default: 2]
  • operationalStatus [Type: Integer, Default: 0]
    operational status of the transmitter (on/off)
    Accepted values:
    • 0 - defaultindex=0
    • 1 - No change
    • 2 - Off
    • 3 - On
    • 4 - invalidifselected=0
  • channel [Type: Integer, Default: 1]
    The frequency channel to transmit on


set-tanker-lighting
  • refueling_station_1_lights_on [Type: Boolean, Default: false]
  • refueling_station_1_lights_color [Type: Integer, Default: -1]
  • refueling_station_1_lights_flashing [Type: Boolean, Default: false]
  • refueling_station_1_day_night [Type: Integer, Default: -1]
  • refueling_station_2_lights_on [Type: Boolean, Default: false]
  • refueling_station_2_lights_color [Type: Integer, Default: -1]
  • refueling_station_2_lights_flashing [Type: Boolean, Default: false]
  • refueling_station_2_day_night [Type: Integer, Default: -1]
  • refueling_station_3_lights_on [Type: Boolean, Default: false]
  • refueling_station_3_lights_color [Type: Integer, Default: -1]
  • refueling_station_3_lights_flashing [Type: Boolean, Default: false]
  • refueling_station_3_day_night [Type: Integer, Default: -1]
  • nvg_mode [Type: Integer, Default: -1]


set-target
Sets the current target for the entity. Note that this target may be cleared by the entity if the specified target is not currently known to the sensors of the entity.
  • target [Type: SimObject]
    Target entity.


set-target-priority-list
Sets the target priority list field.
  • target_priority_list [Type: TargetTargetList]
    Table containing sim objects and their target priorities. Each entry in the table is also a table, with two entries "target" and "priority". The target is a simObject, and the priority is a number from 0-100. Higher numbers mean a higher priority.
    For example, { {target = <simObject1>, priority = 1}, {target = <simObject2>, priority = 99}}.
  • target_priority_list_modification_type [Type: Integer, Default: 0]
    An integer that defines how to modify the priority list of the entity.
    Accepted values:
    • 0 - Overwrite: Overwrites previous target priority list with given one. Previous values are lost.
    • 1 - Clear: Clears target priority list and ignores the given target priority list.
    • 2 - Append: Appends given target priority list with current one. Any conflicting values will favor the given target priority list.


set-tasked-by-superior
Specifies whether or not this entity should consider itself being tasked by its superior, vs. independently tasked by something other than its superior. Normally this status is automatically set when a subordinate is tasked directly from the GUI, or sent a task by an entity not its superior, and then reset when that task is complete.
  • isTaskedBySuperior [Type: Boolean, Default: true]
    True if setting to be tasked by superior, False if setting to independently tasked.


set-tracer-use
Enables or disables the use of tracers for all of the entity's weapons.
  • use_tracers [Type: Boolean, Default: true]
    Indicates whether tracers should be enabled or disabled.


set-undercarriage
  • onoff [Type: Boolean, Default: false]


set-undetectable
  • undetectable [Type: Boolean, Default: false]


set-unload-entity
Immediate disembark on an entity from the entity it is embarked on.
  • unload_position [Type: VectorOffset3D, Default: {0.000000, 0.000000, 0.000000}]
  • appearance [Type: Integer, Default: -1]


set-unloaded
Scripted Set Command; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.


set-urgency
Scripted Set Command; SMS EntityLevel, found in folder Utility.
Sets the entity's urgency level.
  • urgency [Type: Integer, Default: 3]


set-vertices
For objects with multiple vertices, such as routes and areas, sets the location of the object's vertices,
  • vertices [Type: VectorList, Default: {}]
    A list of vertex locations.


