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All enroute tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first.

Engaging an unit. By this task you do not assign the target to the unit/group to attack now, you just allow the unit/group to engage the target as well as other assigned targets.

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resets current task and then sets the task to the controller. Task is a table that contains task identifier and task parameters.

Ground unit (EW-radar) will act as an EWR for friendly units (will provide them with information about contacts). No parameters.

Diffuse reflection is the reflection of light from a surface such that an incident ray is reflected at many angles, rather than at just one angle.

The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks.

function Controller.setTask(Controller self, Task task) resets current task and then sets the task to the controller. Task is a table that contains task identifier and task parameters. function Controller.resetTask(Controller self) resets current task of the controller Common task format is: Task = { id = string, params = { } } id String task identifier. function Controller.pushTask(Controller self, Task task) pushes the task to the front of the queue and makes the task active. Further call of function Controller.setTask() function will stop current task, clear the queue and set the new task active. If the task queue is empty the function will work like function Controller.setTask() function. function Controller.popTask(Controller self) pops current (front) task from the queue and makes active next task in the queue (if exists). If no more tasks in the queue the function works like function Controller.resetTask() function. Does nothing if the queue is empty. boolean function Controller.hasTask(Controller self) returns true if the controller has a task.

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Sets callsign to the group. It is only valid for western groups those have hierarchic callsigns: [group callname][flight number][aircraft number]. You can change [group callname][flight number] part of callsign for all aircraft in the group of for single aircraft.

Determines how much weapon will be released at each attack. If parameter is not defined the unit / group will choose expend on its own discretion.

Controller is an object that performs A.I.-routines. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands.

Engaging a group. The task does not assign the target group to the unit/group to attack now; it just allows the unit/group to engage the target group as well as other assigned targets.

Commands are instant actions those required zero time to perform. Commands may be used both for control unit/group behavior and control game mechanics.

