VR-Forces 5.1.1 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 C++ task names, and the arguments each one accepts. C++ tasks 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: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", {}).


activate_jammer
Scripted Task; SMS AggregateLevel, found in folder Units.
Activates the jammer.


aggregate-follow
Scripted Task; SMS AggregateLevel, found in folder Movement.
Tasks a unit to follow another entity at a given distance.
  • entityToFollow [Type: String]
    Sim object to be followed
  • followDistance [Type: Real, Default: 0]
    Distance behind entity to maintain


air-navigate-to-location
Scripted Task; SMS AggregateLevel, found in folder Navigation.
This task is primarily for use by other scripted tasks. It is not designed for end user use in scenarios.Plan a path to the given destination and move there. The path is planned around the given non-traversable features. These features are described by a type and by a constraint expression on the feature parameters (e.g. min-depth parameter < D). The path maintains the given buffer distance from the features.
  • destination [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location to navigate to
  • obstacleQuery [Type: String, Default: ""]
    A constraint expression defining which features of the given type the path will avoid
  • pathQuery [Type: String, Default: ""]
  • buffer [Type: Real, Default: 0]
    Distance that the path will stay away from the non-traversable feature.
  • displayRoute [Type: Boolean, Default: false]
    Display calculated route in GUI
  • query [Type: String, Default: ""]
  • terrainClamp [Type: Boolean, Default: false]
    Clamps the resulting route to the terrain.
  • heightAboveTerrain [Type: Real, Default: 0]
    Clamps to terrain at offset.


air-navigate-to-waypoint
Scripted Task; SMS AggregateLevel, found in folder Navigation.
This task is primarily for use by other scripted tasks. It is not designed for end user use in scenarios.Plan a path to the given destination and move there. The path is planned around the given non-traversable features. These features are described by a type and by a constraint expression on the feature parameters (e.g. min-depth parameter < D). The path maintains the given buffer distance from the features.
  • destinationObject [Type: String]
  • obstacleQuery [Type: String, Default: ""]
    A constraint expression defining which features of the given type the path will avoid
  • pathQuery [Type: String, Default: ""]
  • buffer [Type: Real, Default: 0]
    Distance that the path will stay away from the non-traversable feature.
  • displayRoute [Type: Boolean, Default: false]
    Display calculated route in GUI
  • query [Type: String, Default: ""]
  • terrainClamp [Type: Boolean, Default: false]
    Clamps the resulting route to the terrain.
  • heightAboveTerrain [Type: Real, Default: 0]
    Clamps to terrain at offset.


air-to-air_attack
Scripted Task; SMS AggregateLevel, found in folder Units.
Tasks an air unit to engage another air unit.
  • target [Type: String]
    The air unit to be targeted
  • maxEngagementDistance [Type: Real, Default: 0]
    Will only fire when within this range of the target. A value of 0 means that the maximum weapon range is used.


air_drop
Scripted Task; SMS EntityLevel, found in folder Aircraft/Air Mobile Operations.
Causes an aircraft to disembark selected paratrooper entities and have them parachute towards a target simulation object or location. The paratrooper tries to land as close to the target as it can given the altitude at which it disembarks and the distance to the target. If it cannot reach the target before it lands, the entity walks towards the target after it lands.
  • targetObject [Type: String]
  • musterPoint [Type: String]
  • targetLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
  • entitiesToDrop [Type: SimObjectList, Default: "Lifeforms"]
  • timeBetweenDrops [Type: Real, Default: 10]
  • deployParachuteAltitude [Type: Real, Default: 300]
  • deployAltIsAgl [Type: Boolean, Default: true]
    When checked, the deploy altitude will be above ground level. When unchecked, it is above Sea Level.
  • dropRoute [Type: String]
    Aircraft will fly along this route while dropping entities.


aircrafthold
Scripted Task; SMS EntityLevel, found in folder Aircraft/Pattern Flight.
Enter a standard hold pattern, using direct, parallel, or teardrop entry as appropriate.
  • fixPoint [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Fix point for the holding pattern.
  • heading [Type: Table]
    Heading of the pattern. Relative to True or Magnetic north.
  • speed [Type: Real, Default: 300]
    Speed to fly while holding.
  • altitude [Type: Real, Default: 5000]
    Altitude to fly while holding.
  • direction [Type: Integer, Default: 1]
    Direction of turns in the holding pattern.
    Accepted values:
    • 0 - defaultindex=0
    • 1 - Right
    • 2 - Left
  • useTangentEntry [Type: Boolean, Default: false]
    Enter pattern by flying to a tangent point on either the inbound or outbound turn circles.
  • releaseTime [Type: Integer, Default: 0]
  • pattern_type [Type: Integer, Default: 0]
  • timeValue [Type: Integer, Default: 60]
    The time to fly the inbound and outbound legs.
  • pattern_type [Type: Integer, Default: 0]
  • length [Type: Real, Default: 6000]
    Length of the pattern
  • width [Type: Real, Default: 3000]
    Width of the pattern
  • refuelTasking [Type: Boolean, Default: false]


aircrafthold_waypoint
Scripted Task; SMS EntityLevel, found in folder Aircraft/Pattern Flight.
Enter a standard hold pattern, using direct, parallel, or teardrop entry as appropriate. If Use Tangent Entry is set, the entry will be tangent to one of the turn circles.
  • fix [Type: String]
    Fix point for the holding pattern.
  • heading [Type: Table]
    Heading of the pattern. Using True or Magnetic bearing.
  • speed [Type: Real, Default: 300]
    Speed to fly while holding.
  • altitude [Type: Real, Default: 5000]
    Altitude to fly while holding.
  • direction [Type: Integer, Default: 1]
    Direction of turns in the holding pattern.
    Accepted values:
    • 0 - defaultindex=0
    • 1 - Right
    • 2 - Left
  • useTangentEntry [Type: Boolean, Default: false]
    Enter pattern by flying to tangent point on a turn circle.
  • pattern_type [Type: Integer, Default: 0]
  • time [Type: Integer, Default: 60]
  • pattern_type [Type: Integer, Default: 0]
  • length [Type: Real, Default: 6000]
  • width [Type: Real, Default: 1000]


airdrop_along_route
Scripted Task; SMS EntityLevel, found in folder Aircraft/Air Mobile Operations.
Flies the selected route and drops entities along the way at the time interval specified either using a particular order or unordered. ** Note: if dropping units the option to drop using orderd drop slots is not valid.
  • timeBetweenDrops [Type: Real, Default: 1]
    The time in seconds between drop orders for the entities to be dropped.
  • dropRoute [Type: String]
    The route to fly while dropping entities
  • useDropSlots [Type: Boolean, Default: false]
    Whether to drop the entities in a particular order
  • dropOrders [Type: Integer, Default: 1]
    The number of orders to drop (e.g. 1, 2, 3 or so on)


airdrop_from_aircraft
Scripted Task; SMS EntityLevel, found in folder Aircraft/Air Mobile Operations.
Tasks a airdrop capable entity or unit to drop from an aircraft in concert with the aircraft's airdrop task.
  • deployAtElapsedTime [Type: Boolean, Default: false]
    Deploy the parachute after an elapsed time after exiting the aircraft instead of at a predetermined altitude
  • elapsedTimeToDeploy [Type: Real, Default: 0]
    The time after leaving the aircraft to deploy the parachuted
  • deployParachuteAltitude [Type: Real, Default: 300]
    The mean sea level (MSL) altitude to deploy the parachute
  • deployAltIsAgl [Type: Boolean, Default: false]
    Whether the altitude is above ground level (AGL) instead of mean sea level (MSL)
  • cargoParachuteType [Type: Integer, Default: 0]
    G-11 is the type, and the number in paranthesis is the quantity
    Accepted values:
    • 0 - No change
    • 1 - defaultindex=0
    • 2 - G-11 (1)
    • 3 - G-11 (2)
    • 4 - G-11 (3)
  • targetLocation [Type: String]
  • slotForDrop [Type: Integer, Default: 1]
    The order in which to drop


angrycrowd
Scripted Task; SMS EntityLevel, found in folder Examples.
Let's you build angry crowds for DI-Guys. Only works with male and female adult civilians and crowd civilians. Male and female civilians have 4 angry animations. 10 repetitions takes about 1:15 min. Male and female civilian crowd entities have 7 angry animations. 10 repetitions takes about 3 min.
  • taskRepetitions [Type: Integer, Default: 10]
    The number of tasks to execute. Each task takes 2-5 seconds. So 20 repetitions is about one minute.
  • randomness [Type: Integer, Default: 0]
    Sequential from starting task picks a task at random and then executes each task in order. Random picks tasks randomly.


animate_with_references
Scripted Task; SMS EntityLevel, found in folder Examples.
This uses the built in "Animated Movement" task of VRF, but allows specification of a reference point, orientation, and theta inclination in addition to the animation movement model.
  • animationName [Type: String, Default: ""]
  • referenceObject [Type: String]
  • referenceHeading [Type: Real, Default: 0]
  • referenceTheta [Type: Real, Default: 0]
    Reference pitch angle with respect to the earth's tangent plane.


animated-movement-task
Scripted Task; SMS EntityLevel, found in folder Ground Movement.
Move the entity using a defined animation path in place of its standard movement dynamics.
  • animation_model [Type: String, Default: ""]
    The model to use to move the entity
  • reference_point [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
  • reference_heading [Type: Real, Default: 1000.000357564]
    The reference heading for the animation. If this value is greater than 360 degrees, the entity heading is used instead.
  • time_scale [Type: Real, Default: 1]
    The time scale to use to speed up/slow down animation
  • clamp_type [Type: Integer, Default: 0]
  • completion_rule [Type: Integer, Default: 0]
  • transition_speed [Type: Real, Default: 0]
  • reference_theta [Type: Real, Default: 0]
    Reference pitch angle with respect to the earth's tangent plane.
  • force_automatic_orientation [Type: Boolean, Default: false]
    If checked, animations that normally use explicit in-flight orientation witll instead use calculated orientation.


arm_mine_at_depth
Scripted Task; SMS EntityLevel, found in folder Naval Warfare/Mines.
Sets the depth to which the mine will descend and wait, and sets its trigger to the given target types, hostility, and proximity. The mine is armed after the given delay after it reaches its depth.
  • mine_depth [Type: Real, Default: 0]
    Depth to which mine will sink and wait.
  • explode_within_radius [Type: Real, Default: 10]
    Radius in which the mine will explode when an entity is sensed
  • arm_time [Type: Integer, Default: 0]
    The time delay before the mine is armed, after it reaches the specified depth.
  • targets [Type: StringVector]
    What types of entities will trigger the mine.
  • hostile_only [Type: Boolean, Default: true]
    Whether only hositle entities can trigger the mine.


assign_to_qra
Scripted Task; SMS AggregateLevel, found in folder Air Base.
Prepares aircraft at an air base for Quick Reaction Alert.
  • type [Type: String, Default: 11:2:225:9:1:3:3]
    The type of aircraft to prepare for QRA
  • loadout [Type: String, Default: "Intercept"]
    The name of the loadout the QRA aircraft should be given
  • startTime [Type: Real, Default: 0]
    The time when the aircraft starts QRA status
  • responseTimeCategory [Type: Integer, Default: 4]
    Level of QRA to set


attack_air_base
Scripted Task; SMS AggregateLevel, found in folder Units.
This task causes a unit to move along an ingress route, move to a target point, make HE attack(s) against an air base, and then move along the egress route. The unit attacks with each different HE ammunition type in succession. With each ammo type, the unit expends all of its ammunition. There is a 30-second delay between attacks with different ammunition types as the unit prepares to re-attack.
  • targetAirBase [Type: String]
    Air base to be targeted in this attack
  • targetPart [Type: Integer, Default: 0]
    The part of the air base to target
    Accepted values:
    • 0 - No Specific Part
    • 1 - Buildings
    • 2 - Apron
    • 3 - Runway
  • ingressRoute [Type: String]
    Route to fly to target area
  • egressRoute [Type: String]
    Route to fly away from target (before RTB)


attack_aircraft
Scripted Task; SMS EntityLevel, found in folder Aircraft/Combat.
  • Target [Type: String]
    The aircraft to attack


attack_aircraft_with_guns
Scripted Task; SMS EntityLevel, found in folder Aircraft/Combat.
Fly toward the target aircraft and when within range, shoot guns at it; then break off.
  • target [Type: String]
    Target aircraft entity


attack_target
Scripted Task; SMS AggregateLevel, found in folder Units.
Change posture and move into attack range of the given target.
  • target [Type: String]
    The target of the attack
  • changePosture [Type: Boolean, Default: false]
    Change posture before moving to attack
  • newPosture [Type: Integer, Default: 0]


attack_with_antiair_missile
Scripted Task; SMS AggregateLevel, found in folder Units.
Attacks the given target aircraft with one or more anti-air missiles.
  • targetEntity [Type: String]
    The air unit to target
  • numMissiles [Type: Integer, Default: 1]
    The number of missiles to fire at the target


attack_with_antiship_missile
Scripted Task; SMS AggregateLevel, found in folder Units.
Attacks the given target ship with one or more anti-ship missiles.
  • targetShip [Type: String]
    The ship to be targeted
  • numMissiles [Type: Integer, Default: 1]
    The number of missiles to fire at the target


attack_with_land-attack_missile
Scripted Task; SMS AggregateLevel, found in folder Units.
Attacks the given target with one or more land-attack missiles.
  • targetEntity [Type: String]
    The entity to be targeted
  • numMissiles [Type: Integer, Default: 1]
    The number of missiles to fire at the target


attack_with_torpedo
Scripted Task; SMS AggregateLevel, found in folder Units.
Attacks the given target ship with one or more torpedoes.
  • targetShip [Type: String]
    The ship to be targeted
  • numTorpedoes [Type: Integer, Default: 1]
    The number of torpedoes to fire at the target


automatic_air_defense
Scripted Task; SMS AggregateLevel, found in folder Units.
Automatically engages enemy aircraft within the given engagement area with anti-air missiles. It will fire any anti-air weapon system that the entity has that can reach the target.This task is enabled by an anti-air weapon system.
  • engagementArea [Type: String]
    Target AC must be in this area to be engaged.


automatic_headlights
Reactive Task (can't assign); SMS EntityLevel, found in folder Ground Movement.
Turn headlights and taillights on and off based on local lighting conditions.
  • reactivetask_priority [Type: Integer, Default: 5]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: false]
    Whether or not this reactive task is enabled


automatic_jamming
Reactive Task (can't assign); SMS EntityLevel, found in folder Jammer.
Automatically performs jamming on tracked emitters.
  • reactivetask_priority [Type: Integer, Default: 5]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: false]
    Whether or not this reactive task is enabled


automatic_look
Reactive Task (can't assign); SMS EntityLevel, found in folder Human.
Periodically looks at a nearby object that grabs the entity's attention.
  • reactivetask_priority [Type: Integer, Default: 10]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: false]
    Whether or not this reactive task is enabled


autonomous_fire
Reactive Task (can't assign); SMS EntityLevel, found in folder Weapon Control.
Automatically looks for viable targets for any of the weapon systems that are capable of autonomous firing. Prioritizes all viable targets and sends fire task for top priority viable target.
  • reactivetask_priority [Type: Integer, Default: 5]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: true]
    Whether or not this reactive task is enabled


autonomous_fire_multitarget
Reactive Task (can't assign); SMS EntityLevel, found in folder Weapon Control.
  • reactivetask_priority [Type: Integer, Default: 5]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: true]
    Whether or not this reactive task is enabled


avoid_other_ships
Reactive Task (can't assign); SMS EntityLevel, found in folder Naval Maneuver.
Reactive task to avoid other ships. Considers ship type: aircraft carrier is higher than fishing boat (with nets out), which is higher than sailboat, which is higher than other. Avoids surfaced submarines.
  • reactivetask_priority [Type: Integer, Default: 5]
  • reactivetask_enabled [Type: Boolean, Default: false]


base_airdrop
Scripted Task; SMS EntityLevel, found in folder Aircraft/Air Mobile Operations.
Drops entities at the time interval specified either using a particular order or unordered. ** Note: if dropping units the option to drop using orderd drop slots is unavailable.
  • timeBetweenDrops [Type: Real, Default: 1]
    The time in seconds between drop orders for the entities to be dropped
  • useDropSlots [Type: Boolean, Default: false]
    Whether to drop entities in a particular order
  • dropSlots [Type: Integer, Default: 1]
    The number of orders to drop (e.g. 1, 2, 3 or so on)


bhave-flee_from_explosion
Reactive Task (can't assign); SMS EntityLevel, found in folder Human.
Entity will run from explosions within the specified range.
  • DetonationRange [Type: Real, Default: 100]
    Detonations within this range cause the entity to flee
  • reactivetask_priority [Type: Integer, Default: 5]
    The type of munition detonation the entity will run from
  • reactivetask_enabled [Type: Boolean, Default: false]
    Detonations within this range cause the entity to flee


bingo_fuel_monitor
Reactive Task (can't assign); SMS EntityLevel, found in folder Embedded Entity.
Monitors fuel remaining on this embedded entity, printing various status messages and requesting a recovery (RTB) operation when bingo fuel is reached.(Note that for rotary winged craft, landing fuel level will take precedence, so that should be taken into account when selecting fuel safety levels.)
  • parent [Type: String]
    This Embedded Entity's parent object name. (The unit that can recover it.)
  • eeName [Type: String, Default: ""]
    This Embedded Entity's embedded entity name - basically how the parent addresses it within the context of the Embedded Entity system.
  • fuelEcon [Type: Real, Default: 1]
    Km traveled per unit fuel. Usually 1.
  • bingo [Type: Real, Default: 50]
    The fuel safety margin to add to usage estimates before RTB.
  • joker [Type: Real, Default: 60]
    As with bingo fuel but for status messaging. Will be ignored if not greater than bingo fuel.
  • reactivetask_priority [Type: Integer, Default: 5]
    As with bingo fuel but for status messaging. Will be ignored if not greater than bingo fuel.
  • reactivetask_enabled [Type: Boolean, Default: false]
    As with bingo fuel but for status messaging. Will be ignored if not greater than bingo fuel.


biological_attack
Scripted Task; SMS AggregateLevel, found in folder Units.
Targets an area for a biological attack, creating a contamination area that will cause damage to unprotected units who enter.
  • TargetLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The center location of the Biological attack
  • AgentType [Type: String, Default: ""]
    NBC agent of the attack
  • AreaType [Type: String, Default: 18:1:0:61:3:0:0]
    Entity type of the contamination area which will be created


bomb_location
Scripted Task; SMS AggregateLevel, found in folder Units.
Bombs the target location with the specified weapon. Target must be in range of the weapon before starting this task.
  • NumberOfBombs [Type: Integer, Default: 1]
  • TargetLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
  • Weapon [Type: String, Default: ""]


bombing_mission
Scripted Task; SMS EntityLevel, found in folder Aircraft/Combat.
Execute a call for Close Air Support (CAS) using 9-line brief parameters to engage a named target.
  • initialPoint [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Also refered to as the Battle Position.
  • heading [Type: Real, Default: 0]
    The heading from the IP to TGT in degrees magnetic. This parameter does not affect flight.
  • offset [Type: Integer, Default: 0]
    Offset direction inidcates the side of the IP target line to attacking aircraft can manoeuvre to position itself for the attack.
    Accepted values:
    • 0 - none
    • 1 - left
    • 2 - right
  • distance [Type: Real, Default: 0]
    The distance to the target. This parameter does not affect flight.
  • targetName [Type: String]
    Provides the name of the target to hit. The location is calcuated. For automatic attacks the description is not needed.
  • markType [Type: String, Default: ""]
    Describe the type of mark used on the target. This parameter is not used.
  • laserCode [Type: Integer, Default: 0]
    Laser designator code. If entered, some entity must be designating the target with a laser of this code.
  • friendlies [Type: String, Default: ""]
    The location of friendly forces nearest the target. This parameter is not used.
  • egressHeading [Type: Real, Default: 0]
    Heading to fly after bomb release.
  • attackWeaponType [Type: Integer, Default: 0]
    Whether to drop bombs or strafe with guns
  • bombType [Type: String, Default: ""]
    The type of bomb to drop.
  • altitude [Type: Integer, Default: 1]
    Choose to stay at the current altitude or use the aircraft maximum altitude when dropping a bomb.
    Accepted values:
    • 0 - use maximum
    • 1 - use current


bounding_overwatch_move_to
Scripted Task; SMS EntityLevel, found in folder Examples.
Designed for small aggregates of humans. Simple behavior that moves half of an aggregate at a time.
  • destination [Type: String]
  • overwatchDistance [Type: Real, Default: 50]
    Maximum seperation between elements of the group as they move.
  • speed [Type: Real, Default: 2.22222]
  • threatDirection [Type: Real, Default: 0]
    Heading to the threat.


breach_obstacles
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Constructs a breaching lane accross one or multiple obstacles.
  • Location [Type: VectorList, Default: {}]
    Location of the vertices comprising the breach
  • Name [Type: String, Default: ""]
    Name of the breach object to be created


cargo_parachute_to_target
Scripted Task; SMS EntityLevel, found in folder Aircraft/Airlift.
  • Target [Type: String]
  • deployAfterElapsedTime [Type: Boolean, Default: false]
  • elapsedTimeToDeploy [Type: Real, Default: 0]
  • deployAltitude [Type: Real, Default: 0]
  • deployAltIsAGL [Type: Boolean, Default: false]
  • dropOrder [Type: Integer, Default: 0]


cease_fire
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Fires.
Used by artillery systems. Passes a cease fire order to subordinates.