set-warhead-info
Initializes the warhead for a munition. Usually sent automatically when a munition object is launched.
  • warhead [Type: Integer, Default: 0]
    The warhead type. This value is from the SISO enumerations reference document.
  • fuze [Type: Integer, Default: 0]
    The fuse type. This value is from the SISO enumerations reference document.
  • attacker [Type: SimObject]
    The sim object that launched this munition.
  • event_id [Type: String, Default: ""]
    The DIS/RPR event ID for the firing of this munition.
  • target [Type: SimObject] (Aliases: target_name)
    The intended target sim object. Only required if the warhead is intended to detonate on proximity to the target.
  • target_location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The location targeted by the munition. Only required if the warhead is intended to detonate on proximity to the location.
  • laser_code [Type: Integer, Default: 0]
    The laser code of the laser designator the munition is targeting. Only required if the warhead is intended to detonate on proximity to a lased location.
  • detonation_time [Type: Real, Default: 0]
    Indicates the detonation time for warheads using a timed fuse.
  • detonation_proximity [Type: Real, Default: 0]
    Proximity from the target at which the warhead should detonation.
  • detonation_altitude [Type: Real, Default: 0]
    Indicates the altitude at which the munition should detonate during descent.
  • predetermined_hit [Type: Boolean, Default: false]
    Indicates that it has already been predetermined if this munition hits or misses.
  • hits_target [Type: Boolean, Default: false]
    If predetermined_hit is true, specifies whether the munition should hit the target.


set-width
Sets the width of the object.
  • width [Type: Real, Default: 0]
    The desired width, in meters.


set-zoom-sensor
Set the zoom level of a gimbaled sensor.
  • zoom_level [Type: Real, Default: 1]
    The requested zoom level.
  • sensor_field_of_view_id [Type: String, Default: ""]
    ID of the sensor field of view being zoomed.


set_airbase_state_property
Scripted Set Command; SMS EntityLevel, found in folder Aircraft/Takeoff and Land.


Airbase


set_assign_aircraft
Scripted Set Command; SMS AggregateLevel, found in folder Air Base.
Sets the number of each type of aircraft at the base.If the "Clear" box is checked, then any aircraft type notlisted will be cleared from the base.Otherwise, this Set only affects the aircrafttypes listed.


aircraft
  • setAsCurrent [Type: Boolean, Default: false]


set_automatically_close_doors
Scripted Set Command; SMS EntityLevel, found in folder Human.
If enabled, humans who enter doors will automatically close them behind them when no other entity is following.
  • close_doors [Type: Integer, Default: 0]


set_clear_range_rings
Scripted Set Command; SMS AggregateLevel, found in folder Tactical Graphics.
Clears range rings around the bullseye.


set_close_car_door
Scripted Set Command; SMS EntityLevel, found in folder Civilian Vehicle.
Closes the specified door of a car.
  • Door [Type: Integer, Default: 0]
    The door to be closed
    Accepted values:
    • 0 - Front Left
    • 1 - Front Right
    • 2 - Rear Left
    • 3 - Rear Right


set_command_detonate
Scripted Set Command; SMS EntityLevel, found in folder Tactical Graphics.


set_display_100_nm_range_rings
Scripted Set Command; SMS AggregateLevel, found in folder Tactical Graphics.
Displays range rings around the bullseye up to 100 NM.


set_display_200_nm_range_rings
Scripted Set Command; SMS AggregateLevel, found in folder Tactical Graphics.
Displays range rings around the bullseye up to 200 NM.


set_display_70_nm_range_rings
Scripted Set Command; SMS AggregateLevel, found in folder Tactical Graphics.
Displays range rings around the bullseye up to 70 NM.


set_freeze_fuel_levels
Scripted Set Command; SMS EntityLevel, found in folder Utility.
Sets an object to freeze its fuel levels.
  • freezeFuelLevels [Type: Integer, Default: 0]
    Whether the object should have its fuel levels frozen
    Accepted values:
    • 0 - No change
    • 1 - Yes
    • 2 - No


set_freeze_movement
Scripted Set Command; SMS EntityLevel, found in folder Utility.
Sets an object to freeze its movement.
  • freezeMovement [Type: Integer, Default: 0]
    Whether the object should have its movement frozen
    Accepted values:
    • 0 - No change
    • 1 - Yes
    • 2 - No