Commands are instant actions those required zero time to perform. Commands may be used both for control unit/group behavior and control game mechanics. function Controller.setCommand(Controller self, Command command) sets the command to perform by controller. Command Table that contains command identifier and command parameters. Commands have following format Command = { id = string, params = { } } id is a string identifier of the command 1. No Action Empty action. No parameters. NoAction = { id = 'NoAction', params = { } } 2. Script Runs Lua-script. Script = { id = 'Script', params = { command = string } } command String that contains Lua code 3. Set callsign Sets callsign to the group. It is only valid for western groups those have hierarchic callsigns: [group callname][flight number][aircraft number]. You can change [group callname][flight number] part of callsign for all aircraft in the group of for single aircraft. SetCallsign = { id = 'SetCallsign', params = { callname = number, number = number, } } callname Numeric group callname identifier. Note that the different group callnames can have same identifier, but there are no conflicts because these callnames cannot be used by unit of same type. Callnames are enlisted in ./Scripts/Database/db_callnames.Lua. Aircrafts Callname Identifier Enfield 1 Springfield 2 Uzi 3 Colt 4 Dodge 5 Ford 6 Chevy 7 Pontiac 8 Hawg 9 Boar 10 Pig 11 Tusk 12 AWACS Callname Identifier Overlord 1 Magic 2 Wizard 3 Focus 4 Darkstar 5 Tanker Callname Identifier Texaco 1 Arco 2 Shell 3 Ground JTAC Callname Identifier Axeman 1 Darknight 2 Warrior 3 Pointer 4 Eyeball 5 Moonbeam 6 Whiplash 7 Finger 8 Pinpoint 9 Ferret 10 Shaba 11 Playboy 12 Hammer 13 Jaguar 14 Deathstar 15 Anvil 16 Firefly 17 Mantis 18 Badger 19 number Flight number. 4. Set frequency Sets frequency and modulation to the unit's radio or to the radio of each unit in the group. SetFrequency = { id = 'SetFrequency', params = { frequency = number, modulation = enum radio.modulation, } } modulation Modulation of the radio. frequency Frequency of the radio in Hz. 5. Switch waypoint Switches current leg of the route. Has effect only if the "Mission" task is active. SwitchWaypoint = { id = 'SwitchWaypoint', params = { fromWaypointIndex = number, goToWaypointIndex = number, } } New leg is defined by a two parameters: fromWaypointIndex Index of the waypoint "from" of the new route leg. goToWaypointIndex Index of the waypoint "to" of the new route leg. 6. Stop route Stops / resumes following the route. Has effect only if the "Mission" task is active. StopRoute = { id = 'StopRoute', params = { value = boolean, } } value Stops (true) or resumes (false) following the route. 7. Switch action Switches to an another action of the actions list of the waypoint. Has effect only if the "Mission" task is active. SwitchAction = { id = 'SwitchAction', params = { actionIndex = number, } } actionIndex Index of the action to switch to. Actions are enumerated from 1 to N. 8. Invisible Makes the unit/group invisible for enemy A.I. SetInvisible = { id = 'SetInvisible', params = { value = boolean } } value Invisible status. 9. Immortal Makes the unit/group immortal. SetImmortal = { id = 'SetImmortal', params = { value = boolean } } value Immortal status 10. Activate beacon Activates the beacon onboard the aircraft or onboard first aircraft of the group. Note that the only one beacon can be activate at the same time. If you activated new beacon having another beacon active that old beacon will be deactivated. ActivateBeacon = { id = 'ActivateBeacon', params = { type = number, system = number, name = string, callsign = string, frequency = number, } } type Beacon type. The constants are enlisted in ./Scripts/World/Radio/BeaconTypes.Lua BEACON_TYPE_NULL = 0 BEACON_TYPE_VOR = 1 BEACON_TYPE_DME = 2 BEACON_TYPE_VOR_DME = 3 BEACON_TYPE_TACAN = 4 BEACON_TYPE_VORTAC = 5 BEACON_TYPE_RSBN = 32 BEACON_TYPE_BROADCAST_STATION = 1024 BEACON_TYPE_HOMER = 8 BEACON_TYPE_AIRPORT_HOMER = 4104 BEACON_TYPE_AIRPORT_HOMER_WITH_MARKER = 4136 BEACON_TYPE_ILS_FAR_HOMER = 16408 BEACON_TYPE_ILS_NEAR_HOMER = 16456 BEACON_TYPE_ILS_LOCALIZER = 16640 BEACON_TYPE_ILS_GLIDESLOPE = 16896 BEACON_TYPE_NAUTICAL_HOMER = 32776 system Determines what device(s) will be used. System constants are enlisted in ./Scripts/World/Radio/BeaconSites.Lua in table SystemName. SystemName = { PAR_10 = 1, RSBN_5 = 2, TACAN = 3, TACAN_TANKER = 4, ILS_LOCALIZER = 5, ILS_GLIDESLOPE = 6, BROADCAST_STATION = 7 } name Helper in Mission Editor. Has no effect in simulator. callsign Beacon identifier that will being broadcasting in Morse code. frequency Frequency of the beacon's transmitter(s) in Hz. 11. Deactivate beacon Deactivates beacon onboard the unit. If it is a group the beacon will be activated onboard a first unit of the group. No parameters. { id = 'DeactivateBeacon', params = { } } 12. EPLRS Sets parameters of EPLRS datalink of the unit/group. If EPLRS command called for the airborne group then all aircrafts of the group will be affected. If EPLRS command called for vehicle group then only the first unit of the group will be affected. You can switch EPLRS on/off and change track number of the first unit of the vehicle group. { id = 'EPLRS', params = { value = boolean, groupId = number, } } value EPLRS status. groupId Track number of the first unit of the vehicle group. Used only for vehicle group.

Activates the beacon onboard the aircraft or onboard first aircraft of the group. Note that the only one beacon can be activate at the same time. If you activated new beacon having another beacon active that old beacon will be deactivated.

Controller is an object that performs A.I.-routines. Other words controller is an instance of A.I.. Controller stores current main task, active enroute tasks and behavior options. Controller performs commands. Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C. function Controller.setOnOff(Controller self, boolean value) enables and disables the controller. Note: Now it works only for ground / naval groups! value Enable / disable.

Escort another airborne group. The unit / group will follow lead unit of another group, wingmens of both groups will continue following their leaders. The unit / group will also protect that group from threats of specified types.

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speed and altitude are an optional parameters. If not defined aircraft will fly orbit at altitude of first waypoint and with speed equal 1.5 of stall airspeed.