change_mopp_level
Scripted Task; SMS AggregateLevel, found in folder Units.
Changes the MOPP level of the unit. Changing MOPP level requires some transition time.
  • MoppLevel [Type: Integer, Default: 0]


change_posture
Scripted Task; SMS AggregateLevel, found in folder Units.
Changes the unit's posture.
  • Posture [Type: Integer, Default: 0]
    The new posture for the unit
    Accepted values:
    • 0 - Travel
    • 1 - Reconnaissance
    • 2 - Hasty Attack
    • 3 - Deliberate Attack
    • 4 - Hasty Defense
    • 5 - Deliberate Defense
  • PostureName [Type: String, Default: ""]
    The name of the target posture


chemical_attack
Scripted Task; SMS AggregateLevel, found in folder Units.
Targets an area for a chemical attack, creating a contamination area that will cause damage to unprotected units who enter.
  • TargetLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The center location of the Chemical attack
  • AgentType [Type: String, Default: ""]
    NBC agent of the attack
  • AreaType [Type: String, Default: 18:1:0:61:3:0:0]
    Entity type of the contamination area which will be created


circle_around_location
Scripted Task; SMS EntityLevel, found in folder Human/Crowd Behavior.
Causes the human entities within an aggregate to circle around the given location at the specified distance.
  • Location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location around which the unit should circle
  • FacingDirection [Type: Integer, Default: 0]
    Direction in which to face once in position
  • Radius [Type: Real, Default: 2]
    Distance at which entities should stand from the location


civilian_idle
Scripted Task; SMS EntityLevel, found in folder Human.
Performs idle animations as a human entity stands around.
  • allowTalking [Type: Boolean, Default: true]
    Allow talking animations to be used, if other entities are nearby.


civilian_pray
Scripted Task; SMS EntityLevel, found in folder Human.
Performs praying animation


civilian_protest
Scripted Task; SMS EntityLevel, found in folder Human.
Performs protesting animations.


civilian_talk
Scripted Task; SMS EntityLevel, found in folder Human.
While standing around: if someone is near, the entity will perform a talk animation, else: it will perform a random idle animation.


clear_debug_for_current_tracks
Scripted Task; SMS AggregateLevel, found in folder Tactical Graphics.


climb-ladder
Scripted Task; SMS EntityLevel, found in folder Human.
This task is called from other tasks and is not intended to be used directly. Causes an entity to climb a ladder within a navigation area.
  • associated_nav_tag_id [Type: Integer, Default: 0]


close_car_door
Scripted Task; 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
  • SwingRate [Type: Real, Default: 1.5708]
    The rate at which the door swings closed


close_cargo_door
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Closes the cargo door on an aircraft.


close_door
Scripted Task; SMS EntityLevel, found in folder Human.
Closes a door in the dynamic terrain that is in front of the entity.


close_sliding_door
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Closes the sliding door on an aircraft.


close_window
Scripted Task; SMS EntityLevel, found in folder Human.
Closes a window in the dynamic terrain that is in front of the entity.


clutter-move
Scripted Task; SMS EntityLevel, found in folder Naval Maneuver.
For ships, uses AIS data to provide locations to move to.


clutter-move-air
Scripted Task; SMS EntityLevel, found in folder Aircraft.
For aircraft, uses ADS-B data to provide locations to move to.


co_clear
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Attack/Clear.
Clear an area by lining up and moving toward the limit of advance.The platoons will take up positions about the start point, then advance toward the limit.The headquarters section will trail.
  • limitOfAdvance [Type: String]
    Select a two-point line that indicates where to stop the advance.
  • startPoint [Type: String]
    Select the initial point for the movement.


co_tactical_march
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement.
This is a coordinated road march for a vehicle company. The route must extend beyond the start and release points. Start point is the position along the route where the company can reasonably be expected to marshal into formation prior to transit. Release point is the position along the route where coordinated movement will discontinue.
  • marchRoute [Type: String]
    Path of travel for the march. Generally along a road, and longer than the distance between start and release points.
  • startPoint [Type: String]
    Point along the route at which the company can reasonably be expected to queue up for the march.
  • releasePoint [Type: String]
    The point along the route at which the march is complete.
  • marchSpeed [Type: Real, Default: 6.94444]
    Speed at which to march.


company_breach
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Attack/Breach.
Breach a minefield. Assumes the tank company has one tank platoon equipped with plows and rollers. The other two tank platoons will be used as the assault element and support element. If field artillery is available, the headquarters section will call for a smoke screen. Company breach calls section_breach and section_cross_breach
  • lane1 [Type: String]
    Select a line that contains two points.
  • lane2 [Type: String]
    Select a line that contains two points.
  • enemyArea [Type: String]
    Select an area where enemies are anticipated.
  • supportFirePositions [Type: String]
    Select a line of two points for a support by fire position.
  • battery [Type: String]
    Identify a field artillery battery to provide a smoke screen. (optional)


company_seize
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Attack/Seize.
The company will split into a support platoon and a assault platoon and seize the target area.
  • enemyArea [Type: String]
    Objective that the unit will seize
  • firePositions [Type: SimObjectList]
    One or two lines indicating where support platoons should position to provide fire.
  • departLine [Type: String]
  • direction [Type: Integer, Default: 1]
    Whether the assault platoon(s) should swing left or right, or assault directly toward objective.
    Accepted values:
    • 0 - Seize Left
    • 1 - Seize Direct
    • 2 - Seize Right
  • twoAssault [Type: Boolean, Default: true]
    If true, two platoons will assault together. Otherwise, one will assault and the rest will provide fire.
  • supportPlts [Type: SimObjectList]
    Which platoons should be assigned to support by fire. If not indicated, the behavior chooses.
  • assaultPlts [Type: SimObjectList]
    Which platoon(s) should perform the assault. If not indicated, the behavior will choose.
  • battery [Type: String]
    The identity of the artillery unit that should provide indirect fire support.
  • assaultRoute [Type: SimObjectList]
    A route along which the assault force should assault. Overrides Direction parameter.


construct_abatis
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Constructs an abatis at a designated location.
  • Location [Type: VectorList, Default: {}]
    Location of the vertices comprising the fortified line
  • Name [Type: String, Default: ""]
    Name of the object to be constructed


construct_barbed_wire
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Constructs a barbed wire obstacle at a designated location.
  • Location [Type: VectorList, Default: {}]
    Location of the vertices comprising the fortified line
  • Name [Type: String, Default: ""]
    Name of the object to be constructed


construct_barricade
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Constructs a barricade at a designated location.
  • Location [Type: VectorList, Default: {}]
    Location of the vertices comprising the fortified line
  • Name [Type: String, Default: ""]
    Name of the object to be constructed


construct_berm
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Constructs a berm at a designated location.
  • Location [Type: VectorList, Default: {}]
    Location of the vertices comprising the fortified line
  • Name [Type: String, Default: ""]
    Name of the object to be constructed


construct_bridge
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Construct a new bridge.
  • Location [Type: VectorList, Default: {}]
    Location where the bridge is to be built
  • Name [Type: String, Default: ""]
    Name of the object to be constructed


construct_fortified_area
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Constructs a fortified area at a specified location.
  • Location [Type: VectorList, Default: {}]
    The location of the fortified area
  • Name [Type: String, Default: ""]
    Name of the object to be constructed


construct_fortified_line
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Constructs a fortified line at a designated location.
  • Location [Type: VectorList, Default: {}]
    Location of the vertices comprising the fortified line
  • Name [Type: String, Default: ""]
    Name of the object to be constructed


construct_road
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Builds a new road.
  • Location [Type: VectorList, Default: {}]
    The location where the road is to be built
  • Name [Type: String, Default: ""]
    Name of the object to be constructed


construct_strong_point
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Constructs a strong point at a specified location.
  • Location [Type: VectorList, Default: {}]
    The location of the strong point
  • Name [Type: String, Default: ""]
    Name of the object to be constructed


control_parachute
Scripted Task; SMS EntityLevel, found in folder Human.
  • destination [Type: String, Default: VRF_UUID:Lifeforms]
  • deployParachuteAltitude [Type: Real, Default: 300]
  • deployAltIsAgl [Type: Boolean, Default: true]
    When Checked, the deploy altitude is AGL. When unchecked, it is above Sea Level.
  • deployAfterElapsedTime [Type: Boolean, Default: false]
  • elapsedTimeToDeploy [Type: Real, Default: 0]


conversation
Scripted Task; SMS EntityLevel, found in folder Examples.
Let's you build conversations for DI-Guys. Only works with male and female adult civilians and crowd civilians. Male and female civilians have 5 talk animations. Male and female civilian crowd entities have 9 and 10 animations. The script automatically figures out which kind of entity you selected and assigns it the correct tasks.
  • taskRepetitions [Type: Integer, Default: -1]
    The number of tasks to execute. Each task takes 2-5 seconds. So 20 repetitions is about one minute.
  • randomness [Type: Integer, Default: 0]
    Sequential from starting tasks picks a task at random and then cycles through the task list in order. Random jumps around somewhat randomly.


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.


crank_left
Scripted Task; SMS EntityLevel, found in folder Aircraft.


crank_right
Scripted Task; SMS EntityLevel, found in folder Aircraft.


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.


crawl-along-route
Scripted Task; SMS EntityLevel, found in folder Human.
Tasks a human entity to go prone and crawl along the specified route.
  • route [Type: String]


create_and_move_to_waypoint
Scripted Task; SMS EntityLevel, found in folder Examples.
Create a waypoint at the chosen location and send the entity to it at the ordered speed.
  • waypointLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Where to create the waypoint
  • orderedSpeed [Type: Real, Default: 5.55556]
    Speed at which to move to the waypoint


create_anti-tank_ditch
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Digs an anti-tank ditch at a specified location.
  • Location [Type: VectorList, Default: {}]
    The location of the ditch
  • Name [Type: String, Default: ""]
    Name of the object to be constructed


create_background_pedestrians
Scripted Task; SMS EntityLevel, found in folder Human/Crowd Behavior.
  • quantity [Type: Integer, Default: 100]
  • radius [Type: Real, Default: 100]
  • type [Type: Integer, Default: 0]


create_booby_trap
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Creates a booby trap at a specified location.
  • Location [Type: VectorList, Default: {}]
    The location of the booby trap
  • Name [Type: String, Default: ""]
    Name of the object to be constructed


create_cover_point
Scripted Task; SMS EntityLevel, found in folder Utility.
Creates a navCoverPointInput file that will be used to create a new cover point the next time nav data is generated.


create_crosswalks
Scripted Task; SMS EntityLevel, found in folder Intersection Management.
Generates objects to control crosswalks which are part of the feature data of the terrain.
  • range [Type: Real, Default: 40]
    Create crosswalks within this range of the intersection manager


create_dry_gap
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Digs a dry gap at a specified location.
  • Location [Type: VectorList, Default: {}]
    The location of the ditch
  • Name [Type: String, Default: ""]
    Name of the object to be constructed


create_initial_pedestrians
Reactive Task (can't assign); SMS EntityLevel, found in folder Human/Crowd Behavior.
Creates an initial set of wandering pedestrians when the area is created. The number of entities created is a function of the size of the area.
  • reactivetask_priority [Type: Integer, Default: 5]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: true]
    Whether or not this reactive task is enabled


create_minefield
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Creates a minefield at the specified location.
  • Location [Type: VectorList, Default: {}]
    Location of the deployed minefield
  • Name [Type: String, Default: ""]
    Name of the object to be constructed


create_nav_edge
Scripted Task; SMS EntityLevel, found in folder Utility.
Creates a navEdgeInput file that will be used to create a new nav edge the next time nav data is generated.
  • NavTag [Type: Integer, Default: 1]
  • Profile [Type: Integer, Default: 0]


create_pedestrians
Scripted Task; SMS EntityLevel, found in folder Human/Crowd Behavior.
Create a wandering group of the selected entity.
  • number [Type: Integer, Default: 50]
    The number of entities to create
  • placement [Type: Integer, Default: 0]
    Preferred placement locations
  • restrictToArea [Type: Boolean, Default: true]
    Restrict default movement within area
  • isStrict [Type: Boolean, Default: false]
    Placement restriction is strictly enforced


crew-drop-off-at-location
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Tell a vehicle team to drive to a location, orient to a heading, and signal its passengers they can get out.
  • dropoffLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location at which to drop off passengers.
  • passengers [Type: SimObjectList]
    Passenger or passengers to pick up
  • heading [Type: Real, Default: 0]
    Desired heading of vehicle at pick up.


crew-operate-cargo-door
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
A crew controlling a vehicle can use this to tell a vehicle to raise or lower its ramp.
  • openDoor [Type: Boolean, Default: true]
    Open or Closed?


crew-pick-up-at-location
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Tell a vehicle crew to transit to a location and orient toward a heading in preparation for picking up passengers.
  • pickupLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location at which to pick up passengers.
  • heading [Type: Real, Default: 0]
    Desired heading of vehicle at pick up.


crew-provide-mobile-overwatch
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Defend.
Tell a vehicle team to follow one or more maneuver elements at an approximate distance, and orient toward an area where enemies are anticipated.
  • maneuverElements [Type: SimObjectList]
    List of those to watch over
  • enemyArea [Type: String]
    Area of anticipated enemy activity.
  • distance [Type: Real, Default: 0]
    Overwatch Distance


crew-provide-stationary-overwatch
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Defend.
Tell a vehicle team to watch over one or more maneuver elements from a fixed location, oriented toward an area where enemies are anticipated.
  • overwatchLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location from which to overwatch.
  • maneuverElements [Type: SimObjectList]
    List of those to watch over
  • enemyArea [Type: String]
    Area of anticipated enemy activity.


crouch-along-route
Scripted Task; SMS EntityLevel, found in folder Human.
Tasks a human entity to crouch and translate along the specified route.
  • route [Type: String]


crowd_along_line
Scripted Task; SMS EntityLevel, found in folder Human/Crowd Behavior.
Crowd moves to gather along the specified line.
  • line [Type: String]
    Line along which entities should crowd
  • leftOrRight [Type: Integer, Default: 0]
    Should the crowd gather to the left or right of the line
  • idleTask [Type: String, Default: ""]
    The task which will be given to each pedestrian when they arrive
  • speedMultiplier [Type: Real, Default: 1]
    Chosen speed for each entity is multiplied by this value. Used to slow down or speed up entities.


crowd_around
Scripted Task; SMS EntityLevel, found in folder Human/Crowd Behavior.
Crowd moves to gather around and observe an object of interest.
  • objectOfInterest [Type: String]
    The object to crowd around
  • minDistance [Type: Real, Default: 1.5]
    The minimum distance from the location of interest
  • idleTask [Type: String, Default: ""]
  • speedMultiplier [Type: Real, Default: 1]
    Chosen speed for each entity is multiplied by this value. Used to slow down or speed up entities.


crowd_around_location
Scripted Task; SMS EntityLevel, found in folder Human/Crowd Behavior.
Crowd moves to gather around and face a location of interest.
  • locationOfInterest [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The location to crowd around
  • minDistance [Type: Real, Default: 1.5]
    The minimum distance from the location of interest
  • idleTask [Type: String, Default: ""]
    The task which will be given to each pedestrian when they arrive
  • speedMultiplier [Type: Real, Default: 1]
    Chosen speed for each entity is multiplied by this value. Used to slow down or speed up entities.
  • keepLeftOfLine [Type: Boolean, Default: false]
    Whether entities should crowd only to the left of specified line
  • leftOfLineStart [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Start of the line from which entities will stay to the left
  • leftOfLineEnd [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    End of the line from which entities will stay to the left
  • leftOfLine [Type: String]
    Object which defines the line from which entities will stay to the left. If set, leftOfLineStart and leftOfLineEnd are ignored.
  • reverseLeftOfLine [Type: Boolean, Default: false]
    The Left Of Line object's vertices will be considered in reverse order when determining if a point is to the left of the line
  • faceLeftOfLine [Type: Boolean, Default: false]
    Whether entities should face the "Left Of Line" instead of the locationOfInterest
  • subordinatesToIgnore [Type: SimObjectList]
    These subordinates will be ignored and will not be tasked to crowd around.


crowd_around_waypoints
Scripted Task; SMS EntityLevel, found in folder Human/Crowd Behavior.
Each member of a crowd moves to gather around the closest waypoint, doing the specified behavior.
  • waypoints [Type: SimObjectList]
    Waypoints to crowd around
  • behavior [Type: Integer, Default: 1]
    Behavior
    Accepted values:
    • 0 - Pray
    • 1 - Talk
  • duration [Type: Real, Default: 3]
    Duration
  • minDistance [Type: Real, Default: 1.5]
    The minimum distance from the location of interest
  • speedMultiplier [Type: Real, Default: 1]
    Chosen speed for each entity is multiplied by this value. Used to slow down or speed up entities.


crowd_in_front_of
Scripted Task; SMS EntityLevel, found in folder Human/Crowd Behavior.
Crowd moves to gather in front of and observe an entity of interest.
  • objectOfInterest [Type: String]
    The object to crowd in front of
  • idleTask [Type: String, Default: ""]
    The task which will be given to each pedestrian when they arrive
  • speedMultiplier [Type: Real, Default: 1]
    Chosen speed for each entity is multiplied by this value. Used to slow down or speed up entities.


deactivate_jammer
Scripted Task; SMS AggregateLevel, found in folder Units.
Deactivates the jammer


deactivate_mez
Reactive Task (can't assign); SMS AggregateLevel, found in folder Units.
  • reactivetask_priority [Type: Integer, Default: 5]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: true]
    Whether or not this reactive task is enabled


delayed_homing
Scripted Task; SMS EntityLevel, found in folder Naval Warfare/Torpedoes.
Launches one homing torpedo at a target entity. The torpedo moves straight at the given bearing for a given distance, then moves toward the target. The torpedo moves at a specified depth, and explodes when it is within the given proximity of the target.
  • targetEntity [Type: String]
    The target (ship)
  • initialBearing [Type: Real, Default: 6.28318530718]
    The bearing (from the launch platform) on which the torpedo moves before turning toward the target.
  • homingDelay [Type: Real, Default: 1000]
    Distance torpedo travels along initial bearing before turning toward target.
  • cruiseDepth [Type: Real, Default: 5]
    Torpedo cruise depth; distance below surface.
  • proximityTrigger [Type: Real, Default: 6]
    Distance to target that triggers detonation. Use 0 to require impact for detonation.
  • parentLauncher [Type: String]
    Parent platform


delayed_homing_asw
Scripted Task; SMS EntityLevel, found in folder Naval Warfare/Torpedoes.
Launches one homing torpedo at a target entity. The torpedo moves straight at the given bearing for a given distance, then moves toward the target. It adjusts depth to aim at the target center, and explodes when it is the given proximity to the target.
  • targetEntity [Type: String]
    The target (submarine)
  • initialBearing [Type: Real, Default: 6.28318530718]
    The bearing (from the launch platform) on which the torpedo moves before turning toward target.
  • homingDelay [Type: Real, Default: 1000]
    Distance torpedo travels at initial bearing before turning toward the target.
  • proximityTrigger [Type: Real, Default: 0]
    Distance from target that triggers detonation. Use 0 to require impact.
  • parentLauncher [Type: String]
    Parent platform


deploy-embedded-entity
Scripted Task; SMS EntityLevel, found in folder Embedded Entity.
Deploy an embedded entity available to this object.
  • embeddedEntityName [Type: String, Default: ""]
    Name of the embedded entity you wish to deploy..


deploy_center_refueling_drogue
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Aircraft deploys its center refueling drogue.


deploy_port_refueling_drogue
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Aircraft deploys its port refueling drogue.


deploy_refueling_boom
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Aircraft deploys its refueling boom.


deploy_refueling_probe
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Aircraft deploys its refueling probe to receive fruel from a tanker.


deploy_rope_ladders
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
  • numberLadders [Type: Integer, Default: 1]


deploy_ropes
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Aircraft lowers its ropes so entities may disembark via fast roping.
  • numberRopes [Type: Integer, Default: 1]
    Number of Ropes to deploy
  • ropeOffsetNameChoice [Type: Integer, Default: 1]
    Script variable name identifying the vector offset from the helicopter position to use as the starting vertex of the rope.
    Accepted values:
    • 0 - defaultindex=0
    • 1 - rope-location
    • 2 - rope-location-cargo


deploy_sonobuoy
Scripted Task; SMS EntityLevel, found in folder Naval Warfare/Sonar.
Drops (creates) a sonobuoy at the terrain surface and activates its sonar to operate at the given depth.
  • sonarType [Type: Integer, Default: 0]
  • sonarDepth [Type: Real, Default: 0]
    Depth of buoy's sonar sensor.


deploy_sonobuoys_along_route
Scripted Task; SMS EntityLevel, found in folder Naval Warfare/Sonar.
Moves the entity along the given route, dropping a sonobuoy at the beginning of the route and all along the route at the given spacing. The sonobuoys set their sonar active at the given depth.
  • route [Type: String]
    Route to deploy sonobuoys along
  • sonobuoySpacing [Type: Real, Default: 100]
    Distance between sonbuoys
  • sonarType [Type: Integer, Default: 0]
  • sonarDepth [Type: Real, Default: 0]
    Depth of buoy's sonar


deploy_starboard_refueling_drogue
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Aircraft deploys its starboard refueling drogue.


deploy_weapon_below_speed
Reactive Task (can't assign); SMS EntityLevel, found in folder Aircraft.
  • reactivetask_priority [Type: Integer, Default: 5]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: true]
    Whether or not this reactive task is enabled


destroy_bridge
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Destroys a bridge.
  • Object [Type: String]
    The bridge to destroy


destroy_ditch
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Destroys a ditch.
  • Object [Type: String]
    The ditch to destroy


destroy_explosive
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Destroys an explosive (booby trap or unexploded ordnance).
  • Object [Type: String]
    The explosive object to destroy


destroy_fortification
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Destroys a fortifcation.
  • Object [Type: String]
    The fortification to destroy


destroy_obstacle
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Destroys basic obstacles such as abatis, barbed wire, barricades, and berms.
  • Object [Type: String]
    The obstacle to destroy


destroy_road
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Destroys a road.
  • Object [Type: String]
    The road to destroy


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.


disaggregated_flee
Scripted Task; SMS EntityLevel, found in folder Human/Crowd Behavior.
Flee from the specified targets if they are within the specified radius. This task will be considered complete when all entities have sucessfully fled.
  • fleeFrom [Type: SimObjectList]
    The object to flee from.
  • radius [Type: Real, Default: 50]
    Entities will feel as long as they are within this radius of the threat.