set_freeze_munition_levels
Scripted Set Command; SMS EntityLevel, found in folder Utility.
Sets an object to freeze its munition levels.
  • freezeMunitionLevels [Type: Integer, Default: 0]
    Whether the object should have its munition levels frozen
    Accepted values:
    • 0 - No change
    • 1 - Yes
    • 2 - No


set_has_drag_chute
Scripted Set Command; SMS AggregateLevel, found in folder Units.
Sets whether an air unit is equipped with drag chutes for landing on shorter runways.
  • HasDragChute [Type: Integer, Default: 0]


set_height
Scripted Set Command; SMS AggregateLevel, found in folder Dynamic Terrain.
Set a linear deformation's Height
  • height [Type: Real, Default: 0]


set_initialize_spider_web
Scripted Set Command; SMS AggregateLevel, found in folder Tactical Graphics.
  • Radius [Type: Real, Default: 1000]
    The radius of the spider web
  • DistanceBetweenRings [Type: Real, Default: 200]
    The distance between spider web rings
  • NumberOfSpokes [Type: Integer, Default: 8]
    Number of spokes in the spider web
  • AttachTo [Type: String]
    The object to attach this spider web to, if any
  • Color [Type: Table]
    The color of the spider web graphic


set_landcover
Scripted Set Command; SMS EntityLevel, found in folder Dynamic Terrain.
Set a linear deformation's Landcover
  • landcover [Type: String, Default: ""]


set_light_mode
Scripted Set Command; SMS EntityLevel, found in folder Aerodrome.
Set the state of the aerodrome lighting conditions. This does not reflect the current state
  • mode [Type: Integer, Default: 0]


set_maneuver_parameters
Scripted Set Command; SMS EntityLevel, found in folder Examples/Air Units.
Unsupported prototype!Set ordered bank angle.
  • bankAngle [Type: Real, Default: 0.7853981633974]
    Bank angle for turns


set_markings
Scripted Set Command; SMS EntityLevel, found in folder Utility.
Set visual markings on vehicle. Only works if 3D visual model is configured for variable markings.
  • markings [Type: StringVector]


set_navigation_priority
Scripted Set Command; SMS EntityLevel, found in folder Navigation.
Sets an object's navigation priority
  • navigationPriority [Type: Integer, Default: 0]
    Determines how quickly a path will be found
    Accepted values:
    • 0 - No change
    • 1 - Low Priority
    • 2 - High Priority


set_open_car_door
Scripted Set Command; SMS EntityLevel, found in folder Civilian Vehicle.
Opens the specified door of a car.
  • Door [Type: Integer, Default: 0]
    The door to be opened
    Accepted values:
    • 0 - Front Left
    • 1 - Front Right
    • 2 - Rear Left
    • 3 - Rear Right


set_ordered_air_formation
Scripted Set Command; SMS EntityLevel, found in folder Examples/Air Units.
Unsupported prototype!Sets formation name, spacing, and mirrored side.
  • formationName [Type: String, Default: ""]
  • isFlipped [Type: Boolean, Default: false]
    Use the left-right mirror image of this formation
  • spacing [Type: Real, Default: 0]
    Distance between leader and closest follower. 0 means use default


set_ordered_formation
Scripted Set Command; SMS EntityLevel, found in folder Maneuver Warfare/Movement.
Tell the unit what formation to use, without causing instantaneous 'snap to' effect.
  • formation [Type: String, Default: ""]
  • applySubordinateFormations [Type: Boolean, Default: true]
    Tell subordinates to use their assigned formation specified in the unit formation template.