1. Controlled Task This is a wrapper for a task that makes possible to assign special conditions to stop a task. ControlledTask = { id = 'ControlledTask', params = { task = Task, stopCondition = StopCondition, } } StopCondition consists of several sub-conditions. Each sub-condition is optional. If at least one of the conditions has met, the task will be stopped. All the sub-conditions will being checked periodically. StopCondition = { time = Time, userFlag = string, userFlagValue = boolean, condition = string, duration = Time, lastWaypoint = number, } time (optional) Time of the task finish. If the time is defined, the condition will be met if the current time is greater than the time. or User Flag (optional). userFlag Name of the user flag. userFlagValue Value of the user flag The condition will be met only is the userFlag has value that equals to userFlagValue. or condition (optional) Lua code that will be wrapped into the function that returns boolean type. function [generated name]() return [Lua code] end The condition will be met when the function will return true. or duration (optional) Limit on task duration. The condition will be met when the task duration will become greater than duration. or lastWaypoint (optional) Last waypoint where the task will still active. Used for enroute tasks only. The condition will be met if the group/unit switched to the next waypoint after lastWaypoint. 2. Combo Task Combo Task is a list of actions to run them in the order they are enlisted. ComboTask = { id = 'ComboTask', params = { tasks = { [1] = Task, [2] = Task, ... [N] = Task } } } The task may be useful if it is necessary to assign list of actions to the group/unit. For example, actions list created for the waypoint in Mission Editor is a Combo Task. It is only possible to fill Combo Task with tasks. To fill the Combo Task with Commands and Behavior Options you should use Wrapped Action task. 3. Wrapped Action A command wrapped into task. This construction may be useful in ComboTask. WrappedAction = { id = 'WrappedAction', params = { action = Command } }

This parameter limits maximal quantity of attack. The aicraft/group will not make more attack than allowed even if the target group not destroyed and the aicraft/group still have ammo. If not defined the aircraft/group will attack target until it will be destroyed or until the aircraft/group will run out of ammo.

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The task makes the group/unit a FAC and lets the FAC to choose the target (enemy ground group) as well as other assigned targets. The killer is player-controlled allied CAS-aircraft that is in contact with the FAC.

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The task has the same parameters of AttackUnit task, but has parameters point instead of unitId, plus attackQty and minus attackQtyLimit parameters.

The task may be useful if it is necessary to assign list of actions to the group/unit. For example, actions list created for the waypoint in Mission Editor is a Combo Task. It is only possible to fill Combo Task with tasks. To fill the Combo Task with Commands and Behavior Options you should use Wrapped Action task.

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Formation is a complex parameter that consists of 3 sub-parameters: formation type, formation variant and formation orientation (left/right). Each sub-parameter is represented by a number. These three numbers are packed into a single number - the formation code.

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Some formation types have several variants usually different by a density. Variants are enumerated from 1 to N. If the variant is 0 then default variant will be used.

The task has the same parameters of AttackGroup, but has unitId parameter instead of groupId and additional parameter groupAttack.

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Flag indicates that the target must be engaged by all aircrafts of the group. Has effect only if the task is assigned to a group, not to a single aircraft.

Note: this looks like not a good solution. It would be better to have two number parameters: required parameter attackQty for "Bombing" and "BombingRunway" tasks and attackQtyLimit for "AttackGroup" and "AttackUnit" tasks.

pops current (front) task from the queue and makes active next task in the queue (if exists). If no more tasks in the queue the function works like function Controller.resetTask() function. Does nothing if the queue is empty.

Following another airborne group. The unit / group will follow lead unit of another group, wingmens of both groups will continue following their leaders. If another group is on land the unit / group will orbit around.

The task makes the group/unit a FAC andlets the FAC to choose a targets (enemy ground group) around as well as other assigned targets. The killer is player-controlled allied CAS-aircraft that is in contact with the FAC.

Mission is a complex task. Performing the Mission means flying the route and performing tasks at each waypoint of the route.

Mission is a complex task. Performing the Mission means following the route and performing tasks at each waypoint of the route.