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]


disembark_using_fast_rope
Scripted Task; SMS EntityLevel, found in folder Aircraft/Air Mobile Operations.
Unit gets off the fast rope he's attached to when the helicopter lowers him to the ground.
  • MusterPoint [Type: String]


disembark_using_rope_ladder
Scripted Task; SMS EntityLevel, found in folder Aircraft/Air Mobile Operations.
Unit climbs down the rope ladder of a hovering helicopter to disembark


dismount-hq-section
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Dismounts subordinates of a mechanized headquarters. By default, retains the subordinates that are habitually mounted (Platoon Sergeant).
  • rallyPoint [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location to gather after dismounting.
  • retainHabitualMountees [Type: Boolean, Default: true]
    Keep the Sergeant on the vehicle, etc.


dismount-platoon
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Dismounts a platoon from its transports.Given a dismount point, a heading (toward enemy), a threat level (to affect posture), a target formation and a list of subordinates to dismount, task the subordinates to dismount. This task will cross small distances to the dismount point. If long distances must be traveled first, move the platoon closer to the intended dismount point via a movement task, then call dismount platoon.
  • dismountPoint [Type: String]
    Point at which to dismount.
  • heading [Type: Table]
    Direction toward enemy.
  • formation [Type: String, Default: ""]
    Formation for vehicles to take at dismount point.
  • threat [Type: Integer, Default: 1]
    Anticipated danger from nearby enemies.
    Accepted values:
    • 0 - High
    • 1 - Medium
    • 2 - Low
  • subordinates [Type: String, Default: ""]
    Subordinates to dismount


dismount-squad
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Dismounts a squad from a vehicle. The teams will take up a line formation behind the vehicle, oriented in the direction of the vehicle. Threat level determines posture. Optionally, dismount vehicle team.
  • threat [Type: Integer, Default: 1]
    Anticipated danger from nearby enemies.
    Accepted values:
    • 0 - High
    • 1 - Medium
    • 2 - Low
  • dismountCrew [Type: Boolean, Default: false]
    Also dismount vehicle team (optional)


dismount-team
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Dismounts a team from a vehicle. The team will exit the vehicle. The team will form up at the given position, in the direction the vehicle is facing.
  • position [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The team will take up this security position after dismounting.
  • formation [Type: String, Default: ""]
    Formation to take at position.
  • posture [Type: String, Default: "standing"]
    Posture to use at position.


dismount-vehicle-crew
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Dismounts subordinates of a vehicle crew (team) on a vehicle.
  • rallyPoint [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Place to go after dismounting (optional)


dismount-vehicle-transport
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
This is an animation script used to move human characters that are inside a vehicle to their egress point.


disperse_crowd
Scripted Task; SMS EntityLevel, found in folder Human/Crowd Behavior.
Disperses a crowd, causing pedestrians to wander freely.


display_debug_for_current_tracks
Scripted Task; SMS AggregateLevel, found in folder Tactical Graphics.


drop_fuel_tanks
Scripted Task; SMS AggregateLevel, found in folder Units.
Air unit will drop any external fuel tanks it is carrying.


drop_naval_depth_charge
Scripted Task; SMS EntityLevel, found in folder Naval Warfare/Depth Charge.
Create a munition entity corresponding to the given depth charge resource. The depth charge will descend to the given depth and explode.
  • naval_depth_charge [Type: String, Default: ""]
    The type of depth charge to drop.
  • explode_at_depth [Type: Real, Default: 1000]
    The altitude at which the charge explodes.


drop_naval_depth_charge_at_location
Scripted Task; SMS EntityLevel, found in folder Naval Warfare/Depth Charge.
Move the entity to the given location, then drop (create) a depth charge of the given type. The charge will descend to the given depth and explode.
  • naval_depth_charge [Type: String, Default: ""]
    The type of depth charge to create.
  • explode_at_depth [Type: Real, Default: 1000]
    The depth the charge will sink to and explode.
  • drop_location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The location the entity will move to before dropping the charge.
  • use_current_altitude [Type: Boolean, Default: true]
    Regardless of what the drop location altitude is set to be, use the altitude of the entity at the time the task is executed


drop_naval_mine
Scripted Task; SMS EntityLevel, found in folder Naval Warfare/Mines.
Drop a naval mine at the entity's current location. The mine will descend to the given depth, and then after the given delay, arm itself. It will be triggered by the given target types, hostility, and proximity.
  • naval_mine [Type: String, Default: ""]
  • mine_depth [Type: Real, Default: 10]
    Depth to which the mine will descend and wait.
  • arm_time [Type: Integer, Default: 0]
    Amount of time after reaching final depth to arm the mine
  • explode_within_radius [Type: Real, Default: 25]
    Target proximity that will trigger the mine to explode.
  • targets [Type: StringVector, Default: "1:4:-1:-1:-1:-1:-1", "1:3:-1:-1:-1:-1:-1"]
    Entity types that will trigger detonation of mine
  • hostile_only [Type: Boolean, Default: true]
    Indicates that only hostile entities will trigger the mine.


drop_naval_mines_along_route
Scripted Task; SMS EntityLevel, found in folder Naval Warfare/Mines.
Drop naval mines at the given spacing along the given route. Each mine will descend to the given depth, and then after the given delay, arm itself. It will be triggered by the given target types, hostility, and proximity.
  • drop_along_route [Type: String]
    Route along which to drop mines.
  • drop_every [Type: Real, Default: 200]
    The spacing between mines along the route.
  • naval_mine [Type: String, Default: ""]
  • mine_depth [Type: Real, Default: 10]
    Depth to which the mine will descend and wait.
  • arm_time [Type: Integer, Default: 0]
    Amount of time after reaching final depth to arm the mine
  • explode_within_radius [Type: Real, Default: 25]
    Target proximity that will trigger the mine to explode.
  • targets [Type: StringVector, Default: "1:4:-1:-1:-1:-1:-1", "1:3:-1:-1:-1:-1:-1"]
    Entity types that will trigger detonation of mine
  • hostile_only [Type: Boolean, Default: true]
    Indicates that only hostile entities will trigger the mine.


dump_surface_info
Scripted Task; SMS EntityLevel, found in folder Examples/Test.
Calls terrainHeightUnderWaterDebug at the entity's location to print out information about what terrain surfaces are there, and how they are being interpreted wrt Ground and Water.


dump_terrain_intersection_info
Scripted Task; SMS EntityLevel, found in folder Examples/Test.
Gets all intersections between the given chord and the terrain and dumps information about them to the simulation console. Blocks waiting for the operation to finsih.
  • startPt [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The first point of the chord along which to test intersections
  • endPt [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The second point of the chord along which to test intersections


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: "*"]


embark_using_fast_rope
Scripted Task; SMS EntityLevel, found in folder Aircraft/Air Mobile Operations.
Unit will attach to a fast rope on a hovering helicopter


embark_using_rope_ladder
Scripted Task; SMS EntityLevel, found in folder Aircraft/Air Mobile Operations.
Units climbs available rope ladder to embark on hovering helicopter


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.


embedded_sector_sar
Scripted Task; SMS EntityLevel, found in folder Embedded Entity.
Finds an embedded entity available on this object and tasks it with a sector search and rescue task.
  • divertEnabled [Type: Boolean, Default: false]
    Enables this task to divert a deployed embedded entity from its current task if necessary.
  • recoverOnComplete [Type: Boolean, Default: false]
    If selected, parent's plan does not advance until the SAR pattern is finished. Parent then recovers the embedded entity. If cleared, parent advances its plan while the embedded entity executes the SAR pattern.
  • csp [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Centerpoint of the SAR pattern.
  • leg [Type: Real, Default: 10000]
    length of trackline
  • altitude [Type: Real, Default: 300]
    Search altitude
  • airSpeed [Type: Real, Default: 83.3333]
    Speed of search


engage_from_cover
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Individual task to suppress a target. Fire is directed at a point, along a line, or in an area. Fire is aimed 1m above the terrain. If the current location is in cover, the entity will move to the left or right 1 meter, or stand, to fire.Fire is rapid at first, followed by sustained fire until the given time or ammunition limit expires.
  • targetObject [Type: String]
    The threat object or control measure indicating the threat location.
  • durationRapid [Type: Real, Default: 10]
    The length of time that the entity should fire at a rapid rate, before going to sustained fire.
  • durationTotal [Type: Real, Default: 60]
    Total time entity will fire, including rapid fire.
  • gunToUse [Type: String, Default: ""]
    Which weapon to use for suppressive fire
  • ammoLimit [Type: Integer, Default: 100]
    Max number of rounds the entity will shoot.
  • targetLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location to be suppresseed. Not visible in task dialog--may be used when called from other scripts.


engage_from_fire_positions
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Attack/Engage From Position.
Individual tank task to move between hide, turret down, and hull down positions to engage targets.Tank is assumed to start in its hide position; it will move up to a turret-down and then hull-down position to engage.Tank will vary the positions left and right.
  • hullDownPosition [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Firing position for tank
  • hidePosition [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Hide position for tank
  • doInitialWait [Type: Boolean, Default: false]
    Delay start to allow other tank to engage first
  • enemyArea [Type: String]
    Location of enemy forces
  • firingTime [Type: Real, Default: 30]
    How long to fire before hiding.
  • attackSpeed [Type: Real, Default: 3.05556]
    Speed at which to acquire forward position.


engage_from_fire_positions_soldier
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Individual soldier task to engage from varying positions.Soldier is assumed to start in its hide position; it will move up to a shoot position to engage. Then it will return to a hide position.This is repeated with the positions varying laterally.
  • shootPosition [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    See and fire position
  • hidePosition [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Position out of view from engagement area.
  • doInitialWait [Type: Boolean, Default: false]
    Delay start (to allow another entity to engage first)
  • enemyArea [Type: String]
    Location of enemy forces


engage_from_firing_position
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Provides suppressive fire on the target.The current location is assumed to be cover, so the entity repeatedly shifts to the left/right or stands to engage, then goes back in cover. The firiing position and posture as well the covered posture must be provided as inputs.This task is used by other tasks to sequence suppressive fire; it is not available on the GUI.
  • targetObject [Type: String]
    The threat object or control measure indicating the threat location.
  • targetLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location of the target, if no control graphic or object is provided.
  • firingPositionType [Type: Integer, Default: 1]
    How the entity has to move to fire, relative to its current covered location.Left and Right assume prone posture.
    Accepted values:
    • 0 - Left
    • 1 - Right
    • 2 - Kneeling
    • 3 - Stand
    • 4 - Prone
  • distToFirePos [Type: Real, Default: 1]
    Distance from the covered location to the firing location, if firing from the left or right.
  • coverPosPosture [Type: Integer, Default: 0]
    The posture the entity should be in while in the covered location.
    Accepted values:
    • 0 - Prone
    • 1 - Kneeling
    • 2 - Standing
  • durationRapid [Type: Real, Default: 10]
    The length of time that the entity should fire at a rapid rate, before going to sustained fire.
  • durationTotal [Type: Real, Default: 60]
    Total time entity will fire, including rapid fire.
  • gunToUse [Type: String, Default: ""]
    Which weapon to use for suppressive fire
  • ammoLimit [Type: Integer, Default: 100]
    Maximum number of rounds to expend


entity_request_fire_support
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Fires.
This task is used by behaviors when an individual in a headquarters or a platoon is acting as Fire Support Officer or Forward Observer. Behaviors such as Seize or Breach use request fire support to call for smoke or indirect fire. Not intended for direct use.
  • fireSupportAsset [Type: String]
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
  • targetSize [Type: Real, Default: 0]
    Diameter of the target area, or length of a rectangular area.
  • areaHeading [Type: Table]
    Heading of the long axis of a rectangular area.
  • targetType [Type: Integer, Default: 0]
  • effect [Type: Integer, Default: 0]
  • originatingUnit [Type: String]
  • continuous [Type: Boolean, Default: false]
    Continuous fire support?


escort_air_unit
Scripted Task; SMS AggregateLevel, found in folder Units.
Air unit meets up with another unit at a specified location and then escorts it along its mission.
  • LocationToMeet [Type: String]
    Location to meet the unit to be escorted.
  • UnitToEscort [Type: String]
    Unit to be escorted.


establish_refueling_station
Scripted Task; SMS EntityLevel, found in folder Aircraft/Aerial Refueling.
Fly to specified location and holds at that location for the specified amount of time.
  • fixPoint [Type: String]
    Air Refueling Control Point (ARCP)
  • initialPoint [Type: String]
    Air Refueling Initial Point (ARIP)
  • heading [Type: Table]
    Heading of the pattern. Relative to True or Magnetic north.
  • speed [Type: Real, Default: 300]
    Speed to fly while holding.
  • altitude [Type: Real, Default: 5000]
    Altitude to fly while holding.
  • direction [Type: Integer, Default: 1]
    Direction of turns in the holding pattern.
    Accepted values:
    • 0 - defaultindex=0
    • 1 - Left
    • 2 - Right
  • timeOnStation [Type: Integer, Default: 3600]
    Length of time the tanker will remain at the specified Refueling Station
  • patternType [Type: Integer, Default: 0]
  • timeValue [Type: Integer, Default: 60]
    Time it takes to complete a leg of the pattern
  • patternType [Type: Integer, Default: 0]
  • length [Type: Real, Default: 6000]
    Length of the pattern in meters
  • width [Type: Real, Default: 3000]
    Width of the pattern in meters


evade_missile
Reactive Task (can't assign); SMS EntityLevel, found in folder Aircraft/Primitive Maneuvers.
Attempts to evade an incoming missile.
  • reactivetask_priority [Type: Integer, Default: 5]
  • reactivetask_enabled [Type: Boolean, Default: false]


execute_gun_attack
Scripted Task; SMS EntityLevel, found in folder Aircraft/Combat.
Execute a call for Close Air Support (CAS) using guns.
  • initialPoint [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
  • target [Type: String]
  • egressHeading [Type: Table]
  • egressManeuver [Type: Integer, Default: 0]
    The initial egress maneuver. "Juke" is a sharp S-turn before a climb.
  • specifyTimeOnTarget [Type: Boolean, Default: false]
  • timeOnTarget [Type: Real, Default: 0]


execute_surface_attack
Scripted Task; SMS EntityLevel, found in folder Aircraft/Combat.
Execute a task to release a bombs on a target using coordinates, a laser designation code, or a specific target
  • initialPointEnabled [Type: Boolean, Default: false]
  • initialPoint [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
  • targetTypes [Type: StringVector]
  • targets [Type: SimObjectList]
  • points [Type: SimObjectList]
  • laserCodes [Type: IntegerList]
  • locations [Type: VectorList, Default: {}]
  • weapons [Type: StringVector]
  • specifyTimeOnTarget [Type: Boolean, Default: false]
  • timeOnTarget [Type: Real, Default: 0]
  • abandonIfTimeNotAchievable [Type: Boolean, Default: false]
  • egressHeadingEnabled [Type: Boolean, Default: false]
  • egressHeading [Type: Table]
  • releaseSpeedEnabled [Type: Boolean, Default: false]
  • releaseSpeed [Type: Real, Default: 0]
  • releaseAltitudeEnabled [Type: Boolean, Default: false]
  • releaseAltitude [Type: Real, Default: 0]
  • bombingAltitude [Type: Real, Default: 0]
  • state [Type: String, Default: ""]
  • attackWeaponType [Type: Integer, Default: 0]
    Whether to drop bombs or strafe with guns
  • egressManeuver [Type: Integer, Default: 0]
    The initial egress maneuver. "Juke" is a sharp S-turn before a climb.


expand_area
Scripted Task; SMS EntityLevel, found in folder Tactical Graphics.
Expands the area at a specified rate.
  • ExpansionRate [Type: Real, Default: 0]
    Rate at which vertices will expand away from the center


expand_ellipse
Scripted Task; SMS EntityLevel, found in folder Tactical Graphics.
Expands the ellipse at a specified rate.
  • ExpansionRate [Type: Real, Default: 0]
    Rate at which vertices will expand away from the center


explode_charge_at_depth
Scripted Task; SMS EntityLevel, found in folder Naval Warfare/Depth Charge.
Sets the entity to descend to the given depth, and explodes it when it reaches that depth.
  • explode_at_depth [Type: Real, Default: 0]
    Depth at which the charge will explode.


extend_towed_array_decoy
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Aircraft extends its towed array decoy.


fascam
Scripted Task; SMS AggregateLevel, found in folder Units.
Uses FASCAM to deploy a minefield at the specified location.
  • Location [Type: VectorList, Default: {}]
    Location of the deployed minefield


fastropeinsertion
Scripted Task; SMS EntityLevel, found in folder Aircraft/Air Mobile Operations.
Insert troops via fast rope from helicopter
  • InsertionPoint [Type: String]
    Point helicopter should fly to and hover above to insert troops
  • InsertionAltitude [Type: Real, Default: 6]
    Altitude above insertion point at which the helicopter will hover.
  • NumberTroops [Type: Integer, Default: 4]
    Number of troops to insert
  • NumberRopes [Type: Integer, Default: 1]
    Number of Ropes to use for insertion
  • MusterPoint [Type: String]
    Point troops move after they detach from rope


fastroping
Scripted Task; SMS EntityLevel, found in folder Aircraft/Air Mobile Operations.
Task person to fast rope. They will start at location of top of rope and using animated movement, slide down the rope to the ground. Upon reaching the ground will go into desired posture.
  • Rope [Type: String]
  • DisembarkAltitude [Type: Real, Default: -1]
    The altitude at which to disembark from the rope
  • EmbarkOn [Type: String]


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.
  • fuse_type [Type: Integer, Default: 0]
  • fire_mission_index [Type: Integer, Default: 0]
  • 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.
  • gen_point [Type: Boolean, Default: false]
  • known_point_name [Type: String, Default: ""]
  • continuous [Type: Boolean, Default: false]
  • weapon_id [Type: String, Default: ""]
  • ammo_type [Type: String, Default: ""]
  • 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.
  • fuse_type [Type: Integer, Default: 0]
  • fire_mission_index [Type: Integer, Default: 0]
  • 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.
  • gen_point [Type: Boolean, Default: false]
  • known_point_name [Type: String, Default: ""]
  • continuous [Type: Boolean, Default: false]
  • weapon_id [Type: String, Default: ""]
  • ammo_type [Type: String, Default: ""]
  • 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.
  • fuse_type [Type: Integer, Default: 0]
  • fire_mission_index [Type: Integer, Default: 0]
  • 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.
  • gen_point [Type: Boolean, Default: false]
  • known_point_name [Type: String, Default: ""]
  • continuous [Type: Boolean, Default: false]
  • weapon_id [Type: String, Default: ""]
  • ammo_type [Type: String, Default: ""]
  • target [Type: SimObject] (Aliases: target_name)
    Target object.


find_cover
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Individual task to find cover from the specified threat. Optionally, the position will have an adjacent location or posture from which the individual can fire on the threat.
  • Threat [Type: String]
    Threat to find cover from
  • ThreatRadius [Type: Real, Default: 2]
    The threat radius defines an area around the threat from which line-of-sight calculations are made
  • Range [Type: Real, Default: 100]
    Distance at which to look for cover locations
  • DistanceFromThreat [Type: Real, Default: 2]
    Minimum distance to keep from threat
  • ChooseFiringPosition [Type: Boolean, Default: false]
    Entities should choose firing positions (near edges or in low cover)
  • FaceThreat [Type: Boolean, Default: false]
    Whether entities should turn to face the threat once they are in cover
  • StartFrom [Type: Integer, Default: 0]
    Location from which the entity should begin looking for cover points
  • StartingLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The starting location to perform the query from. Default is from the entity's location.
  • OnlyForward [Type: Boolean, Default: false]
    Indicates that cover points behind the entity should be avoided
  • ForwardDirection [Type: Real, Default: 0]
    Direction of forward movement. Only used when Only Forward is true


find_cover_unit
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Unit task to find cover from the specified threat. Optionally, the individual positions have an adjacent location or posture from which the individual can fire on the threat.
  • Threat [Type: String]
    Threat to find cover from
  • ThreatRadius [Type: Real, Default: 2]
    The threat radius defines an area around the threat from which line-of-sight calculations are made
  • Range [Type: Real, Default: 100]
    Distance at which to look for cover locations
  • DistanceFromThreat [Type: Real, Default: 2]
    Minimum distance to keep from threat
  • ChooseFiringPosition [Type: Boolean, Default: false]
    Entities should choose firing positions (near edges or in low cover)
  • FaceThreat [Type: Boolean, Default: false]
    Whether entities should turn to face the threat once they are in cover
  • StartingLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The starting location to perform the query from. Default is from the entity's location.


find_firing_position
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Individual task to find a firing position near the entity's current location.
  • Threat [Type: String]
    Threat to find cover from
  • ThreatRadius [Type: Real, Default: 2]
    The threat radius defines an area around the threat from which line-of-sight calculations are made
  • Range [Type: Real, Default: 100]
    Distance at which to look for cover locations
  • DistanceFromThreat [Type: Real, Default: 2]
    Minimum distance to keep from threat


find_firing_positions
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Unit task to find individual firing positions near the unit's current location, and then move there. Firing positions are cover, but with adjacent locations or postures from which the threat can be engaged. Uses unit_find_cover.
  • Threat [Type: String]
    Threat to find cover from
  • ThreatRadius [Type: Real, Default: 2]
    The threat radius defines an area around the threat from which line-of-sight calculations are made
  • Range [Type: Real, Default: 100]
    Distance at which to look for cover locations
  • DistanceFromThreat [Type: Real, Default: 2]
    Minimum distance to keep from threat


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-ballistic-gun
  • allow_task_visualizations [Type: Boolean, Default: true]
  • weapon_id [Type: String, Default: ""]
  • target [Type: Table]
  • max_rounds_to_fire [Type: Integer, Default: 1]


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]
  • weapon_id [Type: String, Default: ""]
  • 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.