set_pitch
Scripted Set Command; SMS EntityLevel, found in folder Utility.
  • pitch [Type: Real, Default: 0]


set_point_location
Scripted Set Command; SMS AggregateLevel, found in folder Tactical Graphics.
Sets the location of a control point.
  • newLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The new location for the graphic


set_resolution
Scripted Set Command; SMS AggregateLevel, found in folder Dynamic Terrain.
Set a linear deformation's resolution
  • resolution [Type: Real, Default: 1]


set_role_name
Scripted Set Command; SMS AggregateLevel, found in folder Units.
Sets the role of the air unit, but uses the string name directly.
  • role [Type: String, Default: ""]
    String indicating the unit's role


set_runway_light_conditions
Scripted Set Command; SMS EntityLevel, found in folder Aerodrome.
Set the state of the aerodrome lighting conditions. This does not reflect the current state
  • runway [Type: String, Default: ""]
  • condition [Type: Integer, Default: 0]


set_stow_hand_item
Scripted Set Command; SMS EntityLevel, found in folder Human.
Stows the item currently in the character's hand.
  • StowItem [Type: Integer, Default: 0]
    Whether hand item should be stowed or drawn.
    Accepted values:
    • 0 - No change
    • 1 - Yes
    • 2 - No


set_tdl_messaging
Scripted Set Command; SMS AggregateLevel, found in folder TDL.
Sets whether TDL messaging is on or off for a unit.
  • tdlon [Type: Integer, Default: 2]
    Whther TDL messaging should be enabled or disabled
    Accepted values:
    • 0 - Off
    • 1 - On
    • 2 - Use Global Setting


set_width
Scripted Set Command; SMS AggregateLevel, found in folder Dynamic Terrain.
Set a linear deformation's width
  • width [Type: Real, Default: 0]


snap-into-formation
Changes the formation of a unit, and immediately snaps the subordinates into the new formation.
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    New location for the center of the formation.
  • heading [Type: Real, Default: 0]
    Heading for the formation, if apply_heading is true.
  • formation_name [Type: String, Default: ""]
    The name of the formation. This is unit dependent, but typically formations named "line", "column", "wedge", and "vee" are defined. Additional formations may be defined in the Simulation Object Editor for specific units, and those names may be used here.
  • apply_heading [Type: Boolean, Default: true]
    If true, heading is used, otherwise current heading is preserved.


suspend-crew
Scripted Set Command; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
This script is executed on squads when a behavior wants to suppress vehicle crews from participating in squad-level move-into-formation, turn-to-heading, etc. This is typically used when squads are dismounted from their vehicles.
  • suspended [Type: Boolean, Default: true]
    True suspend the vehicle crew.
  • subfunction [Type: String, Default: ""]
    Subordinate function to suspend (optional).


tactical_graphic_color
Scripted Set Command; SMS AggregateLevel, found in folder Tactical Graphics.
Sets the color of a tactical graphic.
  • color [Type: Table]
    The desired color


tactical_graphic_overlay
Scripted Set Command; SMS AggregateLevel, found in folder Tactical Graphics.
Sets the overlay assigned to a tactical graphic.
  • overlay [Type: String, Default: ""]
    The overlay to be assigned to the tactical graphic


tdl-messaging-request
Sets TDL Messaging on or off.
  • tdl_messaging_turned_on [Type: Integer, Default: 0]
    Whether TDL messaging should be turned on or off.
    Accepted values:
    • 0 - Keep current setting
    • 1 - Off
    • 2 - Only
    • 3 - Use the global setting


unit-set-iff-changer
Scripted Set Command; SMS EntityLevel, found in folder Utility.
Given a path to a comma-delimited file containing an IFF code changing schedule, send subordinates a message that enables their 'IFF Code Changer' reactive task, and instructs them to use the table.
  • iffCodeTablePath [Type: String, Default: "../data/simulationModelSets/EntityLevel/extra/iff-codes.csv"]
    Filepath to comma-delimited file containing IFF code schedule.


unit-set-road-driving-options
Scripted Set Command; SMS EntityLevel, found in folder Ground Movement.
Set the road driving options for subordinates.
  • useBreakdownLane [Type: Boolean, Default: false]
    Allow breakdown lane to pass.
  • useOpposingLane [Type: Boolean, Default: false]
    Allow opposing lane to pass.



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