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Option is a pair of identifier and value. Behavior options are global parameters those affect controller behavior in all tasks it performs. Option identifiers and values are stored in table AI.Option in subtables Air, Ground and Naval. OptionId = AI.Option.Air.id or AI.Option.Ground.id or AI.Option.Naval.id OptionValue = AI.Option.Air.val[optionName] or AI.Option.Ground.val[optionName] or AI.Option.Naval.val[optionName] function Controller.setOption(Controller self, OptionId optionId, OptionValue optionValue) sets the option to the controller. optionId Option identifier. optionValue Value of the option Airborne units Option Values AI.Option.Air.id.NO_OPTION AI.Option.Air.id.ROE AI.Option.Air.val.ROE.WEAPON_FREE AI.Option.Air.val.ROE.OPEN_FIRE_WEAPON_FREE AI.Option.Air.val.ROE.OPEN_FIRE AI.Option.Air.val.ROE.RETURN_FIRE AI.Option.Air.val.ROE.WEAPON_HOLD AI.Option.Air.id.REACTION_ON_THREAT AI.Option.Air.val.REACTION_ON_THREAT.NO_REACTION AI.Option.Air.val.REACTION_ON_THREAT.PASSIVE_DEFENCE AI.Option.Air.val.REACTION_ON_THREAT.EVADE_FIRE AI.Option.Air.val.REACTION_ON_THREAT.BYPASS_AND_ESCAPE AI.Option.Air.val.REACTION_ON_THREAT.ALLOW_ABORT_MISSION AI.Option.Air.id.RADAR_USING AI.Option.Air.val.RADAR_USING.NEVER AI.Option.Air.val.RADAR_USING.FOR_ATTACK_ONLY AI.Option.Air.val.RADAR_USING.FOR_SEARCH_IF_REQUIRED AI.Option.Air.val.RADAR_USING.FOR_CONTINUOUS_SEARCH AI.Option.Air.id.FLARE_USING AI.Option.Air.val.FLARE_USING.NEVER AI.Option.Air.val.FLARE_USING.AGAINST_FIRED_MISSILE AI.Option.Air.val.FLARE_USING.WHEN_FLYING_IN_SAM_WEZ AI.Option.Air.val.FLARE_USING.WHEN_FLYING_NEAR_ENEMIES AI.Option.Air.id.FORMATION complex option. See the description below. AI.Option.Air.id.RTB_ON_BINGO true false AI.Option.Air.id.SILENCE true false Ground units Option Values AI.Option.Ground.id.NO_OPTION AI.Option.Ground.id.ROE AI.Option.Ground.val.ROE.OPEN_FIRE AI.Option.Ground.val.ROE.RETURN_FIRE AI.Option.Ground.val.ROE.WEAPON_HOLD AI.Option.Ground.id.DISPERSE_ON_ATTACK true false AI.Option.Ground.id.ALARM_STATE AI.Option.Ground.val.ALARM_STATE.AUTO, AI.Option.Ground.val.ALARM_STATE.GREEN AI.Option.Ground.val.ALARM_STATE.RED Naval units Option Values AI.Option.Naval.id.NO_OPTION AI.Option.Naval.id.ROE AI.Option.Naval.val.ROE.OPEN_FIRE AI.Option.Naval.val.ROE.RETURN_FIRE AI.Option.Naval.val.ROE.WEAPON_HOLD Formation Formation is a complex parameter that consists of 3 sub-parameters: formation type, formation variant and formation orientation (left/right). Each sub-parameter is represented by a number. These three numbers are packed into a single number - the formation code. Note: it is not an elegant solution, but we have a limitation here - option value may be a number or boolean. May be it will be reworked later. [4 bytes formation code] = [2 bytes - formation type][1 byte - formation orientation][1 byte - formation variant] Formations are enlisted in ./Scripts/Database/db_formations.Lua. Formation type identifiers local id = { NO_FORMATION = 0, --airplanes LINE_ABREAST = 1, TRAIL = 2, WEDGE = 3, ECHELON_RIGHT = 4, ECHELON_LEFT = 5, FINGER_FOUR = 6, SPREAD_FOUR = 7, --helicopters HEL_WEDGE = 8, HEL_ECHELON = 9, HEL_FRONT = 10, HEL_COLUMN = 11, -- MAX = 12 } Formation orientation Default orientation of each formation type determines by a formation geometry given in the script. All existed formation types have right orientation. To inverse orientation (to the left) the value of formation orientation sub-parameter must be 1. Formation variant Some formation types have several variants usually different by a density. Variants are enumerated from 1 to N. If the variant is 0 then default variant will be used. Airplane formations "Trail", "Wedge", "Echelon Right", "Echelon Left", "Finger Four", "Spred Four" have two variants: "Open" and "Close" (default) and have no variable orientation. Helicopter formation "Echelon" has three variants "50x70", "50x300" (default), "50x600" and has variable orientation. Helicopter formation "Front" has three variants: "interval 300" (default), "interval 600" and has variable orientation. All other formations have no variants and no variable orientation.