fire-laser-guided-missile
  • allow_task_visualizations [Type: Boolean, Default: true]
  • weapon_id [Type: String, Default: ""]
  • fire_without_designator [Type: Boolean, Default: false]


fire-missile-launcher
  • allow_task_visualizations [Type: Boolean, Default: true]
  • weapon_id [Type: String, Default: ""]
  • target [Type: Table]
  • max_rounds_to_fire [Type: Integer, Default: 1]


fire_at
Scripted Task; SMS EntityLevel, found in folder Weapon Control.
Fires at specified target/location with specified weapon if selected else picks most approprate weapon for target.
  • targetLocRef [Type: Table]
  • numberOfRounds [Type: Integer, Default: 1]
    Number of rounds to fire before completing task.
  • preferWeapon [Type: Boolean, Default: false]
  • weapon [Type: String, Default: ""]
    Weapon to use, if possibe. Another weapon may be chosen if this one is not capable or available.
  • suppressOnly [Type: Boolean, Default: false]
    If prefered weapon is not specified, choose only from suppressive fire weapons.


fire_for_effect_on_location
Scripted Task; SMS EntityLevel, found in folder Ground Warfare.
Fires at the specified location.
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location to fire upon
  • munition [Type: String, Default: ""]
    Selection weapon and muntion to fire
  • numRnds [Type: Integer, Default: 1]
    Number of Rounds To Fire
  • heightAboveTerrain [Type: Real, Default: 0]
    Set height above terrain if air burst desired
  • userDefinedMuzzleVelocity [Type: Boolean, Default: false]
    Allows the user to choose to define the speed and orientation of the munition being fired
  • initialMuzzleSpeed [Type: Real, Default: 0]
    Speed munition starts out with
  • orientation [Type: String, Default: ""]
    Orientation to fire munition at-- input as heading;elevation;roll in Radians


fire_for_effect_on_target
Scripted Task; SMS EntityLevel, found in folder Ground Warfare.
Fires at the specified target.
  • target [Type: String]
    Target to fire on
  • munition [Type: String, Default: ""]
    Weapon and munition to fire
  • numRnds [Type: Integer, Default: 1]
    Number of rounds to fire
  • heightAboveTerrain [Type: Real, Default: 0]
    If this is to be an airburst set height above terrain
  • userDefinedMuzzleVelocity [Type: Boolean, Default: false]
    When checked allows user to define a speed and orientation to fire the munition at
  • initialMuzzleSpeed [Type: Real, Default: 0]
    Speed munition starts out with
  • orientation [Type: String, Default: "0"]
    Orientation munition is fire at, input at string of format heading;elevation;roll in radians


fire_m203_at_location
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Fires an M203 grenade launcher at the specified location.
  • MunitionType [Type: String, Default: ""]
    Kind of grenade to fire
  • TargetLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location to fire at
  • effect [Type: Integer, Default: 0]
    HE, ILLUM, OBSCURE, MARK or GAS
    Accepted values:
    • 0 - HE
    • 1 - ILLUM
    • 2 - OBSCURE
    • 3 - MARK
    • 4 - GAS


fire_m203_at_target
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Fires an M203 grenade launcher at the specified target.
  • MunitionType [Type: String, Default: ""]
    Type of grenade to fire
  • Target [Type: String]
    Target to Fire at


fire_salvo_at_target
Scripted Task; SMS EntityLevel, found in folder Examples/Air Units.
Unsupported prototype!Fires a salvo of 2 missiles at the given (air) target. Fails if no missiles/weapons available (at this range).Used in flight Attack Aircraft task.
  • target [Type: String]


fire_team_attack_by_fire
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
The rifle team will take up positions at the given line of fire and engage enemies at the enemy area.
  • lineOfFire [Type: String]
    Attack by Fire line for the unit.
  • enemyArea [Type: String]
    Area of enemy location to be used as an engagement zone.
  • timeout [Type: Integer, Default: 900]
    Length of time to wait between contacts until timing out.
  • doSupportForever [Type: Boolean, Default: false]
    Check if this behavior is to go on indefinitely.


fire_team_bounding_move
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Fire team moves using bounding overwatch or fire and maneuver to the given location.
  • destination [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location to which the fire team will move.
  • threatLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    A single threat location
  • multiThreatLocations [Type: String]
    A line object whose vertices define multiple threat locations
  • alwaysFire [Type: Boolean, Default: false]
    If checked, overwatching elements always use suppressive fire
  • boundType [Type: Integer, Default: 0]
    In successive bounds, the same section always leads; in alternating, the sections alternate leading.


fire_team_move_to_location_-_travelling
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Fire Team travels to a waypoint in formation
  • Destination [Type: String]
    Desitnation Waypoint
  • Formation [Type: String, Default: ""]
    Formation
  • SquadLeader [Type: String]
  • FollowSquadLeader [Type: Boolean, Default: false]
  • FormationOffset [Type: String, Default: "0;0;0"]
  • Breadcrumb [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
  • FollowBreadcrumb [Type: Boolean, Default: false]
  • OverrideFormationSpacing [Type: Boolean, Default: false]
  • MinSpacingM [Type: Integer, Default: 10]


fire_team_suppress_target
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Unit task that provides suppressive fire on a target. Uses individual Provide Suppressive Fire From Cover, so this task can be used when the subordinates start behind cover.
  • targetObject [Type: String]
    The threat object or control measure indicating the threat location.
  • durationRapid [Type: Integer, Default: 10]
    The length of time that the entity should fire at a rapid rate, before going to sustained fire.
  • durationTotal [Type: Real, Default: 30]
    Total time entity will fire, including rapid fire.


fire_tow_at_target
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Primitive Vehicle Tasks.
Fire TOW missile at a target. Used for entities that have a TOW system mounted on a gun turret, i.e. the TOW system has no independent aiming mechanism. The target must be an entity type that the TOW can engage.
  • target [Type: String]
    Entity to fire on.
  • maxRounds [Type: Integer, Default: 1]


fixed_wing_hover
Scripted Task; SMS EntityLevel, found in folder Aircraft/Takeoff and Land.
For VTOL fixed wing entities, flies to a location, then slows to zero speed and hovers at location.
  • location [Type: Table]


fixed_wing_land
Scripted Task; SMS EntityLevel, found in folder Aircraft/Takeoff and Land.
Creates a route that lines up with the first point of the runway at an appropriate altitude, and descends as it approaches the runway. Flies the aircraft on that route and then lands the plane using an animation sequence to describe the motion.
  • runway [Type: String]
    A route identifying the location and extent of the runway. Two points are sufficient.
  • reverse [Type: Boolean, Default: false]


aerodrome


fixed_wing_takeoff
Scripted Task; SMS EntityLevel, found in folder Aircraft/Takeoff and Land.
Taxis the entity to the runway start, plays an animation to execute a takeoff and initial climb, then starts a fly-heading task in the same direction. If taking off from an entity it is embarked on, it will disembark when it takes off.
  • runway [Type: String]
    A route that describes the runway. Use only two points.
  • reverse [Type: Boolean, Default: false]
  • teleport [Type: Boolean, Default: false]


aerodrome


fixed_wing_vertical_land
Scripted Task; SMS EntityLevel, found in folder Aircraft/Takeoff and Land.
Fixed wing vertical landing behavior. Fixed wing entity makes a landing straight down to waypoint.
  • landingPoint [Type: Table]


fixed_wing_vertical_takeoff
Scripted Task; SMS EntityLevel, found in folder Aircraft/Takeoff and Land.
Fixed wing vertical takeoff behavior. Fixed wing entity makes a vertical takeoff to specified altitude.
  • altitude [Type: Real, Default: 30.48]
    Altitude to raise to before continuing with next task.


flee
Scripted Task; SMS EntityLevel, found in folder Human.
Flee from the specified threats if they are within the specified radius.
  • fleeFrom [Type: SimObjectList]
  • radius [Type: Real, Default: 50]
  • allowDestroyed [Type: Boolean, Default: false]


flee_bodies
Reactive Task (can't assign); SMS EntityLevel, found in folder Human.
Flee from bodies
  • fleeRadius [Type: Real, Default: 50]
    Will attempt to flee when objects are within this radius the entity
  • reactivetask_priority [Type: Integer, Default: 5]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: false]
    Whether or not this reactive task is enabled


flee_from_fire
Reactive Task (can't assign); SMS EntityLevel, found in folder Human.
Entity will run from firing within the specified range.
  • FireRange [Type: Real, Default: 100]
    Firing within this range cause the entity to flee
  • reactivetask_priority [Type: Integer, Default: 5]
    The type of munition detonation the entity will run from
  • reactivetask_enabled [Type: Boolean, Default: false]
    Detonations within this range cause the entity to flee


flee_from_threat
Reactive Task (can't assign); SMS EntityLevel, found in folder Human.
Entity will run from a threat within the specified range.
  • FleeRange [Type: Real, Default: 100]
    A threat within this range causes the entity to flee
  • EnableFleeTypes [Type: Boolean, Default: false]
    Flee From Entity Types
  • typesToFlee [Type: StringVector]
    Will attempt to flee any entities with matching entity types
  • reactivetask_priority [Type: Integer, Default: 2]
    The type of munition detonation the entity will run from
  • reactivetask_enabled [Type: Boolean, Default: true]
    Detonations within this range cause the entity to flee


flee_objects
Reactive Task (can't assign); SMS EntityLevel, found in folder Human.
Flees objects that match the configured entity types.
  • typesToFlee [Type: StringVector]
    Will attempt to flee any entities with matching entity types
  • fleeRadius [Type: Real, Default: 50]
    Will attempt to flee when objects are within this radius the entity
  • reactivetask_priority [Type: Integer, Default: 5]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: false]
    Whether or not this reactive task is enabled


flee_when_routed
Reactive Task (can't assign); SMS AggregateLevel, found in folder Units.
When a unit becomes routed, this reactive task will cause them to flee from their attackers.
  • reactivetask_priority [Type: Integer, Default: 2]
  • reactivetask_enabled [Type: Boolean, Default: true]


flight_attack_aircraft
Scripted Task; SMS EntityLevel, found in folder Examples/Air Units.
Unsupported prototype!Attacks an enemy flight or aircraft. Selects lead aircraft to attack and selects target aircraft.
  • target [Type: String]
    Target aircraft or flight
  • rgmRange [Type: Real, Default: 75000]
    Max range at which to engage with long range (I.e. radar guided) missiles.
  • hsmRange [Type: Real, Default: 18000]
    Max range at which to engage with short range (i.e., heat seeking) missiles.


flight_fly_heading
Scripted Task; SMS EntityLevel, found in folder Examples/Air Units.
Unsupported prototype!Turn flight to new heading and continue flying that heading.
  • heading [Type: Table]


flight_fly_hold
Scripted Task; SMS EntityLevel, found in folder Examples/Air Units.
Unsupported Prototype !Puts the flight in a hold pattern in formation.
  • locationRef [Type: Table]
    Location or Object Fix
  • heading [Type: Table]
  • speed [Type: Real, Default: 0]
  • altitude [Type: Real, Default: 0]
  • turnDirection [Type: Integer, Default: 0]
  • legLength [Type: Real, Default: 0]
    THe length of the inbound and outbound legs
  • useTangentEntry [Type: Boolean, Default: false]


flight_fly_to_point
Scripted Task; SMS EntityLevel, found in folder Examples/Air Units.
Unsupported prototype!Flies the unit to the given destination.
  • locationRef [Type: Table]
    Location or point to fly to


float-along-nav-edge
Scripted Task; SMS EntityLevel, found in folder Human.
This task is called from other tasks and is not intended to be used directly. Causes an entity to float along a particular nav edge within a navigation area. Allows certain paths to be traversed that would not otherwise be allowed.
  • associated_object [Type: String]


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.


fly_circular_arc
Scripted Task; SMS EntityLevel, found in folder Aircraft/Primitive Maneuvers.
Fly a circular arc with constant radius.
  • radius [Type: Real, Default: 1000]
    The radius of the arc
  • heading [Type: Table]
    The final heading of the turn
  • turnDirection [Type: Integer, Default: 0]
    Which direction to turn. 0 = left, 1 = shortest direction, 2 = right.
  • desiredAltitude [Type: Real, Default: 1000]
    Desired final altitude. Task ends when turn finishes even if altitude is not reached.
  • verticalSpeed [Type: Real, Default: 10]
    The climb/descent rate to use to change altitude.
  • horizSpeed [Type: Real, Default: 0]
    Desired speed to fly at. If not specified, current speed is used.


fly_cloverleaf
Scripted Task; SMS EntityLevel, found in folder Aircraft/Pattern Flight.
Fly a cloverleaf loiter pattern. Starts by flyiing directly to the first leaf.Called by Fly Loiter Pattern.
  • location [Type: String]
    The reference point for the pattern
  • radius [Type: Real, Default: 2000]
    Radius of the loiter pattern
  • bearing [Type: Table]
    The heading of the major axis of the pattern
  • length [Type: Real, Default: 5000]
    Length of pattern--distance between turn centers.
  • turnDirection [Type: Integer, Default: 0]
    For figure 8, the direction of the lobe in the given bearing
  • altitude [Type: Real, Default: 3000]
    Altitude at which to loiter
  • speed [Type: Real, Default: 208.333]
    Speed at which to loiter
  • durationType [Type: Integer, Default: 0]
    Loiter duration is specified in number of laps
  • numLaps [Type: Integer, Default: 1]
    Number of laps to fly
  • durationType [Type: Integer, Default: 0]
    Loiter duration is specified in number of laps
  • durationTime [Type: Integer, Default: 0]
    How much time to loiter


fly_figure8
Scripted Task; SMS EntityLevel, found in folder Aircraft/Pattern Flight.
Fly a figure 8 loiter pattern. Starts by flyiing toward the turn on the side toward the bearing direction.Called by Fly Loiter Pattern.
  • location [Type: String]
    The reference point for the pattern
  • radius [Type: Real, Default: 3000]
    Radius of the loiter pattern
  • bearing [Type: Table]
    The heading of the major axis of the pattern
  • length [Type: Real, Default: 5000]
    Length of pattern--distance between turn centers.
  • turnDirection [Type: Integer, Default: 0]
    For figure 8, the direction of the lobe in the given bearing
  • altitude [Type: Real, Default: 3000]
    Altitude at which to loiter
  • speed [Type: Real, Default: 208.333]
    Speed at which to loiter
  • durationType [Type: Integer, Default: 0]
    Loiter duration is specified in number of laps
  • numLaps [Type: Integer, Default: 1]
    Number of laps to fly
  • durationType [Type: Integer, Default: 0]
    Loiter duration is specified in number of laps
  • durationTime [Type: Integer, Default: 0]
    How much time to loiter


fly_loiter_pattern
Scripted Task; SMS EntityLevel, found in folder Aircraft/Pattern Flight.
Flies the specified loiter pattern at the given altitude and speed. Pattern shape determined by bearing, radius and length.
  • location [Type: String]
    The reference point for the pattern
  • radius [Type: Real, Default: 3000]
    Radius of the loiter pattern
  • turnDirection [Type: Integer, Default: 0]
    For figure 8, the direction of the lobe in the given bearing
  • altitude [Type: Real, Default: 3000]
    Altitude at which to loiter
  • speed [Type: Real, Default: 200]
    Speed at which to loiter
  • durationType [Type: Integer, Default: 0]
    Loiter duration is specified in number of laps
  • numLaps [Type: Integer, Default: 1]
    Number of laps to fly
  • durationType [Type: Integer, Default: 0]
    Loiter duration is specified in number of laps
  • durationTime [Type: Integer, Default: 0]
    How much time to loiter
  • patternType [Type: Integer, Default: 0]
    Circular loiter pattern Figure 8 loiter pattern. Oval with hold pattern entry maneuvers. Cloverleaf loiter pattern Oval with entry maneuver tangent to a turn circle.
  • patternType [Type: Integer, Default: 0]
    Circular loiter pattern Figure 8 loiter pattern. Oval with hold pattern entry maneuvers. Cloverleaf loiter pattern Oval with entry maneuver tangent to a turn circle.
  • patternType [Type: Integer, Default: 0]
    Circular loiter pattern Figure 8 loiter pattern. Oval with hold pattern entry maneuvers. Cloverleaf loiter pattern Oval with entry maneuver tangent to a turn circle.
  • patternType [Type: Integer, Default: 0]
    Circular loiter pattern Figure 8 loiter pattern. Oval with hold pattern entry maneuvers. Cloverleaf loiter pattern Oval with entry maneuver tangent to a turn circle.
  • patternType [Type: Integer, Default: 0]
    Circular loiter pattern Figure 8 loiter pattern. Oval with hold pattern entry maneuvers. Cloverleaf loiter pattern Oval with entry maneuver tangent to a turn circle.
  • bearing [Type: Table]
    The heading of the major axis of the pattern
  • length [Type: Real, Default: 6500]
    Length of pattern--distance between turn centers.


fly_loiter_pattern_fwa
Scripted Task; SMS EntityLevel, found in folder Aircraft/Pattern Flight.
Flies the specified loiter pattern at the given altitude and speed. Pattern shape determined by bearing, radius and length.This version is for FWA, and has appropriate default values for parameters.
  • location [Type: String]
    The reference point for the pattern
  • radius [Type: Real, Default: 3000]
    Radius of the loiter pattern
  • turnDirection [Type: Integer, Default: 0]
    For figure 8, the direction of the lobe in the given bearing
  • altitude [Type: Real, Default: 3000]
    Altitude at which to loiter
  • speed [Type: Real, Default: 100]
    Speed at which to loiter
  • durationType [Type: Integer, Default: 0]
    Loiter duration is specified in number of laps
  • numLaps [Type: Integer, Default: 1]
    Number of laps to fly
  • durationType [Type: Integer, Default: 0]
    Loiter duration is specified in number of laps
  • durationTime [Type: Integer, Default: 0]
    How much time to loiter
  • patternType [Type: Integer, Default: 0]
    Circular loiter pattern Figure 8 loiter pattern. Oval with hold pattern entry maneuvers. Pattern entry point is at Waypoint. Cloverleaf loiter pattern Oval with entry maneuver tangent to a turn circle.
  • patternType [Type: Integer, Default: 0]
    Circular loiter pattern Figure 8 loiter pattern. Oval with hold pattern entry maneuvers. Pattern entry point is at Waypoint. Cloverleaf loiter pattern Oval with entry maneuver tangent to a turn circle.
  • patternType [Type: Integer, Default: 0]
    Circular loiter pattern Figure 8 loiter pattern. Oval with hold pattern entry maneuvers. Pattern entry point is at Waypoint. Cloverleaf loiter pattern Oval with entry maneuver tangent to a turn circle.
  • patternType [Type: Integer, Default: 0]
    Circular loiter pattern Figure 8 loiter pattern. Oval with hold pattern entry maneuvers. Pattern entry point is at Waypoint. Cloverleaf loiter pattern Oval with entry maneuver tangent to a turn circle.
  • patternType [Type: Integer, Default: 0]
    Circular loiter pattern Figure 8 loiter pattern. Oval with hold pattern entry maneuvers. Pattern entry point is at Waypoint. Cloverleaf loiter pattern Oval with entry maneuver tangent to a turn circle.
  • bearing [Type: Table]
    The heading of the major axis of the pattern
  • length [Type: Real, Default: 6500]
    Length of pattern--distance between turn centers.


fly_loiter_pattern_rwa
Scripted Task; SMS EntityLevel, found in folder Aircraft/Pattern Flight.
Flies the specified loiter pattern at the given altitude and speed. Pattern shape determined by bearing, radius and length.This version is for RWA, and has more appropriate default values for parameters.
  • location [Type: String]
    The reference point for the pattern
  • radius [Type: Real, Default: 1000]
    Radius of the loiter pattern
  • turnDirection [Type: Integer, Default: 0]
    For figure 8, the direction of the lobe in the given bearing
  • altitude [Type: Real, Default: 1000]
    Altitude at which to loiter
  • speed [Type: Real, Default: 40]
    Speed at which to loiter
  • durationType [Type: Integer, Default: 0]
    Loiter duration is specified in number of laps
  • numLaps [Type: Integer, Default: 1]
    Number of laps to fly
  • durationType [Type: Integer, Default: 0]
    Loiter duration is specified in number of laps
  • durationTime [Type: Integer, Default: 0]
    How much time to loiter
  • patternType [Type: Integer, Default: 0]
    Circular loiter pattern Figure 8 loiter pattern. Oval with hold pattern entry maneuvers. Cloverleaf loiter pattern Oval with entry maneuver tangent to a turn circle.
  • patternType [Type: Integer, Default: 0]
    Circular loiter pattern Figure 8 loiter pattern. Oval with hold pattern entry maneuvers. Cloverleaf loiter pattern Oval with entry maneuver tangent to a turn circle.
  • patternType [Type: Integer, Default: 0]
    Circular loiter pattern Figure 8 loiter pattern. Oval with hold pattern entry maneuvers. Cloverleaf loiter pattern Oval with entry maneuver tangent to a turn circle.
  • patternType [Type: Integer, Default: 0]
    Circular loiter pattern Figure 8 loiter pattern. Oval with hold pattern entry maneuvers. Cloverleaf loiter pattern Oval with entry maneuver tangent to a turn circle.
  • patternType [Type: Integer, Default: 0]
    Circular loiter pattern Figure 8 loiter pattern. Oval with hold pattern entry maneuvers. Cloverleaf loiter pattern Oval with entry maneuver tangent to a turn circle.
  • bearing [Type: Table]
    The heading of the major axis of the pattern
  • length [Type: Real, Default: 2500]
    Length of pattern--distance between turn centers.


fly_to_position_and_heading
Scripted Task; SMS EntityLevel, found in folder Aircraft/Primitive Maneuvers.
Flies to a given position with a heading, speed, and altitude at that position
  • position [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Position; altitude specified separately
  • keepAltitude [Type: Integer, Default: 0]
    Check to keep the same altitude
  • altitude [Type: Real, Default: 1000]
  • heading [Type: Table]
  • keepSpeed [Type: Integer, Default: 0]
    Select whether to change speed
  • speed [Type: Real, Default: 150]
  • lateralAcceleration [Type: Real, Default: 1]
    Maximum acceleration for turning (Gs)


fly_to_position_on_circle
Scripted Task; SMS EntityLevel, found in folder Aircraft/Primitive Maneuvers.
Flies to a given position on a circle, where the circle is defined by a radius, a tangent heading at the position, and left/right. Used in approaching a hold pattern at the turn.
  • position [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Position; altitude specified separately
  • keepAltitude [Type: Integer, Default: 0]
    Check to keep the same altitude
  • altitude [Type: Real, Default: 1000]
  • heading [Type: Table]
  • keepSpeed [Type: Integer, Default: 0]
    Select whether to change speed
  • speed [Type: Real, Default: 150]
  • lateralAcceleration [Type: Real, Default: 1]
    Maximum acceleration for turning (Gs)
  • finalTurnDirection [Type: Integer, Default: 0]
    Direction of final turn
  • finalTurnRadius [Type: Real, Default: 0]
    Required radius of final turn; prioritized over lateral acceleration. Ignored if nil or 0.


fold_wings
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Causes an aircraft to fold its wings.