Note: it is not an elegant solution, but we have a limitation here - option value may be a number or boolean. May be it will be reworked later.

Please, read DCS A-10C GUI Manual EN.pdf chapter "Task Planning for Unit Groups", page 91 to understand A.I. system of DCS:A-10C.

Option is a pair of identifier and value. Behavior options are global parameters those affect controller behavior in all tasks it performs.

The task makes the group/unit a FAC and orders the FAC to control the target (enemy ground group) destruction. The killer is player-controlled allied CAS-aircraft that is in contact with the FAC.

Tasks for airborne units/groups 1. NoTask An empty task. It finished just being started. NoTask = { id = 'NoTask', params = { } } 2. AttackGroup Attacking the target group (airborne, ground or naval). AttackGroup = { id = 'AttackGroup', params = { groupId = Group.ID, weaponType = number, expend = enum AI.Task.WeaponExpend, attackQty = number, directionEnabled = boolean, direction = Azimuth, altitudeEnabled = boolean, altitude = Distance, attackQtyLimit = boolean, } } groupId Inner unique identifier of the group to attack. weaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage. Weapon flags are enlisted in Weapon.flag table. expend (optional) Determines how much weapon will be released at each attack. If parameter is not defined the unit / group will choose expend on its own discretion. attackQty (optional) This parameter limits maximal quantity of attack. The aicraft/group will not make more attack than allowed even if the target group not destroyed and the aicraft/group still have ammo. If not defined the aircraft/group will attack target until it will be destroyed or until the aircraft/group will run out of ammo. attackQtyLimit (optional) The flag determines how to interpret attackQty parameter. If the flag is true then attackQty is a limit on maximal attack quantity for "AttackGroup" and "AttackUnit" tasks. If the flag is false then attackQty is a desired attack quantity for "Bombing" and "BombingRunway" tasks. Note: this looks like not a good solution. It would be better to have two number parameters: required parameter attackQty for "Bombing" and "BombingRunway" tasks and attackQtyLimit for "AttackGroup" and "AttackUnit" tasks. directionEnabled Indicates ingress direction is defined. direction (optional) Desired ingress direction from the target to the attacking aircraft. Group/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain group/aircraft will choose another direction. altitudeEnabled Indicates attack start altitude is defined. direction (optional) Desired attack start altitude. Group/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/group will choose closest altitude to the desired attack start altitude. If the desired altitude is defined group/aircraft will not attack from safe altitude. 3. AttackUnit Attacking the target (airborne, ground or naval). AttackUnit = { id = 'AttackUnit', params = { unitId = Unit.ID, weaponType = number, expend = enum AI.Task.WeaponExpend attackQty = number, direction = Azimuth, attackQtyLimit = boolean, groupAttack = boolean, } } The task has the same parameters of AttackGroup, but has unitId parameter instead of groupId and additional parameter groupAttack. unitId Inner unique identifier of the unit to attack. groupAttack (optional) Flag indicates that the target must be engaged by all aircrafts of the group. Has effect only if the task is assigned to a group, not to a single aircraft. 4. Bombing Delivering weapon at the point on the ground. Bombing = { id = 'Bombing', params = { point = Vec2, weaponType = number, expend = enum AI.Task.WeaponExpend, attackQty = number, direction = Azimuth, groupAttack = boolean, } } The task has the same parameters of AttackUnit task, but has parameters point instead of unitId, plus attackQty and minus attackQtyLimit parameters. point 2D-coordinates of the point to deliver weapon at. attackQty Desired quantity of passes. The parameter is not the same in AttackGroup and AttackUnit tasks. 5. AttackMapObject Attacking the map object (building, structure, e.t.c). AttackMapObject = { id = 'AttackMapObject', params = { point = Vec2, weaponType = number, expend = enum AI.Task.WeaponExpend, attackQty = number, direction = Azimuth, groupAttack = boolean, } } The task has the same parameters AttackUnit task has, but has parameters point instead of unitId. point 2D-coordinates of the point the map object is closest to. The distance between the point and the map object must not be greater than 2000 meters. Object id is not used here because Mission Editor doesn't support map object identificators. 6. BombingRunway Delivering weapon on the runway. BombingRunway = { id = 'BombingRunway', params = { runwayId = AirdromeId, weaponType = number, expend = enum AI.Task.WeaponExpend, attackQty = number, direction = Azimuth, groupAttack = boolean, } } The task has the same parameters Bombing task has, but has parameter runwayId instead of point. runwayId Numeric identifier of the airdrome. attackQty Desired quantity of attack of the point. The parameter is not the same in AttackGroup and AttackUnit tasks. 7. Orbit Flying orbit. Orbit = { id = 'Orbit', params = { pattern = enum AI.Task.OribtPattern, point = Vec2, point2 = Vec2, speed = Distance, altitude = Distance } } pattern String identifier of orbit pattern. Pattern constants: "Circle", "Race-Track". point (optional) 2D-coordinates of the orbit point. If not defined position of the current waypoint will be used. speed (optional) Desired aircraft(s) speed. If not defined 1.5 * stall velocity will be used. altitude (optional) Desired orbit altitude. If not defined altitude of the current waypoint will be used. point2 (optional) Second point for Race-Rrack orbit pattern. If not defined the next waypoint position will be used. Orbit Patterns. Circle. Aircraft will stay in left turn. The center of circle-shaped trajectory is anchored to point. Race-Track. The trajectory consists of two parallel legs and 180-degrees left turns on each side of the legs. Race-track trajectory is defined by a two 2D-points those form the right leg. The first point is point, the second point is point2. speed and altitude are an optional parameters. If not defined aircraft will fly orbit at altitude of first waypoint and with speed equal 1.5 of stall airspeed. 8. Refueling Refueling from the nearest tanker. No parameters. Refueling = { id = 'Refueling', params = {} } 9. Land Landing at the ground. For helicopters only. Land = { id= 'Land', params = { point = Vec2, durationFlag = boolean, duration = Time } } point The point to land at. durationFlag The flag specifies is time on land is limited or not. duration Time on land. Has effect only if durationFlag is true. 10. Follow Following another airborne group. The unit / group will follow lead unit of another group, wingmens of both groups will continue following their leaders. If another group is on land the unit / group will orbit around. Follow = { id = 'Follow', params = { groupId = Group.ID, pos = Vec3, lastWptIndexFlag = boolean, lastWptIndex = number } } groupId Itendificator of the group to follow to. pos Position of the unit / lead unit of the group relative lead unit of another group in frame reference oriented by course of lead unit of another group. If another group is on land the unit / group will orbit around. lastWptIndexFlag The flag indicates the unit / group will follow another group until another group reach specified waypoint. lastWptIndex Detach waypoint of another group. Once reached the unit / group Follow task is finished. 11. Escort Escort another airborne group. The unit / group will follow lead unit of another group, wingmens of both groups will continue following their leaders. The unit / group will also protect that group from threats of specified types. Escort = { id = 'Escort', params = { groupId = Group.ID, pos = Vec3, lastWptIndexFlag = boolean, lastWptIndex = number, engagementDistMax = Distance, targetTypes = array of AttributeName } } The parameters are the same Follow task has, but plus 2 additional: engagementDistMax Maximal distance from escorted group to threat. If the threat is already engaged by escort escort will disengage if the distance becomes greater than 1.5 * engagementDistMax. targetTypes Array of AttributeName that is contains threat categories allowed to engage. 