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]


follow-in-formation
Scripted Task; SMS EntityLevel, found in folder Ground Movement.
  • unitRoute [Type: String]
    The reference from which an offset route is followed, using the Right Offset
  • rightOffset [Type: Real, Default: 0]
    The distance this entity should be to the right of the unit position
  • forwardOffset [Type: Real, Default: 0]
    Distance this entity should be ahead of the unit position
  • leader [Type: String]
  • forwardOffsetFromLeader [Type: Real, Default: 0]
    The distance this entity should be ahead of the formation leader's position. (Negative for behind leader.)
  • reverseRoute [Type: Boolean, Default: false]
    Whether the route should be followed in the reverse direction.
  • startingVertex [Type: Real, Default: 0]
    The vertex (starting at 0) plus fraction of the distance to next vertex. The place on the route where route-following should begin. E.g. 1.5 means halfway from the second vertex to the third.


follow_along_offset_route
Scripted Task; SMS EntityLevel, found in folder Human.
Follow leader along leader's route at an offset.The receiver of this task will generate its own offset route based on the offset provided.
  • route [Type: String]
    Identify the route the leader is using.
  • leader [Type: String]
    Identify the leader to follow.
  • offset [Type: VectorOffset3D, Default: {0.000000, 0.000000, 0.000000}]
    Offset right, behind, up


form_up
Scripted Task; SMS EntityLevel, found in folder Examples/Air Units.
Unsupported prototype!Causes the unit to get into the current formation. Tasks only subordinates that are not independently tasked.


get_in_car
Scripted Task; SMS EntityLevel, found in folder Civilian Vehicle.


get_out_of_car
Scripted Task; SMS EntityLevel, found in folder Civilian Vehicle.


goto-depth
Scripted Task; SMS EntityLevel, found in folder Subsurface.
Move the vessel to a new depth, independent of its movement in horizontal directions.
  • depthType [Type: Integer, Default: 0]
    Indicates how the target depth will be specified.
  • goalDepth [Type: Real, Default: 0]
    Target depth of keel
  • depthRate [Type: Real, Default: 1]
    The rate to change depth. Always positive.


ground_attack
Scripted Task; SMS AggregateLevel, found in folder Units.
This task causes a unit to move along an ingress route, move to a target point, make HE attack(s), and then move along the egress route. The unit attacks with each different HE ammunition type in succession. With each ammo type, the unit expends all of its ammunition. There is a 30-second delay between attacks with different ammunition types as the unit prepares to re-attack.
  • targetPoint [Type: String]
    Target point for bombs
  • targetPart [Type: String, Default: ""]
    The part of the targetPoint object to attack
  • ingressRoute [Type: String]
    Route to fly to target area
  • egressRoute [Type: String]
    Route to fly away from target (before RTB)


halt_movement
Scripted Task; SMS AggregateLevel, found in folder Units.
Stops all movement tasks.


halt_movement_before_obstacles
Reactive Task (can't assign); SMS AggregateLevel, found in folder Units.
Causes movement to be stopped prior to coming into contact with an obstacle.
  • reactivetask_priority [Type: Integer, Default: 5]
  • reactivetask_enabled [Type: Boolean, Default: true]


halt_when_engaged
Reactive Task (can't assign); SMS AggregateLevel, found in folder Units.
Stop moving when attacking a hostile unit.
  • reactivetask_priority [Type: Integer, Default: 2]
  • reactivetask_enabled [Type: Boolean, Default: false]


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


human-move-to-location-heading-posture
Scripted Task; SMS EntityLevel, found in folder Human.
Move to a location, face the given heading, then adopt the posture. Posture is assumed to be a valid posture string for a DI-Guy character. Used by various behavior scripts.
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    location
  • heading [Type: Table]
    Heading to face at destination (optional).
  • speed [Type: Real, Default: 0.833333]
    speed
  • posture [Type: String, Default: "standing"]
    posture


human-move-to-location-then-posture
Scripted Task; SMS EntityLevel, found in folder Human.
Move to a location then adopt the given posture. Posture is a string, assumed to be a valid posture for a DI-Guy character. Called from various behavior scripts.
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    location
  • posture [Type: String, Default: "standing"]
    posture
  • speed [Type: Real, Default: 0.833333]
    speed


iads_command_station
Scripted Task; SMS EntityLevel, found in folder Integrated Air Defense.
Automates the command station of Integrated Air Defense System, communicating with radar and launchers.
  • TargetTypes [Type: StringVector]
    Entity type of desired targets
  • DefenseArea [Type: String, Default: VRF_UUID:Circles]
    Area within which the launchers will fire on targets
  • MaxAltitude [Type: Real, Default: 15000]
    Maximum Altitude to defend to
  • AvailableLaunchers [Type: SimObjectList, Default: "All Entities"]
    Launchers that can be given targets to shoot down
  • Powerunit [Type: String, Default: VRF_UUID:All Land]
    Unit that supplies power to the battery


iads_launcher_control
Reactive Task (can't assign); SMS EntityLevel, found in folder Integrated Air Defense.
Automates the launcher of an Integrated Air Defense system. Communicates with a control station running the IADS Command Station script.
  • reactivetask_priority [Type: Integer, Default: 5]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: true]
    Whether or not this reactive task is enabled


iff-code-changer
Reactive Task (can't assign); SMS EntityLevel, found in folder Utility.
IFF Code Changer
  • iffCodeTablePath [Type: String, Default: "../data/simulationModelSets/EntityLevel/extra/iff-codes.csv"]
    File containing iff code change schedule.
  • reactivetask_priority [Type: Integer, Default: 5]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: false]
    Whether or not this reactive task is enabled


iff-interrogator
  • allow_task_visualizations [Type: Boolean, Default: true]
  • target [Type: SimObject]
  • flags [Type: Integer, Default: 0]


iff-interrogator-sweep
  • allow_task_visualizations [Type: Boolean, Default: true]
  • orientation_type [Type: Integer, Default: 0]
  • orientation_offset [Type: Real, Default: 0]
  • range [Type: Real, Default: 926000]
  • sweep [Type: Real, Default: 6.28318531]
  • flags [Type: Integer, Default: 0]


ifv-suppress-enemies
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Attack.
Given a list of enemies to engage, iterate through the list, first with suppressive fire, then with limited direct fire. This is more narrow than other suppress tasks, in that it focuses fire at specific enemies. The script attempts to cycle through the list rapidly in order to produce a suppressive effect on the enemy. Used by various engagement behaviors.
  • enemies [Type: SimObjectList]
    Enemies to suppress.


improve_booby_trap
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Improves a booby trap that is not at full strength.
  • Object [Type: String]
    The booby trap to improve


improve_breach
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Improves a breach that is not at full strength.
  • Object [Type: String]
    The breach to improve


improve_bridge
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Improves a bridge that is not at full strength.
  • Object [Type: String]
    The bridge to be improved


improve_ditch
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Improves a ditch that is not at full strength.
  • Object [Type: String]
    The ditch to improve


improve_fortification
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Improves a fortification that is not at full strength.
  • Object [Type: String]
    The fortification to improve


improve_obstacle
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Improves a basic obstacle (abatis, berm, barbed wire) that is not at full strength.
  • Object [Type: String]
    The fortification to improve


improve_road
Scripted Task; SMS AggregateLevel, found in folder Units/Engineering.
Improves a road that is not at full strength.
  • Object [Type: String]
    The road to be improved


indirect_fire
Scripted Task; SMS AggregateLevel, found in folder Units.
Attacks the specified location with indirect fire.
  • Weapon [Type: String, Default: ""]
  • TargetPoint [Type: String]
    The center of the target area.
  • NumberOfAttacks [Type: Integer, Default: 1]
  • SheafRadius [Type: Real, Default: 0]
    Size of beaten area of fire mission.
  • TargetArea [Type: String]
    The area to target for the indirect fire attack


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]


jump_to_position_with_fix
Scripted Task; SMS EntityLevel, found in folder Examples.
Makes the entity immediately jump to the given position. The position is identified by a point, a bearing, a range, and an altitude.
  • fix [Type: String]
    The reference point
  • bearing [Type: Real, Default: 0]
    The bearing from the fix of the desired postion.
  • range [Type: Real, Default: 0]
    The distance from the fix of the desired position.
  • altitude [Type: Real, Default: 0]
    The altitude of the desired position


keep-station
  • allow_task_visualizations [Type: Boolean, Default: true]
  • entity [Type: SimObject]
  • offset_distance [Type: Real, Default: 0]
  • heading [Type: Real, Default: 0]
  • mode [Type: Integer, Default: 0]


land_at_aerodrome
Scripted Task; SMS EntityLevel, found in folder Aircraft/Takeoff and Land.
  • aerodrome [Type: String]


selectedAerodrome


land_at_air_base
Scripted Task; SMS AggregateLevel, found in folder Units.
Requests landing at air base, with needed runway length. If accepted, flies to the base and provides fuel and other status, then waits for air base to delete the unit.
  • airBase [Type: String]
    The air base at which to land.


land_at_airport_near_location
Scripted Task; SMS EntityLevel, found in folder Aircraft/Takeoff and Land.
Searches for airport near specified location, and lands at a runway chosen based on the wind direction.Note: Requires airport and runway feature data in terrain.


Aerodrome


land_on_route
Scripted Task; SMS EntityLevel, found in folder Aircraft/Takeoff and Land.
Creates a route that lines up with the first point of the runway at an appropriate altitude, and descends as it approaches the runway. Flies the aircraft on that route and then lands the plane using an animation sequence to describe the motion.
  • runwayselection [Type: String]
  • reverse [Type: Boolean, Default: false]
    Use the reverse of the route poiints (last point is first)


land_on_runway
Scripted Task; SMS EntityLevel, found in folder Aircraft/Takeoff and Land.
Creates a route that lines up with the first point of the runway at an appropriate altitude, and descends as it approaches the runway. Flies the aircraft on that route and then lands the plane using an animation sequence to describe the motion.
  • runwayselection [Type: String]


aerodrome


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.


lase_and_fire_guided_missile
Scripted Task; SMS EntityLevel, found in folder Weapon Control.
Tasks an entity to lase for itself and fire its laser guided missile.
  • target [Type: Table]


launch-ballistic-missile-at-location
Scripted Task; SMS EntityLevel, found in folder Strategic Warfare.
Launch Ballistic Missile At Location.Location defaults to shooter's position.Click in the coordinate input box, then click on map to specify location.
  • targetLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    target location
  • munition [Type: String, Default: ""]
    missile type


launch-ballistic-missile-at-target-object
Scripted Task; SMS EntityLevel, found in folder Strategic Warfare.
Launch Ballistic Missile At Target Object.Target object can be a target point, platform or unit.The destination of the missile will be the location of the target object at the time of tasking. The missile will not steer toward moving targets.
  • targetObject [Type: String]
    target object
  • munition [Type: String, Default: ""]
    missile type
  • detonationAltitude [Type: Real, Default: 1981.2]
    Altitude at which the missile should detonate during descent


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-loiter-munition
Scripted Task; SMS EntityLevel, found in folder Munition/Attack.
Task a simulated object to launch a loiter munition.
  • targetMode [Type: Integer, Default: 0]

    Launch munition to loiter at a location. Set Target sent to munition after launch will cause it to attack a target.

  • loiter_location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location at which to loiter.
  • targetMode [Type: Integer, Default: 0]

    Launch munition to loiter at a location. Set Target sent to munition after launch will cause it to attack a target.

  • target [Type: String]

    Target to attack



launch-munition
Scripted Task; SMS EntityLevel, found in folder Munition/Attack.
Launches (creates) a munition. The munition is not controlled or tasked. Used by munition-firing tasks, which task the munition after it is created.
  • targetEntity [Type: String]
    Target entity. Used to fill in fire interaction.


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]


launch_asw_missile
Scripted Task; SMS EntityLevel, found in folder Naval Warfare.
Launches a missile that flies out to the vicinity of the target submarine and then drops a homing torpedo. The type of missile and torpedo are determined by the system that provides this task. After the launch, this task is also executed on the missile.
  • targetEntity [Type: String]
    The target vessel.
  • dropLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location where the missile converts to a torpedo and drops to the water.
  • parentLauncher [Type: String]
    Parent platform that launched the torpedo. Must be the character '-' when this task is run on the launching platform.


launch_flight
Scripted Task; SMS AggregateLevel, found in folder Air Base.
Causes an air base to create an air unit of a given type and size, with given armament, at a certain time. The air base will identify appropriate aircraft in its inventory, update their status, and queue a creation event for the given time.
  • CallSign [Type: String, Default: ""]
    The call sign to be used for the new unit.
  • AircraftUnitType [Type: String, Default: 0:0:0:0:0:0:0]
    The type of air unit to create.
  • Loadout [Type: String, Default: ""]
    The name of the loadout to be used.
  • MissionSuperior [Type: String]
    Assigns the new air unit to a specified mission superior object.
  • Mission [Type: String, Default: ""]
    The name of the mission being performed.
  • LaunchTime [Type: Real, Default: 0]
    The time the unit should be launched.


launch_flight_mission
Scripted Task; SMS AggregateLevel, found in folder Units.
This task can be used from global plans to launch a flight of aircraft for a mission.
  • Airbase [Type: String]
    The airbase the new unit should be launched from.
  • CallSign [Type: String, Default: ""]
    The call sign to be used for the new unit.
  • AircraftUnitType [Type: String, Default: 0:0:0:0:0:0:0]
    The type of air unit to create.
  • Loadout [Type: String, Default: ""]
    The name of the loadout to be used.
  • MissionSuperior [Type: String]
    Assigns the new air unit to a specified mission superior object.
  • Mission [Type: String, Default: ""]
    The name of the mission being performed.
  • LaunchTime [Type: Real, Default: 0]
    The time the unit should be launched.
  • WaitForLaunch [Type: Boolean, Default: false]
    If checked, task will wait for launch to complete before finishing.


launch_qra_aircraft
Scripted Task; SMS AggregateLevel, found in folder Air Base.
Launches the given number of aircraft that are already on QRA. Creates an air unit with the given call sign.
  • callSign [Type: String, Default: ""]
    The name for the air unit that is created
  • number [Type: Integer, Default: 1]
    Number of aircraft to launch


lead-formation
Scripted Task; SMS EntityLevel, found in folder Ground Movement.
  • followers [Type: SimObjectList]
  • mainRoute [Type: String]
  • formationWidth [Type: Real, Default: 0]
  • formationLength [Type: Real, Default: 0]
  • reverseRoute [Type: Boolean, Default: false]


limited_munition_attack
Scripted Task; SMS AggregateLevel, found in folder Units.
Launches a limited munition attack (e.g. indirect fire attacks, missile launches, and bombings). An entity should not be directly given a Limited Munition Attack task. It is designed as a low-level task that is called by higher level tasks.
  • TargetEntity [Type: String]
    If set, determines target location; Target Location and Target Area are ignored.
  • TargetLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Ignored if Target Area or Target Entity is set
  • Weapon [Type: String, Default: ""]
  • NumberOfAttacks [Type: Integer, Default: 1]
  • SheafRadius [Type: Real, Default: 0]
    Radius of burst pattern of shells in fire mission.
  • CheckRange [Type: Boolean, Default: true]
    Attack will not be performed if target is not in range
  • Instantaneous [Type: Boolean, Default: false]
    Attacking unit starts engagement and exits the task immediately
  • IsIndirect [Type: Boolean, Default: true]
    Set true if this is an indirect fire weapon, i.e. attack sector has no effect.
  • HitFactor [Type: Real, Default: 0]
    The hit factor to use for this attack.
  • TargetArea [Type: String]
    If set, fire is divided among all targets in area. Target Location is ignored.
  • LosRequired [Type: Boolean, Default: false]
    Indicates this attack should fail if there is no line of sight to the target
  • TargetPart [Type: String, Default: ""]
    The part of the TargetEntity to attack


lower_periscope
Scripted Task; SMS EntityLevel, found in folder Subsurface.
Lowers the periscope, antenna, snorkel, and "otherparts" articulated parts, if present.


make_way_for_emergency
Reactive Task (can't assign); SMS EntityLevel, found in folder Ground Movement.
Vehicles will pull over to the side of the road when an emergency vehicle with its lights on approaches.
  • reactivetask_priority [Type: Integer, Default: 5]
  • reactivetask_enabled [Type: Boolean, Default: false]


manage_intersection
Scripted Task; SMS EntityLevel, found in folder Intersection Management.
Manages the crosswalks and traffic lights at an intersection.
  • cycleOneObjects [Type: SimObjectList]
    The selected objects will all run on the same cycle, being enabled or disabled together
  • cycleTwoObjects [Type: SimObjectList]
    The selected objects will all run on the same cycle, being enabled or disabled together
  • cycleDuration [Type: Integer, Default: 0]
    The length of time each cycle is enabled


mark_minefields
Reactive Task (can't assign); SMS AggregateLevel, found in folder Units.
Sets markers around a minefield when it is discovered.
  • reactivetask_priority [Type: Integer, Default: 5]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: true]
    Whether or not this reactive task is enabled


monitor_terrain
Scripted Task; SMS EntityLevel, found in folder Examples/Test.
Monitors changes in terrain type as an entity moves and displays them at Warn level. Set Notify level to Debug to get the altitude of the terrain when a terrain change is detected.


mortar-fire-at-location
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Fires.
Given a location, a type of munition, and number of rounds, fire a mortar.
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location at which to fire mortar.
  • effect [Type: Integer, Default: 0]
    Type of munition to shoot.
    Accepted values:
    • 0 - High Explosive
    • 1 - Illumination
    • 2 - Smoke
    • 3 - Gas
  • number [Type: Integer, Default: 1]
    Number of rounds


mount-hq-section
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Mounts subordinates of a mechanized PLT headquarters. The first transport in the list will be used by the Platoon Leader and Radio Telephone Operator, the second by the Forward Observer. To close long distances before mounting, issue a normal movement task before issuing a mount task.
  • rallyPoint [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location to gather before mounting.
  • transports [Type: SimObjectList]
    Vehicles to board.


mount-platoon
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Tells subordinate units to mount at an assigned rally point. Calculates offsets based on formation for the subordinate unit and uses those for each squad's rally point. Threat level controls posture at the mount point. Suitable for crossing short distances to rendezvous at the rally point. Otherwise, precede this task with a normal movement task to cross longer distances.
  • mountPoint [Type: String]
    Point at which to mount.
  • heading [Type: Table]
    Direction toward enemy.
  • formation [Type: String, Default: ""]
    Formation for vehicles to take at mount point.
  • threat [Type: Integer, Default: 1]
    Anticipated danger from nearby enemies.
    Accepted values:
    • 0 - High
    • 1 - Medium
    • 2 - Low
  • subordinates [Type: String, Default: ""]
    Subordinates to mount


mount-squad
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Cause a squad to arrange itself in formation with heading at a rally point, rendezvous with assigned transport and board vehicle. Threat level is used to control posture at the rally point. The transport can be optional if it was already preassigned to the squad via set "Assign Transport". The squad can cross a short distance to the rally point. Precede this task with a normal movement task to cross longer distances.
  • reassignTransport [Type: Boolean, Default: false]
    Check this box to change the team's assigned transport.
  • transport [Type: String]
    Ground vehicle to mount. Leave blank to default to assigned transport.
  • rallyPoint [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location to await transport.
  • heading [Type: Table]
    Heading to face during pickup.
  • formation [Type: String, Default: ""]
    Formation to take when securing transport.
  • threat [Type: Integer, Default: 1]
    Anticipated danger from nearby enemies.
    Accepted values:
    • 0 - High
    • 1 - Medium
    • 2 - Low


mount-team
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Causes a team to take up a security position at a location in a specified formation, using a specified posture, then rendezvous with its transport, then board the transport in an orderly fashion. Specification of the transport is optional. Transport can be pre-specified via a set "Assign Transport". Optionally, wait for a signal from the squad before boarding. This task is invoked from Mount Squad.
  • reassignTransport [Type: Boolean, Default: false]
    Check this box to change the team's assigned transport.
  • transport [Type: String]
    Ground vehicle to mount. Leave blank to default to assigned transport.
  • position [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The team will take up this security position after dismounting.
  • formation [Type: String, Default: ""]
    Formation to take at position.
  • posture [Type: String, Default: "standing"]
    Posture to use at position.
  • waitForSignal [Type: Boolean, Default: false]
    Wait for signal before embarking.


mount-vehicle-crew
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
Mounts subordinates of a vehicle crew (team) on a vehicle.
  • transport [Type: String]
    Vehicle to mount (optional).


mount-vehicle-transport
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
This is a script animation to translate a lifeform from an ingress point to an embarkation slot within a vehicle.


move in cover
  • coverObjects [Type: SimObjectList]
  • threatWaypoint [Type: String]
  • movementSpeed [Type: Real, Default: 277.778]
  • lastCoverGuard [Type: Integer, Default: 0]


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: Table]


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-on-roads-to-location
Scripted Task; SMS EntityLevel, found in folder Ground Movement.
If entity is within 10 meters of a road, drive on the road to the point on the road that is nearest the destination.
  • destination [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The point you want the entity to move near


move-on-roads-to-waypoint
Scripted Task; SMS EntityLevel, found in folder Ground Movement.
If entity is within 10 meters of a road, drive on the road to the point on the road that is nearest the destination.
  • destination [Type: String]
    Waypoint that is the destination to move on roads to.


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. Implemented for ground vehicles, surface ships, humans and units only.
  • at_distance [Type: Real, Default: 1]
    Distance at which the entity should be considered at the destination. Implemented for rotary wing aircraft and humans only.


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
  • at_distance [Type: Real, Default: 0]


move-to-destination
  • allow_task_visualizations [Type: Boolean, Default: true]
  • destination [Type: Table]
  • continue_moving_flag [Type: Boolean, Default: false]
  • speed [Type: Real, Default: 0]
  • at_distance [Type: Real, Default: 1]


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. Implemented for rotary wing aircraft and humans only.
  • speed [Type: Real, Default: 0]
    Speed to move. Implemented for ground vehicles, surface ships, humans and units only.


move-to-location-path-plan
Scripted Task; SMS EntityLevel, found in folder Ground Movement.
Entity moves directly to the closest point on the nearest road, drives along the road to the point nearest the destination, then moves directly to the destination.
  • destination [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
  • stayOnRoad [Type: Boolean, Default: false]
    Move to closest road point to destination and complete task while still on the road.


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.


move-to-waypoint-path-plan
Scripted Task; SMS EntityLevel, found in folder Ground Movement.
Entity moves directly to the closest point on the nearest road, drives along the road to the point nearest the destination, then moves directly to the destination.
  • destination [Type: String]
  • stayOnRoad [Type: Boolean, Default: false]
    Move to closest road point to destination and complete task while still on the road.


move_along_route_and_continue
Scripted Task; SMS EntityLevel, found in folder Examples.
Moves the entity along the given route, and (optionally) continues at speed at the end of the route.Note that life forms currently move along route by moving to and stopping at each point, so this task doesn't affect them.
  • route [Type: String]
  • continue [Type: Boolean, Default: true]
    Set to true to make the entity continue at speed at the final waypoint


move_between_cover_to_location
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Individual task t move to location using points of cover from the specified threat.
  • Location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location to move to
  • Threat [Type: String]
    The threat to find cover from
  • ThreatRadius [Type: Real, Default: 2]
    The threat radius defines an area around the threat from which line-of-sight calculations are made
  • DistanceFromThreat [Type: Real, Default: 2]
    Minimum distance to keep from the threat


move_between_cover_to_location_unit
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Unit task to move to a location by moving indviduals between points of cover from the specified threat.
  • Destination [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location to move to
  • Threat [Type: String]
    The threat to find cover from
  • ThreatRadius [Type: Real, Default: 2]
    The threat radius defines an area around the threat from which line-of-sight calculations are made
  • DistanceFromThreat [Type: Real, Default: 2]
    Minimum distance to keep from the threat


move_next_to_target
Scripted Task; SMS EntityLevel, found in folder Ground Movement.
Move to a side of the target that is nearest to the tasked entity: front, back, right or left
  • targetObject [Type: String]


move_then_riot
Scripted Task; SMS EntityLevel, found in folder Human.
Entity will first move to the specified point. Once it reaches the point, it will then move to a series of randomly chosen locations for the specified amount of time. Rioting can be constrained to a specified area.
  • initialDestination [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The initial destination the entity should reach before rioting
  • isIndefinite [Type: Integer, Default: 0]
    Choose whether the entity will riot indefinitely or for a fixed amount of time.
  • riotTime [Type: Integer, Default: 0]
    How long the entity should riot. Default is indefinitely.
  • movementMode [Type: Integer, Default: 0]
  • area [Type: String]
    The area to riot in if movement is restricted to an area.
  • destinationRestriction [Type: Integer, Default: 1]
    Riot will choose paths fitting this restriction.
    Accepted values:
    • 0 - defaultindex=0
    • 1 - Anywhere
    • 2 - On Roads
    • 3 - Off Roads
    • 4 - On Pedestrian Paths
  • startFires [Type: Boolean, Default: false]
    Some entities will start fires near Riot Points


move_then_wander
Scripted Task; SMS EntityLevel, found in folder Human.
Entity will first move to the specified point. Once it reaches the point, it will then move to a series of randomly chosen locations for the specified amount of time. Wandering can be constrained to a specified area.
  • initialDestination [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The initial destination that the entity should reach before wandering.
  • isIndefinite [Type: Integer, Default: 0]
    Choose whether the entity will wander indefinitely or for a fixed amount of time.
  • wanderTime [Type: Integer, Default: 0]
    Time to wander. Default is indefinitely.
  • movementMode [Type: Integer, Default: 0]
  • area [Type: String]
    The area to wander within, if movement mode is restricted to area.
  • destinationRestriction [Type: Integer, Default: 0]
    Wander will choose destinations fitting this restriction
    Accepted values:
    • 0 - Anywhere
    • 1 - On Roads
    • 2 - Off Roads
    • 3 - On Pedestrian Paths


move_to_bullseye
Scripted Task; SMS EntityLevel, found in folder Aircraft/Primitive Maneuvers.
Flies the entity to a relative location to the bullseye object
  • bullseye [Type: String]
    The bullseye object
  • bearing [Type: Table]
    Relative bearing from the bullseye
  • range [Type: Real, Default: 0]
    Relative range from the bullseye


move_to_location_plan_path
Scripted Task; SMS AggregateLevel, found in folder Movement.
Move to the selected location by planning the best path. Used by aggregate level units.
  • destination [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Movement destination.
  • displayRoute [Type: Boolean, Default: false]
    If selected, display the computed path in the GUI


move_to_named_street
Scripted Task; SMS EntityLevel, found in folder Examples.
Searches within the given range for the given street name and moves to the closest point on the street.
  • streetName [Type: String, Default: "Coral"]
  • searchRange [Type: Integer, Default: 500]


move_to_position_with_fix
Scripted Task; SMS EntityLevel, found in folder Examples.
Starts the entity moving to the position defined with a fix, a bearing, a range, and an altitude.
  • fix [Type: String]
    The reference point
  • bearing [Type: Real, Default: 0]
    The bearing from the fix of the desired postion.
  • range [Type: Real, Default: 0]
    The distance from the fix of the desired position.
  • altitude [Type: Real, Default: 0]
    The altitude of the desired position


move_to_waypoint_plan_path
Scripted Task; SMS AggregateLevel, found in folder Movement.
Move to the selected waypoint by planning the best path.
  • destinationObject [Type: String]
    Movement destination.
  • displayRoute [Type: Boolean, Default: false]
    If selected, display the computed path in the GUI


move_with_animations
Scripted Task; SMS EntityLevel, found in folder Human.
Entity will switch between moving to a destination and doing a DI-Guy animation. When the animation ends, the entity resumes moving to it's destination.
  • destination [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The destination that the entity should reach.
  • animation [Type: String, Default: ""]
    DI Guy Animation


munition-loiter-attack
Scripted Task; SMS EntityLevel, found in folder Munition/Attack.
Munition will fly to the specified loiter point and await target information. Target information can be supplied throug the Set Target request. Once supplied, munition flies into the target and detonates.
  • targetMode [Type: Integer, Default: 0]

    Task munition to loiter at a location. Set Target sent to munition will cause it to stop loitering and attack a target.

  • loiter_location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location at which to loiter.
  • targetMode [Type: Integer, Default: 0]

    Task munition to loiter at a location. Set Target sent to munition will cause it to stop loitering and attack a target.

  • target [Type: String]

    Target to attack



naval_mine_sweep
Scripted Task; SMS EntityLevel, found in folder Naval Warfare/Mines.
Sweep for mines along a route and disarm (and delete) those within range. The error rate is the percentage chance of failing to deactivate a mine within range.
  • sweep_route [Type: String]
    The route along which to sweep for mines.
  • sense_range [Type: Real, Default: 300]
    The range from the entity at which mines can be disarmed.
  • miss_chance [Type: Real, Default: 0]
    Probability that a mine within range will not be deactivated.


navigate-to-location
Scripted Task; SMS AggregateLevel, found in folder Navigation.
This task is primarily for use by other scripted tasks. It is not designed for end user use in scenarios.Plan a path to the given destination and move there. The path is planned around the given non-traversable features. These features are described by a type and by a constraint expression on the feature parameters (e.g. min-depth parameter < D). The path maintains the given buffer distance from the features.
  • destination [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location to navigate to
  • obstacleQuery [Type: String, Default: ""]
    A constraint expression defining which features of the given type the path will avoid
  • pathQuery [Type: String, Default: ""]
  • buffer [Type: Real, Default: 0]
    Distance that the path will stay away from the non-traversable feature.
  • displayRoute [Type: Boolean, Default: false]
    Display calculated route in GUI
  • query [Type: String, Default: ""]


navigate-to-waypoint
Scripted Task; SMS AggregateLevel, found in folder Navigation.
This task is primarily for use by other scripted tasks. It is not designed for end user use in scenarios.Plan a path to the given destination and move there. The path is planned around the given non-traversable features. These features are described by a type and by a constraint expression on the feature parameters (e.g. min-depth parameter < D). The path maintains the given buffer distance from the features.
  • destinationObject [Type: String]
  • obstacleQuery [Type: String, Default: ""]
    A constraint expression defining which features of the given type the path will avoid
  • pathQuery [Type: String, Default: ""]
  • buffer [Type: Real, Default: 0]
    Distance that the path will stay away from the non-traversable feature.
  • displayRoute [Type: Boolean, Default: false]
    Display calculated route in GUI
  • query [Type: String, Default: ""]


nbc_attack
Scripted Task; SMS AggregateLevel, found in folder Units.
Targets an area for an NBC attack, creating a contamination area that will cause damage to unprotected units who enter.
  • TargetLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The center location of the NBC attack
  • AgentType [Type: String, Default: ""]
    NBC agent of the attack
  • NbcType [Type: String, Default: ""]
    General type of NBC attack (e.g. "Nuclear", "Biological", or "Chemical")
  • AreaType [Type: String, Default: 18:1:0:61:0:0:0]
    Entity type of the contamination area which will be created


nod-head
Scripted Task; SMS EntityLevel, found in folder Human.
Causes DI-Guy entity to nod its head.
  • minrange [Type: Real, Default: 5.585053606382]
    The lower end of the nod range.
  • maxrange [Type: Real, Default: 0.6981317007977]
    The upper end of the nod range.
  • rate [Type: Real, Default: 3.14159]
    The rate to nod at.
  • duration [Type: Integer, Default: 0]
    The length of time to nod.


non_lethal_damage_effect
Reactive Task (can't assign); SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Forces the entity to stop and change a posture, depending on the non lethal damage. Resumes movement at old posture depending on the damage.
  • reactivetask_priority [Type: Integer, Default: 2]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: true]
    Whether or not this reactive task is enabled


nuclear_attack
Scripted Task; SMS AggregateLevel, found in folder Units.
Targets an area for a nuclear attack, creating a contamination area that will cause damage to unprotected units who enter.
  • TargetLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The center location of the Nuclear attack
  • AgentType [Type: String, Default: ""]
    NBC agent of the attack
  • AreaType [Type: String, Default: 18:1:0:61:3:0:0]
    Entity type of the contamination area which will be created


occupy_firing_positions
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Unit task to find individual fire positions near a given point, and then move to them.
  • positionPoint [Type: String]
    The point around which to find firing positions
  • Range [Type: Real, Default: 20]
    Distance from Fire Position within which to look for cover locations
  • Threat [Type: String]
    Threat to find cover from
  • ThreatRadius [Type: Real, Default: 2]
    The size of the area around the threat from which individual positions must be hidden.
  • DistanceFromThreat [Type: Real, Default: 2]
    Minimum distance that individual positions must be from the threat


open_car_door
Scripted Task; SMS EntityLevel, found in folder Civilian Vehicle.
Opens the specified door on 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
  • SwingRate [Type: Real, Default: 1.5708]
    The rate at which the door swings open


open_cargo_door
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Opens the cargo door on an aircraft.


open_door
Scripted Task; SMS EntityLevel, found in folder Human.
Opens a door in the dynamic terrain that is in front of the entity.


open_sliding_door
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Opens the sliding door on an aircraft.


open_window
Scripted Task; SMS EntityLevel, found in folder Human.
Opens a window in the dynamic terrain that is in front of the entity.


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.


orbit_object
Scripted Task; SMS EntityLevel, found in folder Aircraft/Pattern Flight.
Orbit around an object
  • target [Type: String]
    Object to Orbit around
  • radius [Type: Real, Default: 1000]
    Radius around object to orbit
  • clockwise [Type: Boolean, Default: false]
    Direction to orbit


pa_attack_by_fire
Scripted Task; SMS AggregateLevel, found in folder Disaggregated Units.
Conducts a coordinated attack on a selected target location. All units are moved to a location near the target. They are then placed in formation, with armor and mech companies placed up front, artillery placed in the rear, and other units placed between. Once in position, the artillery will begin an indirect fire attack at the target. The other units will directly engage any enemy units in range.
  • TargetLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location of targets
  • AttackByFireLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location from which attack should be launched


pa_move_along_route
Scripted Task; SMS AggregateLevel, found in folder Disaggregated Units.
Move along the selected route.
  • route [Type: String]
  • retrograde [Type: Boolean, Default: false]
  • reverseDirection [Type: Boolean, Default: false]
  • startAtClosestVertex [Type: Boolean, Default: true]


pa_move_along_route_retrograde
Scripted Task; SMS AggregateLevel, found in folder Disaggregated Units.
Move along the selected route without changing the heading of the units.
  • route [Type: String]
  • retrograde [Type: Boolean, Default: true]
  • reverseDirection [Type: Boolean, Default: false]
  • startAtClosestVertex [Type: Boolean, Default: true]


pa_move_to_location_direct
Scripted Task; SMS AggregateLevel, found in folder Disaggregated Units.
Move to the selected location.
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
  • retrograde [Type: Boolean, Default: false]


pa_move_to_location_direct_retrograde
Scripted Task; SMS AggregateLevel, found in folder Disaggregated Units.
Move to the selected location without changing the heading of the units.
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
  • retrograde [Type: Boolean, Default: true]


pa_move_to_waypoint_direct
Scripted Task; SMS AggregateLevel, found in folder Disaggregated Units.
Move to the selected waypoint.
  • waypoint [Type: String]
  • retrograde [Type: Boolean, Default: false]


pa_move_to_waypoint_direct_retrograde
Scripted Task; SMS AggregateLevel, found in folder Disaggregated Units.
Move to the selected waypoint without changing the heading of the units.
  • waypoint [Type: String]
  • retrograde [Type: Boolean, Default: true]


pa_patrol_between
Scripted Task; SMS AggregateLevel, found in folder Disaggregated Units.
Patrol between the two selected objects.
  • point1 [Type: String]
  • point2 [Type: String]


pa_patrol_route
Scripted Task; SMS AggregateLevel, found in folder Disaggregated Units.
Patrol the selected route.
  • route [Type: String]


pa_reacttosubordinatesunderfire
Reactive Task (can't assign); SMS AggregateLevel, found in folder PseudoAggregates.
Pseudo aggregates who have a subordinate under fire will be faced with a decision on whether or not they leave their subordiant(s) behind if they are reacting to an indirect fire threat
  • reactivetask_priority [Type: Integer, Default: 5]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: true]
    Whether or not this reactive task is enabled


pa_refuel_from_tanker
Scripted Task; SMS AggregateLevel, found in folder Disaggregated Units.
All subordinates in this unit perform a refueling task.
  • tanker [Type: String]
    A tanker unit


pa_turn_to_heading
Scripted Task; SMS AggregateLevel, found in folder Disaggregated Units.
Turn to the selected heading.
  • heading [Type: Real, Default: 0]


parachute_to_target
Scripted Task; SMS EntityLevel, found in folder Aircraft/Air Mobile Operations.
  • targetObject [Type: String]
  • useMusterLocation [Type: Boolean, Default: false]
  • musterPoint [Type: String]
    If specified, after landing, the object will move to this point.
  • targetLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
  • deployParachuteAltitude [Type: Real, Default: 300]
  • deployAltIsAgl [Type: Boolean, Default: true]
    When checked, the deploy altitude is AGL. When unchecked, it is above Sea Level.
  • musterLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
  • deployAfterElapsedTime [Type: Boolean, Default: false]
  • elapsedTimeToDeploy [Type: Real, Default: 0]


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.


patrol_area
Scripted Task; SMS EntityLevel, found in folder Naval Maneuver.
The vessel will follow a crawling line from one end of the area to the other.
  • area [Type: String]
    Must be a convex area larger than 1 km


patrol_route_script_with_options
Scripted Task; SMS EntityLevel, found in folder Examples.
Similar to the patrol route task, but adds additional options .
  • Route [Type: String]
    Route to patrol
  • treatRouteAsRoad [Type: Boolean, Default: false]
    Behave as if the route is a road.
  • reverseDirection [Type: Boolean, Default: false]
    Reverse initial direction.
  • startAtClosestVertex [Type: Boolean, Default: false]
    Task will begin at the closest vertex rather than the first vertex.


perform_task_and_respond_to_interruption
Scripted Task; SMS EntityLevel, found in folder Human.
This task functions as a general case that can be used to perform some idle task indefinitely, but if interrupted by some reactive task, change behavior to some new task when ready to resume. Input parameters are not configurable for the subtasks, so suitable defaults must be in place.
  • idleTask [Type: String, Default: ""]
    Initial idle task to perform prior to being interrupted
  • resumeTask [Type: String, Default: ""]
    Task to perform when resuming after interruption from a reactive task


place_ied
Scripted Task; SMS EntityLevel, found in folder Human.
Tasks an entity to move to a location, place an IED, and then move away to another location.
  • placementLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location at which to place the IED
  • placementDuration [Type: Integer, Default: 0]
    Length of time it takes to place the IED
  • fuseType [Type: Integer, Default: 2]
    Chooses the type of fuse to arm the IED with
    Accepted values:
    • 0 - immediate
    • 1 - timed
    • 2 - proximity
  • timeDelay [Type: Integer, Default: 0]
    Amount of time set on the timed fuse
  • proximity [Type: Real, Default: 10]
    Proximity at which to detonate a proximity fuse
  • postPlacementLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location to move to after the IED has been placed.
  • armLocation [Type: Integer, Default: 1]
    Choose to arm the fuse at the placement location or at the post-placement location
    Accepted values:
    • 0 - arm at placement location
    • 1 - arm at post placement location


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.


platform_breach
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Attack/Breach.
This task is called from section_breach. It tasks the subordinate mine plow or mine roller to breach a minefield.
  • breachingLane [Type: String]
  • leader [Type: String]


platform_cross_breach
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Attack/Breach.
Called from section_cross_breach. Causes a vehicle in a platoon to cross the given breaching lane. If it has a leader, it will follow it. If the leader is destroyed, the follower will back out of the lane.
  • breachingLane [Type: String]
  • leader [Type: String]
  • section [Type: Integer, Default: 1]


plt_attack_by_fire
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Attack/Engage From Position.
Platoon of tanks or AFVs move to a designated fire position and perform an attack by fire task. Individual tanks perform Engage from Fire Positions, moving up and back, and choosing positions left and right each time they advance.Uses behavior engine package.
  • firePositions [Type: String]
    Line of fire that represents the hull down position for the tank platoon.
  • enemyArea [Type: String]
    Area of enemy location to be used as an engagement zone.
  • timeout [Type: Integer, Default: 0]
    Length of time to wait between contacts until timing out.
  • doSupportForever [Type: Boolean, Default: false]
    Check if this behavior is to go on indefinitely.


plt_bounding_overwatch_successive
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement.
Platoon of AFVs executes successive bounds along a route. Optionally, stop on contact. The task ends if one section is destroyed.
  • route [Type: String]
    Used to calculate positions along route for subordinates to move to.
  • minBound [Type: Integer, Default: 100]
    The minimum bound length for a section.
  • maxBound [Type: Integer, Default: 300]
    The maximum bound length for a section.
  • enemyLocs [Type: SimObjectList]
    Locations of possible enemy locations that subordinates will orient their heading towards.
  • numSub [Type: Integer, Default: 0]
  • action [Type: Integer, Default: 1]
    Action for the platoon to stop when enemy contact is made, or to continue.
    Accepted values:
    • 0 - Stop
    • 1 - Continue


plt_bounding_overwatch_successive_aggressive
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement.
Perform a bounding movement, successive.The task continues as a move-along if attrition destroys a section.
  • route [Type: String]
    Used to calculate positions along route for subordinates to move to.
  • minBound [Type: Real, Default: 100]
    The minimum bound length for a subordinate to travel.
  • maxBound [Type: Real, Default: 300]
    The maximum bound length for a subordinate to travel.
  • enemyLocs [Type: SimObjectList]
    Locations of possible enemy locations that subordinates will orient their heading towards.
  • numSub [Type: Integer, Default: 0]


plt_clear
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Attack/Clear.
Platoon of vehicles assumes line formation, then travels in the direction of the specified limit of advance, destroying any encountered enemy forces.
  • limitOfAdvance [Type: String]
    The stopping line for the clear movement.
  • startPoint [Type: String]
    Assembly point for PLT, where it forms line and begins advance.