12. Mission Mission is a complex task. Performing the Mission means flying the route and performing tasks at each waypoint of the route. Mission = { id = 'Mission', params = { route = { points = { [1] = { type = enum AI.Task.WaypointType, airdromeId = Airbase.ID, helipadId = Airbase.ID, action = enum AI.Task.TurnMethod, x = Distance, y = Distance, alt = Distance, alt_type = enum AI.Task.AltitudeType, speed = Distance, speed_locked = boolean, ETA = Time, ETA_locked = boolean, name = string, task = Task }, [2] = { ... }, ... [N]= { ... } } }, } } route Table that stores route data such as waypoints, destination airdrome. To understand route structure please, read DCS A-10C GUI Manual EN.pdf chapter "Group Route Planning", page 94. points Waypoints of the route. type Waypoint type. airdromeId identifier of the airdrome to land. Has effect only if waypoint type is "Land". helipadId Inner unique identifier of helipad or ship to land. Has effect only if waypoint type is "Land". action Turn method. x, y 2D-coordinates of the waypoint. alt Altitude assigned to the waypoint. The aircraft(s) will climb/descent to reach the waypoint at asigned altitude. alt_type Type of altitude assigned to the waypoint. speed True airspeed assigned to the waypoint. Has effect only if speed_locked is true. speed_locked Flag that means the true airspeed is assigned to the waypoint and the aircraft(s) will keep it on its way to the waypoint. ETA Time-On-Target of the waypoint. Has effect only if ETA_locked is true. ETA_locked Flag that means that the Time-On-Target is assigned to the waypoint and the aircraft(s) will adjust its airspeed to reach the waypoint at assigned time. name Helper in Mission Editor. Has no effect in simulator. task Task that must be performed when aircraft/air group will passed over the waypoint. Tasks for ground units 1. FireAtPoint Firing at point until there is ammo. FireAtPoint = { id = 'FireAtPoint', params = { point = Vec2, radius = Distance, } } point 2-D coordinates of the point to fire at. radius (optional) Radius of the zone to fire at. If the radius is defined the vehicle group will fire at random places within the radius and fire at point otherwise. 2. Hold Not moving. No parameters. Hold = { id = 'Hold', params = { } } 3. Mission Mission is a complex task. Performing the Mission means following the route and performing tasks at each waypoint of the route. Mission = { id = 'Mission', params = { route = { points = { [1] = { action = enum AI.Task.VehicleFormation, x = Distance, y = Distance, speed = Distance, ETA = Time, ETA_locked = boolean, name = string, task = Task }, [2] = { ... }, ... [N]= { ... } } }, } } route Table that stores route data such as waypoints, destination airdrome. To understand route structure please read DCS A-10C GUI Manual EN.pdf chapter "Group Route Planning", page 94. points Waypoints of the route. Waypoint action Vehicle formation: x, y 2D-coordinates of the waypoint. speed Speed assigned to the waypoint. Has effect only if speed_locked is true. ETA Required/estimated time of arrival. If ETA_locked is true ETA is required time of arrival and group will adjust its speed to arrive at the waypoint at the given time. Estimated time of arrival has sense only for Mission Editor. ETA_locked Indicates is ETA required or estimated time of arrival. name Helper in Mission Editor. Has no effect in simulator. task Task that must be performed when unit/group will passed the waypoint. Tasks for airborne and group units/groups 1. FAC_AttackGroup The task makes the group/unit a FAC and orders the FAC to control the target (enemy ground group) destruction. The killer is player-controlled allied CAS-aircraft that is in contact with the FAC. If the task is assigned to the group lead unit will be a FAC. FAC_AttackGroup = { id = 'FAC_AttackGroup', params = { groupId = Group.ID, weaponType = number, designation = enum AI.Task.Designation, datalink = boolean } } groupId Target group identifier. weaponType (optional) Bitmask of weapon types those allowed to use. If parameter is not defined that means no limits on weapon usage. Weapon flags are enlisted in Weapon.flag table. designation (optional) Designation type. datalink (optional) Allows to use datalink to send the target information to attack aircraft. Enabled by default.