plt_move_into_coil_formation
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement.
Vehicles move into coil formation based on leader position and heading.
  • Radius [Type: Real, Default: 50]


plt_movement_to_contact
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Attack.
Behavior that demonstrates a movement to contact. The platoon executes a movement along route in formation towards an attack objective, and if contact is made with the action set to engage, executes an action in direction, followed by an attack by fire. The platoon then resumes travel along the route until it reaches the objective.
  • attackAxis [Type: String]
  • objective [Type: String]
  • action [Type: Integer, Default: 0]
    Action to perform when enemy contact is detected.
    Accepted values:
    • 0 - Engage
    • 1 - Ignore


plt_perimeter_defense
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Defend.
Platoon vehicles are positioned evenly around the given perimeter, facing outward.
  • Area [Type: String]
    Perimeter to defend


plt_support_by_fire
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Attack/Engage From Position.
Form up at the given line.Task subordinates to run "engage_from_firing_positions".The subordinates will search for suitable firing positions oriented toward the enemy area.The subordinates will cycle from hide to shoot positions.The action runs forever unless otherwise indicated, and a timeout given.
  • firePositions [Type: String]
    Line of fire that represents the hull down position for the tank platoon.
  • enemyArea [Type: String]
    Area of enemy location to be used as an engagement zone.
  • numSub [Type: Integer, Default: 0]
  • timeout [Type: Integer, Default: 900]
    Value in seconds of time to wait between contacts until timing out.
  • doSupportForever [Type: Boolean, Default: false]
    Check if this behavior is to go on indefinitely.


plt_tactical_march
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement.
Conduct a platoon tactical march, normally as part of a company movement. The route must extend beyond the start and release points. Start point is the position along the route where the platoon can reasonably be expected to marshal into formation prior to transit. Release point is the position along the route where coordinated movement will discontinue.
  • route [Type: String]
    Route to travel along.
  • startPoint [Type: String]
    Starting point on the route where coordinated movement begins.
  • releasePoint [Type: String]
    Release of the march on the route, where the movement ends.
  • waitForSignal [Type: Boolean, Default: false]
    Wait for signal from superior before completing march.


plt_tank_circus
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Attack/Engage From Position.
Attack by fire but instead of moving forward and back to/from a firing line, the vehciles move roughly through a circle and share a single firing position. This firing position is moved around over time.Intended to be an OPFOR behavior.
  • battlePosition [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location from which to attack.
  • targetArea [Type: String]
    Area in which to engage enemy.


protest
Scripted Task; SMS EntityLevel, found in folder Human/Crowd Behavior.
Crowd protests toward a specified location.
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location towards which the protest should be directed


protest_along_line
Scripted Task; SMS EntityLevel, found in folder Human/Crowd Behavior.
Crowd lines up along a line and protests.
  • line [Type: String]
    Line along which entities should protest
  • leftOrRight [Type: Integer, Default: 0]
    Should the crowd protest to the left or right of the line


provide-indirect-fire
  • allow_task_visualizations [Type: Boolean, Default: true]
  • weapons_to_fire [Type: StringVector]
  • number_of_rounds [Type: Integer, Default: 0]
  • dispersion_radius [Type: Real, Default: 0]
  • height_above_terrain [Type: Real, Default: 0]
  • fuse_type [Type: Integer, Default: 0]
  • fire_mission_index [Type: Integer, Default: 0]
  • muzzle_Speed [Type: Real, Default: 0]
  • muzzle_orienation [Type: DtVector3D, Default: {0.000000, 0.000000, 0.000000}]
  • gen_point [Type: Boolean, Default: false]
  • known_point_name [Type: String, Default: ""]
  • continuous [Type: Boolean, Default: false]
  • weapon_id [Type: String, Default: ""]
  • ammo_type [Type: String, Default: ""]
  • type [Type: Integer, Default: 0]
  • fuse_setting [Type: Integer, Default: 0]
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
  • target [Type: SimObject]
  • forward_observer [Type: SimObject]
  • direction [Type: Real, Default: 0] (Aliases: mils)
  • distance [Type: Real, Default: 0]
  • unit [Type: SimObject]


provide_suppressive_fire
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Individual task to suppress a target. Deprecated; available to support old scenarios.
  • targetObject [Type: String]
    Choose a point (or entity), line, or area.
  • durationRapid [Type: Integer, Default: 10]
    Duration of initial, rapid fire
  • durationTotal [Type: Real, Default: 1]
    Total firing time (rapid followed by sustained fire).
  • ammoLimit [Type: Integer, Default: 200]
    Max number of rounds entity should shoot.
  • useGun [Type: String, Default: ""]
    Select which gun on the entity to use for suppressive fire.
  • targetLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Click on the map to select a target location.


provide_suppressive_fire_loc
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Individual task to suppress a location. Fire is aimed 1m above the ground at the location.Fire is rapid at first, followed by sustained fire until the given time or ammunition limit expires.
  • targetLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Click on map for target location
  • durationRapid [Type: Real, Default: 10]
    Duration of initial, rapid fire
  • durationTotal [Type: Integer, Default: 0]
    Total firing time (rapid followed by sustained fire).
  • ammoLimit [Type: Integer, Default: 100]
    Max number of rounds entity should shoot.
  • useGun [Type: String, Default: ""]
    Select which gun on the entity to use for suppressive fire.


put_on_mopp_gear
Reactive Task (can't assign); SMS AggregateLevel, found in folder Units.
If a unit is equipped with MOPP gear, when it enters a hazardous area it will react by stopping to change to MOPP level 4.
  • DistanceFromContamination [Type: String, Default: "500"]
    Distance from the contaminated area at which the unit will put on MOPP gear
  • reactivetask_priority [Type: Integer, Default: 5]
  • reactivetask_enabled [Type: Boolean, Default: false]


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.


raise_periscope
Scripted Task; SMS EntityLevel, found in folder Subsurface.
Raises the periscope, antenna, snorkel, and "otherparts" articulated parts, if present.


react_to_air_threats
Reactive Task (can't assign); SMS AggregateLevel, found in folder Units.
When enabled, this behavior automatically uses anti-air weapon systems (explicitly configured weapon systems, not anti-air combat power) to engage all air threats within the given radius of the entity.
  • defenseRadius [Type: Real, Default: 25000]
    Distance from entity center at which threats will be engaged. If 0, uses the max range of anti-air weapon systems.
  • reactivetask_priority [Type: Integer, Default: 5]
    Distance from entity center at which threats will be engaged. If 0, uses the max range of anti-air weapon systems.
  • reactivetask_enabled [Type: Boolean, Default: true]
    Distance from entity center at which threats will be engaged. If 0, uses the max range of anti-air weapon systems.


react_to_air_threats_air
Reactive Task (can't assign); SMS AggregateLevel, found in folder Units.
When enabled, this behavior automatically causes aircraft to move to engage enemies with anti-air weapon systems (explicitly configured weapon systems, not anti-air combat power).
  • defenseRadius [Type: Real, Default: 25000]
    Distance from entity center at which threats will be engaged. If 0, uses the max range of anti-air weapon systems.
  • dropTanks [Type: Boolean, Default: true]
    Whether the unit should drop its fuel tanks prior to attacking
  • reactivetask_priority [Type: Integer, Default: 5]
    Distance from entity center at which threats will be engaged. If 0, uses the max range of anti-air weapon systems.
  • reactivetask_enabled [Type: Boolean, Default: true]
    Distance from entity center at which threats will be engaged. If 0, uses the max range of anti-air weapon systems.


react_to_formation_change
Reactive Task (can't assign); SMS EntityLevel, found in folder Examples/Air Units.
Unsupported prototype!Monitors change-formation commands and change in unit composition; forms up unit when there is a change.
  • reactivetask_priority [Type: Integer, Default: 5]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: false]
    Whether or not this reactive task is enabled


react_to_indirect_fire
Reactive Task (can't assign); SMS AggregateLevel.
Unit reacts to artillery fire by moving in desired direction and desired distance. Waits until no new fire happens in the specified time period before resuming current task
  • fallBackDistance [Type: Real, Default: 1000]
    Distance unit moves away from artillery fire
  • fallBackDirection [Type: Real, Default: 3.14159265359]
    Direction to move in from the artillery fire
  • waitingPeriod [Type: Integer, Default: 0]
    Time to wait for indirect fire to subside before resuming task
  • reactivetask_priority [Type: Integer, Default: 5]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: true]
    Whether or not this reactive task is enabled


react_to_naval_threats_missile
Reactive Task (can't assign); SMS AggregateLevel, found in folder Units.
When enabled, this behavior automatically uses missiles (explicitly configured weapon systems, not anti-air combat power) to engage all surface threats within the given radius of the entity.
  • defenseRadius [Type: Real, Default: 25000]
    Distance from entity center at which threats will be engaged. If 0, uses the max range of anti-air weapon systems.
  • reactivetask_priority [Type: Integer, Default: 5]
    Distance from entity center at which threats will be engaged. If 0, uses the max range of anti-air weapon systems.
  • reactivetask_enabled [Type: Boolean, Default: false]
    Distance from entity center at which threats will be engaged. If 0, uses the max range of anti-air weapon systems.


react_to_naval_threats_torpedo
Reactive Task (can't assign); SMS AggregateLevel, found in folder Units.
When enabled, this behavior automatically uses torpedos (explicitly configured weapon systems, not anti-air combat power) to engage all surface and subsurface threats within the given radius of the entity.
  • defenseRadius [Type: Real, Default: 10000]
    Distance from entity center at which threats will be engaged. If 0, uses the max range of anti-air weapon systems.
  • reactivetask_priority [Type: Integer, Default: 5]
    Distance from entity center at which threats will be engaged. If 0, uses the max range of anti-air weapon systems.
  • reactivetask_enabled [Type: Boolean, Default: false]
    Distance from entity center at which threats will be engaged. If 0, uses the max range of anti-air weapon systems.


recover-embedded-entity
Scripted Task; SMS EntityLevel, found in folder Embedded Entity.
Recovers an embedded entity that is owned by this object. (Recovering will NOT restore the embedded entity if it has been killed or deleted.)
  • embeddedEntityName [Type: String, Default: ""]
    Name of the embedded entity you are recovering...


refuel_from
Scripted Task; SMS EntityLevel, found in folder Aircraft/Aerial Refueling.
  • tanker [Type: String]
    The tanker to refuel from


refuel_from_tanker
Scripted Task; SMS AggregateLevel, found in folder Units.
  • tanker [Type: String]
    The tanker to refuel from


refueling_mission
Scripted Task; SMS AggregateLevel, found in folder Units.
This task moves to a station and then accepts requests from other aircraft to refuel. Aircraft must run a refuel task so that they can exchange messages with this task.If multiple aircraft request fuel, this task queues them and services them in turn.
  • trackAltitude [Type: Real, Default: 10000]
    Altitude at which tanker flies race track for refueling
  • reserveFuel [Type: Real, Default: 5000]
    Amount of fuel to reserve for tanker's use, vs refueling other aircraft.
  • timeOnStation [Type: Integer, Default: 0]
    Amount of time to fly the race track before ending the task (unless fuel supply ends the task first)
  • refuelingRoute [Type: String]
    Route that tanker flies repeatedly while refueling aircraft.
  • refuelingPoint [Type: String]
    The location of the end of a straight leg of the oval race track
  • trackHeading [Type: Real, Default: 0]
    The heading of the straight legs of the race track oval
  • trackLength [Type: Real, Default: 92600]
    The length of the straight legs of the race track oval
  • trackWidth [Type: Real, Default: 37040]
    Width of the race track oval


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.


release_from_queue
Scripted Task; SMS EntityLevel, found in folder Human/Queuing.
Tasks a queue object to release the next entity waiting in the queue.


retract_towed_array_decoy
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Aircraft retracts its towed array decoy.


return_to_airbase
Scripted Task; SMS EntityLevel, found in folder Aircraft.
Return to designated airbase


riot
Scripted Task; SMS EntityLevel, found in folder Human.
Causes the entity to move to a series of randomly chosen locations for the specified amount of time. Rioting can be constrained to a specified area.
  • isIndefinite [Type: Integer, Default: 0]
    Choose whether the entity will riot indefinitely or for a fixed amount of time.
  • riotTime [Type: Integer, Default: 0]
  • movementMode [Type: Integer, Default: 0]
  • area [Type: String]
  • destinationRestriction [Type: Integer, Default: 4]
    Riot will choose destinations matching this restriction.
    Accepted values:
    • 0 - defaultindex=0
    • 1 - Anywhere
    • 2 - On Roads
    • 3 - Off Roads
    • 4 - On Pedestrian Paths
  • startFires [Type: Boolean, Default: false]
    Entity will start fires near Riot Points


riot_in_area
Scripted Task; SMS EntityLevel, found in folder Human/Crowd Behavior.
Tasks a crowd of pedestrians to riot in a given area.
  • area [Type: String]
    The area in which the crowd should riot
  • startFires [Type: Boolean, Default: false]
    Some entities will start fires near Riot Points


rope_disembarkation
Scripted Task; SMS EntityLevel, found in folder Aircraft/Air Mobile Operations.
Helicopter will fly to the dropoff point, and disembark all units attached to the rope.
  • DropoffPoint [Type: String]


rope_embarkation
Scripted Task; SMS EntityLevel, found in folder Aircraft/Air Mobile Operations.
Helicopter will move to pickup point and drop the fast rope to pick up the units.
  • PickupPoint [Type: String]
  • TroopsToPickup [Type: SimObjectList]


rope_ladder_disembarkation
Scripted Task; SMS EntityLevel, found in folder Aircraft/Air Mobile Operations.
Helicopter will move to the dropoff point, drop the ladder, and wait for units to disembark
  • DropoffPoint [Type: String]
  • UseCargoDoor [Type: Boolean, Default: false]


rope_ladder_embarkation
Scripted Task; SMS EntityLevel, found in folder Aircraft/Air Mobile Operations.
Helicopter will move to the pickup point, drop the ladder and wait for the units to embark
  • PickupPoint [Type: String]
  • TroopsToEmbark [Type: SimObjectList]
  • UseCargoDoor [Type: Boolean, Default: false]
    Select whether the ladder is at the cargo door or sliding door.


rope_sling_load_dropoff
Scripted Task; SMS EntityLevel, found in folder Aircraft/Airlift.
Helicopter will fly to the dropoff point, and unload the cargo attached to the rope.
  • DropoffPoint [Type: String]


rope_sling_load_pickup
Scripted Task; SMS EntityLevel, found in folder Aircraft/Airlift.
Helicopter will move to pickup point and drop a rope to pick up cargo.
  • PickupPoint [Type: String]
  • TroopsToPickup [Type: SimObjectList]


rotary-navigate-to-location
Scripted Task; SMS EntityLevel, found in folder Aircraft/Primitive Maneuvers.
Rotary wing plans a path to a desitnation location and then moves along the path.
  • destination [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Destination
  • avoidElevationContours [Type: Boolean, Default: false]
    Plan a path around elevation contour features.
  • altitudeLimit [Type: Real, Default: 0]
    Avoid features at or higher than this altitude.
  • avoidBuildings [Type: Boolean, Default: false]
    Plan path around building area features.
  • buildingLimit [Type: Real, Default: 0]
    Avoid buildings at or taller than this height.
  • buffer [Type: Real, Default: 5]
    Distance that route should maintain away from obstacles.
  • terrainClamp [Type: Boolean, Default: true]
    Clamp altitude of points to terrain
  • heightAboveTerrain [Type: Real, Default: 100]
    Clamp points using this offset.
  • displayRoute [Type: Boolean, Default: true]
    Show the generated route on the map.


rotary-navigate-to-waypoint
Scripted Task; SMS EntityLevel, found in folder Aircraft/Primitive Maneuvers.
Rotary wing plans a path to a desitnation object and then moves along the path.
  • destination [Type: String]
    Waypoint
  • avoidElevationContours [Type: Boolean, Default: false]
    Plan a path around elevation contour features.
  • altitudeLimit [Type: Real, Default: 0]
    Avoid features at or higher than this altitude.
  • avoidBuildings [Type: Boolean, Default: false]
    Plan path around building area features.
  • buildingLimit [Type: Real, Default: 0]
    Avoid buildings at or taller than this height.
  • buffer [Type: Real, Default: 5]
    Distance that route should maintain away from obstacles.
  • terrainClamp [Type: Boolean, Default: true]
    Clamp altitude of points to terrain
  • heightAboveTerrain [Type: Real, Default: 100]
    Clamp points using this offset.
  • displayRoute [Type: Boolean, Default: true]
    Show the generated route on the map.


rush_to_location
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Individual stands, runs to the location, and assumes a covered posture oriented to the threat location.Used in unit bounding movement.
  • destination [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The location to rush to.
  • threat [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Threat location to orient to
  • isHighCover [Type: Boolean, Default: false]
    Is the destination location in cover from threat if the entity stands


rw-lift-cargo-to-location
Scripted Task; SMS EntityLevel, found in folder Aircraft/Airlift.
Tasks a rotary wing entity to airlift some cargo to a specified location.
  • cargoList [Type: SimObjectList]
    Items to carry.
  • cruiseAltitude [Type: Real, Default: 0]
    Avoid going below this altitude while flying.
  • destination [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location to drop off cargo.


rw-retrieve-cargo
Scripted Task; SMS EntityLevel, found in folder Aircraft/Airlift.
Tasks a rotary wing entity to retrieve cargo.
  • cargoList [Type: SimObjectList]
    Items to carry.
  • cruiseAltitude [Type: Real, Default: 0]
    Avoid going below this altitude while flying.
  • planRoute [Type: Boolean, Default: false]
    Plan Route to Cargo


rw-unload-cargo
Scripted Task; SMS EntityLevel, found in folder Aircraft/Airlift.
Tasks a rotary wing entity to unload its cargo.


sar_creep_pattern
Scripted Task; SMS EntityLevel, found in folder Aircraft/Pattern Flight.
Perform a SAR Creep Pattern flight path.
  • csp [Type: String]
    Where search starts
  • majorAxisHeading [Type: Table]
  • majorAxisSize [Type: Real, Default: 15000]
    Size of the search area in the major axis direction.
  • trackSpacing [Type: Real, Default: 5000]
    Distance between the parallel search legs.
  • searchToRight [Type: Boolean, Default: true]
    True if the search pattern extends to the right of the CSP; otherwise, it extends left.
  • legLength [Type: Real, Default: 20000]
    Length of search leg, parallel to the minor axis.
  • altitude [Type: Real, Default: 3000]
    Search Altitude
  • airSpeed [Type: Real, Default: 83.3333]
    Spead of search
  • turnAccel [Type: Real, Default: 0.3]
    The desired lateral acceleration to use in turns.


sar_expanding_square
Scripted Task; SMS EntityLevel, found in folder Aircraft/Pattern Flight.
Perform a SAR expanding square search.
  • csp [Type: String]
    Where search starts
  • heading [Type: Table]
    Major axis.
  • trackSpacing [Type: Real, Default: 4000]
    Spacing between search legs.
  • boxSize [Type: Real, Default: 10000]
    The size (of a side) of the area to search.
  • altitude [Type: Real, Default: 3000]
    Search Altitude
  • airSpeed [Type: Real, Default: 83.3333]
    Speed of search.
  • turnAccel [Type: Real, Default: 0.3]
    The desired lateral acceleration to use in turns.


sar_parallel_pattern
Scripted Task; SMS EntityLevel, found in folder Aircraft/Pattern Flight.
Perform a SAR Trackline search on a single line route.
  • csp [Type: String]
    Where search starts.
  • majorAxisHeading [Type: Table]
    Major Axis in True or Magnetic
  • legLength [Type: Real, Default: 20000]
    Length of search legs, parallel to the major axis.
  • searchToRight [Type: Boolean, Default: true]
    True if the search pattern extends to the right of the CSP; otherwise, it extends left.
  • minorAxisSize [Type: Real, Default: 15000]
    Size of search box along the minor axis
  • trackSpacing [Type: Real, Default: 5000]
    Spacing between search legs.
  • altitude [Type: Real, Default: 3000]
    Search altitude.
  • airSpeed [Type: Real, Default: 83.3333]
    Speed of search.
  • turnAccel [Type: Real, Default: 0.3]
    The desired lateral acceleration to use in turns.


sar_sector_search
Scripted Task; SMS EntityLevel, found in folder Examples.
Perform a SAR Sector search pattern.
  • csp [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Where search starts
  • leg [Type: Real, Default: 10000]
    length of trackline
  • altitude [Type: Real, Default: 3000]
    Search Altitude
  • airSpeed [Type: Real, Default: 83.3333]
    Spead of search


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.


section_breach
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Attack/Breach.
Called from company breach. This is used to split a tank platoon with plows and rollers into sections and have those sections breach a minefield.
  • lane [Type: String]
  • section [Type: Integer, Default: 0]
    Choose which section of the platoon will be tasked
    Accepted values:
    • 0 - Breach Section 1
    • 1 - Breach Section 2
    • 2 - Support Section 1
    • 3 - Support Section 2


section_cross_breach
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Attack/Breach.
Called by company_breach. Causes one section of a platoon to cross the given breach lane. Sections grouped by subordinate index.Section cross breach calls platform_cross_breach
  • lane [Type: String]
  • section [Type: Integer, Default: 0]
    Choose which section of the platoon will be tasked
    Accepted values:
    • 0 - Section 1 Cross Breach
    • 1 - Section 2 Cross Breach
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    The side of the breach the unit will cross to.