Deactivates beacon onboard the unit. If it is a group the beacon will be activated onboard a first unit of the group. No parameters.

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Desired attack start altitude. Group/aircraft will make its attacks from the altitude. If the altitude is too low or too high to use weapon aircraft/group will choose closest altitude to the desired attack start altitude. If the desired altitude is defined group/aircraft will not attack from safe altitude.

Airplane formations "Trail", "Wedge", "Echelon Right", "Echelon Left", "Finger Four", "Spred Four" have two variants: "Open" and "Close" (default) and have no variable orientation. Helicopter formation "Echelon" has three variants "50x70", "50x300" (default), "50x600" and has variable orientation. Helicopter formation "Front" has three variants: "interval 300" (default), "interval 600" and has variable orientation. All other formations have no variants and no variable orientation.

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StopCondition consists of several sub-conditions. Each sub-condition is optional. If at least one of the conditions has met, the task will be stopped. All the sub-conditions will being checked periodically.

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En-route tasks for airborne units/groups 1. EngageTargets All enroute tasks have the priority parameter. This is a number (less value - higher priority) that determines actions related to what task will be performed first. Engaging a targets of defined types. EngageTargets ={ id = 'EngageTargets', params = { maxDist = Distance, targetTypes = array of AttributeName, priority = number } } maxDist Maximal distance from the target to a route leg. If the target is on a greater distance it will be ignored. targetTypes Array of target categories allowed to engage. 2. EngageTargetsInZone Engaging a targets of defined types at circle-shaped zone. EngageTargetsInZone = { id = 'EngageTargetsInZone', params = { point = Vec2, zoneRadius = Distance, targetTypes = array of AttributeName, priority = number } } point 2D-coordinates of the zone. zoneRadius Radius of the zone. targetTypes Array of target categories allowed to engage. 3. Engage Group Engaging a group. The task does not assign the target group to the unit/group to attack now; it just allows the unit/group to engage the target group as well as other assigned targets. EngageGroup = { id = 'EngageGroup', params = { groupId = Group.ID, weaponType = number, expend = enum AI.Task.WeaponExpend, attackQty = number, direction = Azimuth, attackQtyLimit = boolean, priority = number } } The task has same parameters of AttackGroup task, plus priority. 4. EngageUnit Engaging an unit. By this task you do not assign the target to the unit/group to attack now, you just allow the unit/group to engage the target as well as other assigned targets. EngageUnit = { id = 'EngageUnit', params = { unitId = UnitId, weaponType = number, expend = enum AI.Task.WeaponExpend, attackQty = number, direction = Azimuth, attackQtyLimit = boolean, groupAttack = boolean, priority = number } } The task has same parameters of AttackUnit task, plus priority. 5. AWACS Aircraft will act as an AWACS for friendly units (will provide them with information about contacts). No parameters. AWACS = { id = 'AWACS', params = { } } 6. Tanker Aircraft will act as a tanker for friendly units. No parameters. Tanker = { id = 'Tanker', params = { } } En-route tasks for ground units/groups 1. EWR Ground unit (EW-radar) will act as an EWR for friendly units (will provide them with information about contacts). No parameters. EWR = { id = 'EWR', params = { } } En-route tasks for airborne and ground units/groups 1. FAC_EngageGroup The task makes the group/unit a FAC and lets the FAC to choose the target (enemy ground group) as well as other assigned targets. The killer is player-controlled allied CAS-aircraft that is in contact with the FAC. If the task is assigned to the group lead unit will be a FAC. FAC_EngageGroup = { id = 'FAC_AttackGroup', params = { groupId = Group.ID, weaponType = number, designation = enum AI.Task.Designation, datalink = boolean, priority = number } } The parameters are the same FAC_AttackGroup task has plus priority. 2. FAC The task makes the group/unit a FAC andlets the FAC to choose a targets (enemy ground group) around as well as other assigned targets. The killer is player-controlled allied CAS-aircraft that is in contact with the FAC. If the task is assigned to the group lead unit will be a FAC. FAC = { id = 'FAC', params = { radius = Distance, priority = number } } radius The maximal distance from the FAC to a target.

Desired ingress direction from the target to the attacking aircraft. Group/aircraft will make its attacks from the direction. Of course if there is no way to attack from the direction due the terrain group/aircraft will choose another direction.

Sets parameters of EPLRS datalink of the unit/group. If EPLRS command called for the airborne group then all aircrafts of the group will be affected. If EPLRS command called for vehicle group then only the first unit of the group will be affected. You can switch EPLRS on/off and change track number of the first unit of the vehicle group.

Default orientation of each formation type determines by a formation geometry given in the script. All existed formation types have right orientation. To inverse orientation (to the left) the value of formation orientation sub-parameter must be 1.

pushes the task to the front of the queue and makes the task active. Further call of function Controller.setTask() function will stop current task, clear the queue and set the new task active. If the task queue is empty the function will work like function Controller.setTask() function.