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.


send_nbc_report
Scripted Task; SMS AggregateLevel, found in folder Units.
Sends an NBC report for the specified nuclear, biological, or chemical contamination area. Note that NBC reports are automatically sent when NBC areas are detected by units with NBC sensors. This task can be used to send these reports at other times.
  • nbcArea [Type: String]
    Select the NBC area to report on
  • engagementResult [Type: String, Default: ""]
    Free form string that can be result of this spot report


send_obstacle_report
Scripted Task; SMS AggregateLevel, found in folder Units.
Sends an obstacle report for the specified obstacle or engineering object. Note that obstacle reports are automatically sent when obstacles are detected by units with engineering object sensors. This task can be used to send these reports at other times.
  • obstacleArea [Type: String]
    Select the Obstacle to report on
  • engagementResult [Type: String, Default: ""]
    Free form text that can be used to describe the result of this spot report


shake-head
Scripted Task; SMS EntityLevel, found in folder Human.
Causes DI-Guy entity to shake its head.
  • minrange [Type: Real, Default: 5.585053606382]
    The lower end of the shake range.
  • maxrange [Type: Real, Default: 0.6981317007977]
    The upper end of the shake range.
  • rate [Type: Real, Default: 3.14159]
    The rate to shake at.
  • duration [Type: Integer, Default: 0]
    The length of time to shake.


ship-navigate-to-location
Scripted Task; SMS EntityLevel, found in folder Naval Maneuver.
Plans a path to the destination that avoids areas whose depth is less than the given depth value; then moves on that path.
  • destination [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Movement destination.
  • depthChoice [Type: Integer, Default: 0]
    If Use Ship Draft selected, use the ship's draft to determine the minimum depth. Otherwise use the specified value.
  • depthValue [Type: Real, Default: 0]
    The minimum depth required on the path.
  • displayRoute [Type: Boolean, Default: false]
    If selected, display the computed path in the GUI


ship-navigate-to-waypoint
Scripted Task; SMS EntityLevel, found in folder Naval Maneuver.
Plans a path to the destination that avoids areas whose depth is less than the given depth value. Then moves on that path.
  • destinationObject [Type: String]
    Movement destination.
  • depthChoice [Type: Integer, Default: 0]
    If Use Ship Draft selected, then use the ship's draft to calculate the minimum depth. Otherwise use the specified value..
  • depthValue [Type: Real, Default: 0]
    The minimum depth required on the path.
  • displayRoute [Type: Boolean, Default: false]
    If selected, display the computed path in the GUI


show_land-water_grid
Scripted Task; SMS EntityLevel, found in folder Examples/Test.
This task takes samples in box around the entity and creates a tactical graphic on each sample location. If the location is water (or unspecified), a cross (TRP) is created; if it is land, an X in a circle (Coordination Point) is created. The grid is always 10x10; its size is determined by the sample spacig parameter.
  • sampleSpacing [Type: Real, Default: 100]
    The horizontal and vertical spacing between sample locations in the grid.


sniff_bombs
Reactive Task (can't assign); SMS EntityLevel, found in folder Human.
Entity will search for a bomb in a given radius
  • searchRadius [Type: Real, Default: 300]
    Entityt will sniff a bomb within this range
  • reactivetask_priority [Type: Integer, Default: 2]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: true]
    Whether or not this reactive task is enabled


sonar_dip
Scripted Task; SMS EntityLevel, found in folder Naval Warfare/Sonar.
Moves the entity to the given location, then turns on a sonar at the given depth. The sonar is left on for the given duration.
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location of sonar dip
  • duration [Type: Integer, Default: 0]
    Time to spend dipping sonar
  • sonarType [Type: Integer, Default: 0]
    The type of sonar to use
    Accepted values:
    • 0 - Active
    • 1 - Passive
  • sonarDepth [Type: Real, Default: 0]
    Sets sonar to this depth


spacecraft_orbit
Scripted Task; SMS EntityLevel, found in folder Examples.
Moves entity in orbit of given altitiude and inclination by setting position every tick. Accounts for earth rotation.
  • startLongitude [Type: Real, Default: 6.28318530718]
  • altitude [Type: Real, Default: 0]
  • inclination [Type: Real, Default: 0]


squad-assault
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Attack.
Conduct a squad assault on an objective.One fire team and the vehicle team will support by fire.The squad will attempt to gain fire superiority.If it does, the assault team will cross.If the assault succeeds, the squad will consolidate on the objective.
  • enemyArea [Type: String]
    The area in which to find enemy.
  • supportByFirePosition [Type: String]
    The position from which to support by fire.
  • assaultPosition [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Position from which to assault.
  • limitOfAdvance [Type: String]
    Don't go beyond this line.


squad_secure_disembark
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
This task is performed by an infantry unit embarked on a vehicle. It will disembark a squad or fire team from the platform it is embarked on, and take secure positions in an arc around the egress point. The unit will remain in cover positions after the script ends.


squad_travel_to_waypoint
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Squad moves in formation to the destination. The fire teams move in a wedge formation, and the fire teams follow one another in a column. The squad leader moves in front of the trailing squad.
  • Destination [Type: String]
  • Overwatch [Type: Boolean, Default: false]
    Traveling overwatch--bigger gap after lead fire team.
  • OverrideFormationSpacing [Type: Boolean, Default: false]
    Use the spacing here for the minimum distance between subordinates instead of the spacing from the formation editor.
  • MinSpacingM [Type: Integer, Default: 10]
    The spacing between the closest subordinates in the formation, when overriding the formation editor spacing.


standing-disembark
Scripted Task; SMS EntityLevel, found in folder Aircraft/Air Mobile Operations.


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


stop-moving-ship
Scripted Task; SMS EntityLevel, found in folder Naval Maneuver.
Stops the ship, either normally, as an emergency stop, or in a slow drift.
  • stopType [Type: Integer, Default: 0]
    Normal uses normal acceleration factor, emergency uses full deceleration, and drift is a slow deceleration.


stow_center_refueling_drogue
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Aircraft stows its center refueling drogue.


stow_port_refueling_drogue
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Aircraft stows its port refueling drogue.


stow_refueling_boom
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Aircraft stows its refueling boom.


stow_refueling_probe
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Aircraft stows its refueling probe.


stow_starboard_refueling_drogue
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Aircraft stows its starboard refueling drogue.


strafe_ground_target
Scripted Task; SMS EntityLevel, found in folder Aircraft/Combat.
Execute a call for Close Air Support (CAS) using guns.
  • initialPoint [Type: String]
    Initial Point, from which the aircraft will begin its strafing attack. If used, do not also specify IP Location.
  • initialPointLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Initial point to start attack from
  • targetPoint [Type: String]
    The location of the strafing target
  • targetType [Type: Integer, Default: 3]
    The specific types of entities to target.
    Accepted values:
    • 0 - None (target location)
    • 1 - Tanks
    • 2 - Armored Vehicles
    • 3 - Any vehicles
    • 4 - Infantry
  • abortWithoutTarget [Type: Boolean, Default: false]
    If true, and no target entities are acquired, the strafing mission will abort. Otherwise, the task will fire at the target point if it can't acquire targets
  • egressManeuver [Type: Integer, Default: 0]
    The initial egress maneuver. "Juke" is a sharp S-turn before a climb.
  • finalEgressHeading [Type: Real, Default: 0]


suppressed_crouch
Reactive Task (can't assign); SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Forces entity to crouch when suppressed. Returns to previous posture when no longer suppressed. Does not otherwise interrupt movement.
  • reactivetask_priority [Type: Integer, Default: 4]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: true]
    Whether or not this reactive task is enabled


suppressed_prone
Reactive Task (can't assign); SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Forces the entity to stop and fall prone when suppressed to level 2 or 3. Resumes movement at old posture when no longer suppressed.
  • reactivetask_priority [Type: Integer, Default: 3]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: true]
    Whether or not this reactive task is enabled


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.


takeoff_on_route
Scripted Task; SMS EntityLevel, found in folder Aircraft/Takeoff and Land.
Checks the validity of the runway object and calls fixed_wing_takeoff.
  • runwayselection [Type: String]
  • teleport [Type: Boolean, Default: false]
  • reverse [Type: Boolean, Default: false]
    Use the reverse of the route points (last point it first point)


takeoff_on_runway
Scripted Task; SMS EntityLevel, found in folder Aircraft/Takeoff and Land.
Determines a runway object either directly from the runway selection or from the aerodrome, and calls fixed_wing_takeoff.
  • runwayselection [Type: String]
  • teleport [Type: Boolean, Default: false]
  • closestRunway [Type: Boolean, Default: false]
    Use this check box to use the closest runway to the object


aerodrome


talk_to_friends
Scripted Task; SMS EntityLevel, found in folder Examples.
Entity wanders and randomly approaches and talks to other nearby entities running this same task.
  • FriendDistance [Type: Real, Default: 50]
    Maximum distance from entity to query for "friends"
  • movement [Type: Boolean, Default: false]
    Select to restrict entity movement to the specified area.
  • Area [Type: String]
    If Restrict to Area is selected, the area in which to restrict movement.


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.


team-assault
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Conduct a team assault on an objective.Called from squad-assault.The team will use "team-bound-in-lanes" to cross to the objective.When called from squad-assault, the team will wait for the squad to send a message before crossing.
  • enemyArea [Type: String]
    The area in which to find enemy.
  • supportByFirePosition [Type: String]
    The position from which to support by fire.
  • assaultPosition [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Position from which to assault.
  • limitOfAdvance [Type: String]
    Don't go beyond this line.
  • waitForSignal [Type: Boolean, Default: false]
    Wait for squad message "go".


team-bound-in-lanes
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Starting from origin, maneuver in pairs toward the objective.
  • enemyArea [Type: String]
    enemy area
  • origin [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    origin


throwgrenade
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Throws a grenade at the specified location.
  • MunitionType [Type: String, Default: ""]
    Type of grenade to throw
  • TargetLocation [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location to throw grenade at
  • effect [Type: Integer, Default: 0]
    FRAG, FLASH, OBSCURE, MARK or GAS
    Accepted values:
    • 0 - FRAG
    • 1 - FLASH
    • 2 - OBSCURE
    • 3 - MARK
    • 4 - GAS


throwgrenadetarget
Scripted Task; SMS EntityLevel, found in folder Infantry Maneuver Warfare.
Throws a grenade at the specified object.
  • munitionType [Type: String, Default: ""]
    Type of grenade to throw
  • target [Type: String]
    Target object to throw grenade at
  • effect [Type: Integer, Default: 0]
    FRAG, FLASH, OBSCURE, MARK or GAS
    Accepted values:
    • 0 - FRAG
    • 1 - FLASH
    • 2 - OBSCURE
    • 3 - MARK
    • 4 - GAS


time_on_target__along_route_
Scripted Task; SMS EntityLevel, found in folder Examples.
Travel along the route, adjusting speed to arrive at the last point on the route at the specified simulation time. A hold pattern will be executed at the start of the route, if the arrival time is too far in the future.
  • route [Type: String]
    Route to move along.
  • timeOnTarget [Type: Integer, Default: 0]
    Arrival time for the end of the route


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]


transition_into_formation
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement.
Move a short distance in the given direction and assume the given formation.
  • formation [Type: String, Default: ""]
  • heading [Type: Table]


turn-move
Scripted Task; SMS EntityLevel, found in folder Naval Maneuver.
Moves the entity in a turn. The turn can be to a heading, around a part of a circle, or a never-ending turn. In the first two cases, the entity will continue moving on the final heading after the turn is complete.
  • turnType [Type: Integer, Default: 0]
    Select whether turn is to a heading, around a part of a circle, or continuous. Determines which parameter below to use.
  • finalHeading [Type: Real, Default: 0]
    The heading to turn to.
  • turnCirclePortion [Type: Real, Default: 1.570796326795]
    How many degrees to turn left or right
  • turnRateSelector [Type: Integer, Default: 0]
    Whether the turn rate is specified by a turn circle diameter or heading change rate.
  • turnDiameter [Type: Real, Default: 1000]
    Diameter of the circular turn path.
  • turnRate [Type: Real, Default: 0.0174533]
    The turn rate in degrees/sec, which will produce paths with different diameters depending on speed.
  • turnDirection [Type: Integer, Default: 0]
    Which way to turn. "Toward heading" will turn the closest way to the final heading. "Starboard" or "Port" forces a turn in that direction.


turn-move-sail-heading
Scripted Task; SMS EntityLevel, found in folder Naval Maneuver.
Turns the entity to a heading. The entity will continue moving at the ordered speed after the turn is complete.
  • turnType [Type: Integer, Default: 0]
    Select whether turn is to a heading, around a part of a circle, or continuous. Determines which parameter below to use.
  • finalHeading [Type: Table]
    The heading to turn to.
  • turnCirclePortion [Type: Real, Default: 1.570796326795]
    How much of a circle to turn
  • turnRateSelector [Type: Integer, Default: 0]
    Whether the turn rate is specified by a turn circle diameter or heading change rate.
  • turnDiameter [Type: Real, Default: 1000]
    Diameter of the circular turn path.
  • turnRate [Type: Real, Default: 0.0174533]
  • turnDirection [Type: Integer, Default: 0]
    Which way to turn. "Toward heading" will turn the closest direction to the heading. "Starboard" or "port" forces a turn in that direction.


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.


uas_unit_move_to_location
Scripted Task; SMS EntityLevel, found in folder Aircraft/Primitive Maneuvers.
Unit UAS Move To Location
  • destination [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Move to location destination.


uas_unit_navigate_to_location
Scripted Task; SMS EntityLevel, found in folder Aircraft/Primitive Maneuvers.
Unit UAS Navigate To Location (Path Plan)
  • destination [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Destination
  • avoidElevationContours [Type: Boolean, Default: false]
    Plan a path around elevation contour features.
  • altitudeLimit [Type: Real, Default: 0]
    Avoid features at or higher than this altitude.
  • avoidBuildings [Type: Boolean, Default: false]
    Plan path around building area features.
  • buildingLimit [Type: Real, Default: 0]
    Avoid buildings at or taller than this height.
  • buffer [Type: Real, Default: 5]
    Distance that route should maintain away from obstacles.
  • terrainClamp [Type: Boolean, Default: true]
    Clamp altitude of points to terrain
  • heightAboveTerrain [Type: Real, Default: 100]
    Clamp points using this offset.
  • displayRoute [Type: Boolean, Default: true]
    Show the generated route on the map.


unfold_wings
Scripted Task; SMS EntityLevel, found in folder Aircraft/Move Parts.
Causes an aircraft to unfold its wings.


unit-fire-at-target
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Attack.
Cause subordinates to fire at the given target point. One subordinate will engage enemy entities if spotted.
  • target [Type: String]
    Target reference point, or entity
  • duration [Type: Real, Default: 5]
    Number of seconds to fire at target.


unit-mortar-fire-at-location
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Fires.
This task is used to by units to direct a capable subordinate to fire mortars. Subordinate function is used to determine capability. It looks for subordinates with function MORT, FSO, FO or CREW.
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    Location at which to fire mortar.
  • effect [Type: Integer, Default: 0]
    Type of munition to shoot.
    Accepted values:
    • 0 - High Explosive
    • 1 - Illumination
    • 2 - Smoke
    • 3 - Gas
  • number [Type: Integer, Default: 1]
    Number of rounds


unit-mount-subordinate-vehicle-teams
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement/Mounted.
This task iterates through an organization and instructs subordinates to have their vehicle teams to mount their assigned vehicles.


unit_artillery_indirect_fire_at_location
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Fires.
Unit or platform task to perform IF. If called on a unit, recursively calls itself on subordinates. If called on a platform, calls provide_indirect_fire (C++ task).
  • fuseSetting [Type: Integer, Default: 0]
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
  • sheaf [Type: Integer, Default: 0]
  • weaponSystem [Type: String, Default: ""]
  • numberOfRoundsOrVolleys [Type: Integer, Default: 0]
  • volleyFire [Type: Boolean, Default: false]
  • heightAboveTerrain [Type: Real, Default: 0]
  • sheafWidth [Type: Real, Default: 0]
  • sheafLength [Type: Real, Default: 0]
  • sheafAttitude [Type: Integer, Default: 0]
  • continuousFire [Type: Boolean, Default: false]
  • arcBearingOne [Type: Real, Default: 0]
    Degree value indicating offset from target point that marks an end of an arc for round placement.
  • arcBearingTwo [Type: Real, Default: 0]
    Degree value indicating offset from center of target point that marks the other endpoint of the arc.
  • originatingUnit [Type: String]
  • fireMissionIndex [Type: Integer, Default: 0]
    Unique identifier included in the network PDU. Does not impact VRF behavior.


unit_artillery_provide_indirect_fire
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Fires.
Used with artillery systems.
  • provideIndirectFireType [Type: Integer, Default: 0]
  • fuseSetting [Type: Integer, Default: 0]
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
  • target [Type: String]
  • forwardObserver [Type: String]
  • direction [Type: Integer, Default: 0]
  • distance [Type: Real, Default: 0]
  • sheaf [Type: Integer, Default: 0]
  • weaponSystem [Type: String, Default: ""]
  • numberOfRounds [Type: Integer, Default: 0]
  • heightAboveTerrain [Type: Real, Default: 0]
  • generateKnownTargetPoint [Type: Boolean, Default: false]
  • sheafWidth [Type: Real, Default: 0]
  • sheafLength [Type: Real, Default: 0]
  • sheafAttitude [Type: Integer, Default: 0]
  • mission [Type: Integer, Default: 0]
  • continuousFire [Type: Boolean, Default: false]
  • arcBearingOne [Type: Real, Default: 0]
    Degree value indicating offset from target point that marks an end of an arc for round placement.
  • arcBearingTwo [Type: Real, Default: 0]
    Degree value indicating offset from center of target point that marks the other endpoint of the arc.
  • originatingUnit [Type: String]
  • fireMissionIndex [Type: Integer, Default: 0]
    Unique identifier included in the network PDU. Does not impact VRF behavior.


unit_request_fire_support
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Fires.
Unit with an FSO or equivalent tasks it to request fire. Fails if there is no FSO function. This is used by behavior scripts to call for fire. It is not used directly.
  • fireSupportAsset [Type: String]
  • location [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
  • targetSize [Type: Real, Default: 0]
    The diameter of the target area, or the length of a rectangular area.
  • areaHeading [Type: Table]
    The heading of the long axis of the rectangular target area.
  • targetType [Type: Integer, Default: 0]
  • effect [Type: Integer, Default: 0]
  • originatingUnit [Type: String]
  • continuous [Type: Boolean, Default: false]
    Conintuous fire support?


unit_travel_offset_routes
Scripted Task; SMS EntityLevel, found in folder Ground Movement.
Task a unit to travel a route.The first subordinate will travel the route.The remaining subordinates will follow the leader along offset routes.The offsets will be calculated for each subordinate based on their positions relative to the leader at the time the task is assigned.
  • route [Type: String]
    Route the unit will travel.


vehicle-platoon-marshal-on-route
Scripted Task; SMS EntityLevel, found in folder Maneuver Warfare/Movement.
Form up at closest point on route. Destination location indicates direction along route.
  • route [Type: String]
    route to travel
  • destination [Type: Location3D, Default: {0.000000, 0.000000, 0.000000}]
    A destination along the route.
  • formation [Type: String, Default: ""]
    formation name


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.


visit-neighbor
Scripted Task; SMS EntityLevel, found in folder Human.
Visit a nearby lifeform or ground platform of the same force type, within proximity.
  • radius [Type: Real, Default: 0]
    Proximity


visit_interest_points
Reactive Task (can't assign); SMS EntityLevel, found in folder Human.
Causes entity to visit Civilian Visit Points if they are nearby.
  • visitTime [Type: Real, Default: 10]
  • maxVisitDistance [Type: Real, Default: 10]
    Maximum distance from which to deviate from normal movement to visit an interst point.
  • visitLiklihood [Type: Integer, Default: 30]
    Percent liklihood that an entity will choose to visit a point that it passes near.
  • reactivetask_priority [Type: Integer, Default: 10]
    The priority of this reactive task
  • reactivetask_enabled [Type: Boolean, Default: false]
    Whether or not this reactive task is enabled


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.


wait_for_escort
Scripted Task; SMS AggregateLevel, found in folder Units.
Air unit proceeds to the specified location and waits for an escort unit to arrive.
  • WaitLocation [Type: String]
    Waypoint specifying the location to wait for the escort.


wait_in_queue
Scripted Task; SMS EntityLevel, found in folder Human/Queuing.
Entity will line up at the end of the specified queue object.
  • queue [Type: String]
    The object representing the queue in which the entity should line up


wander
Scripted Task; SMS EntityLevel, found in folder Human.
Causes the entity to move to a series of randomly chosen locations for the specified amount of time. Wandering can be constrained to a specified area.
  • isIndefinite [Type: Integer, Default: 0]
    Choose whether the entity will wander indefinitely or for a fixed amount of time.
  • wanderTime [Type: Integer, Default: 0]
    The duration of time the entity should wander.
  • movementMode [Type: Integer, Default: 0]
    Whether the entity can freely roam as it chooses, or should stay within a defined area.
  • area [Type: String]
    The area in which to wander, when movement mode specifies wandering within an area.
  • destinationRestriction [Type: Integer, Default: 0]
    Wander will choose destinations fitting this restriction
    Accepted values:
    • 0 - Anywhere
    • 1 - On Roads
    • 2 - Off Roads
    • 3 - On Pedestrian Paths


wander-herd
Scripted Task; SMS EntityLevel, found in folder Human.
Wander behavior for herds of animals.


wander_in_area
Scripted Task; SMS EntityLevel, found in folder Human/Crowd Behavior.
Tasks a crowd of pedestrians to wander in a given area.
  • area [Type: String]
    The area in which the crowd should wander


wander_with_animations
Scripted Task; SMS EntityLevel, found in folder Human.
Entity will switch between wandering and doing a DI-Guy animation. Wandering can be constrained to a specified area.
  • isIndefinite [Type: Integer, Default: 0]
    Choose whether the entity will wander indefinitely or for a fixed amount of time.
  • taskDuration [Type: Integer, Default: 0]
    Time of the task. Default is indefinitely.
  • movementMode [Type: Integer, Default: 0]
  • area [Type: String]
    The area to wander within, if movement mode is restricted to area.
  • destinationRestriction [Type: Integer, Default: 0]
    Wander will choose destinations fitting this restriction
    Accepted values:
    • 0 - Anywhere
    • 1 - On Roads
    • 2 - Off Roads
    • 3 - On Pedestrian Paths
  • animation [Type: String, Default: ""]
    DI Guy Animation
  • preset [Type: Integer, Default: 0]
    Preset
    Accepted values:
    • 0 - Prefer Animations
    • 1 - Prefer Wandering


zigheading
Scripted Task; SMS EntityLevel, found in folder Naval Maneuver.
This task moves a ship in a given heading using a Zig-Zag pattern.
  • heading [Type: Table]
    Direction of travel (Deg)
  • legLength [Type: Real, Default: 1]
    The time in minutes on each leg
  • legOffset [Type: Real, Default: 0.5235987755983]
    Angle of offset for each leg



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