DCS World Typescript
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    2.9.10.4160

    interface _AI {
        Option: {
            Air: {
                id: {
                    ECM_USING: number;
                    FLARE_USING: number;
                    FORCED_ATTACK: number;
                    FORMATION: number;
                    JETT_TANKS_IF_EMPTY: number;
                    MISSILE_ATTACK: number;
                    NO_OPTION: number;
                    OPTION_RADIO_USAGE_CONTACT: number;
                    OPTION_RADIO_USAGE_ENGAGE: number;
                    OPTION_RADIO_USAGE_KILL: number;
                    PREFER_VERTICAL: number;
                    PROHIBIT_AA: number;
                    PROHIBIT_AB: number;
                    PROHIBIT_AG: number;
                    PROHIBIT_JETT: number;
                    PROHIBIT_WP_PASS_REPORT: number;
                    RADAR_USING: number;
                    REACTION_ON_THREAT: number;
                    ROE: number;
                    RTB_ON_BINGO: number;
                    RTB_ON_OUT_OF_AMMO: number;
                    SILENCE: number;
                };
                val: {
                    ECM_USING: {
                        ALWAYS_USE: number;
                        NEVER_USE: number;
                        USE_IF_DETECTED_LOCK_BY_RADAR: number;
                        USE_IF_ONLY_LOCK_BY_RADAR: number;
                    };
                    FLARE_USING: {
                        AGAINST_FIRED_MISSILE: number;
                        NEVER: number;
                        WHEN_FLYING_IN_SAM_WEZ: number;
                        WHEN_FLYING_NEAR_ENEMIES: number;
                    };
                    MISSILE_ATTACK: {
                        HALF_WAY_RMAX_NEZ: number;
                        MAX_RANGE: number;
                        NEZ_RANGE: number;
                        RANDOM_RANGE: number;
                        TARGET_THREAT_EST: number;
                    };
                    RADAR_USING: {
                        FOR_ATTACK_ONLY: number;
                        FOR_CONTINUOUS_SEARCH: number;
                        FOR_SEARCH_IF_REQUIRED: number;
                        NEVER: number;
                    };
                    REACTION_ON_THREAT: {
                        ALLOW_ABORT_MISSION: number;
                        BYPASS_AND_ESCAPE: number;
                        EVADE_FIRE: number;
                        NO_REACTION: number;
                        PASSIVE_DEFENCE: number;
                    };
                    ROE: {
                        OPEN_FIRE: number;
                        OPEN_FIRE_WEAPON_FREE: number;
                        RETURN_FIRE: number;
                        WEAPON_FREE: number;
                        WEAPON_HOLD: number;
                    };
                };
            };
            Ground: {
                id: {
                    AC_ENGAGEMENT_RANGE_RESTRICTION: number;
                    ALARM_STATE: number;
                    DISPERSE_ON_ATTACK: number;
                    ENGAGE_AIR_WEAPONS: number;
                    EVASION_OF_ARM: number;
                    FORMATION: number;
                    NO_OPTION: number;
                    ROE: number;
                };
                val: {
                    ALARM_STATE: { AUTO: number; GREEN: number; RED: number };
                    ROE: { OPEN_FIRE: number; RETURN_FIRE: number; WEAPON_HOLD: number };
                };
            };
            Naval: {
                id: { NO_OPTION: number; ROE: number };
                val: {
                    ROE: { OPEN_FIRE: number; RETURN_FIRE: number; WEAPON_HOLD: number };
                };
            };
        };
        Skill: {
            AVERAGE: string;
            CLIENT: string;
            EXCELLENT: string;
            GOOD: string;
            HIGH: string;
            PLAYER: string;
        };
        Task: {
            AltitudeType: { BARO: string; RADIO: string };
            Designation: {
                AUTO: string;
                IR_POINTER: string;
                LASER: string;
                NO: string;
                WP: string;
            };
            OrbitPattern: { CIRCLE: string; RACE_TRACK: string };
            TurnMethod: { FIN_POINT: string; FLY_OVER_POINT: string };
            VehicleFormation: {
                CONE: string;
                DIAMOND: string;
                ECHELON_LEFT: string;
                ECHELON_RIGHT: string;
                OFF_ROAD: string;
                ON_ROAD: string;
                RANK: string;
                VEE: string;
            };
            WaypointType: {
                LAND: string;
                TAKEOFF: string;
                TAKEOFF_PARKING: string;
                TAKEOFF_PARKING_HOT: string;
                TURNING_POINT: string;
            };
            WeaponExpend: {
                ALL: string;
                FOUR: string;
                HALF: string;
                ONE: string;
                QUARTER: string;
                TWO: string;
            };
        };
    }

    Hierarchy (View Summary)

    Index

    Properties

    Properties

    Option: {
        Air: {
            id: {
                ECM_USING: number;
                FLARE_USING: number;
                FORCED_ATTACK: number;
                FORMATION: number;
                JETT_TANKS_IF_EMPTY: number;
                MISSILE_ATTACK: number;
                NO_OPTION: number;
                OPTION_RADIO_USAGE_CONTACT: number;
                OPTION_RADIO_USAGE_ENGAGE: number;
                OPTION_RADIO_USAGE_KILL: number;
                PREFER_VERTICAL: number;
                PROHIBIT_AA: number;
                PROHIBIT_AB: number;
                PROHIBIT_AG: number;
                PROHIBIT_JETT: number;
                PROHIBIT_WP_PASS_REPORT: number;
                RADAR_USING: number;
                REACTION_ON_THREAT: number;
                ROE: number;
                RTB_ON_BINGO: number;
                RTB_ON_OUT_OF_AMMO: number;
                SILENCE: number;
            };
            val: {
                ECM_USING: {
                    ALWAYS_USE: number;
                    NEVER_USE: number;
                    USE_IF_DETECTED_LOCK_BY_RADAR: number;
                    USE_IF_ONLY_LOCK_BY_RADAR: number;
                };
                FLARE_USING: {
                    AGAINST_FIRED_MISSILE: number;
                    NEVER: number;
                    WHEN_FLYING_IN_SAM_WEZ: number;
                    WHEN_FLYING_NEAR_ENEMIES: number;
                };
                MISSILE_ATTACK: {
                    HALF_WAY_RMAX_NEZ: number;
                    MAX_RANGE: number;
                    NEZ_RANGE: number;
                    RANDOM_RANGE: number;
                    TARGET_THREAT_EST: number;
                };
                RADAR_USING: {
                    FOR_ATTACK_ONLY: number;
                    FOR_CONTINUOUS_SEARCH: number;
                    FOR_SEARCH_IF_REQUIRED: number;
                    NEVER: number;
                };
                REACTION_ON_THREAT: {
                    ALLOW_ABORT_MISSION: number;
                    BYPASS_AND_ESCAPE: number;
                    EVADE_FIRE: number;
                    NO_REACTION: number;
                    PASSIVE_DEFENCE: number;
                };
                ROE: {
                    OPEN_FIRE: number;
                    OPEN_FIRE_WEAPON_FREE: number;
                    RETURN_FIRE: number;
                    WEAPON_FREE: number;
                    WEAPON_HOLD: number;
                };
            };
        };
        Ground: {
            id: {
                AC_ENGAGEMENT_RANGE_RESTRICTION: number;
                ALARM_STATE: number;
                DISPERSE_ON_ATTACK: number;
                ENGAGE_AIR_WEAPONS: number;
                EVASION_OF_ARM: number;
                FORMATION: number;
                NO_OPTION: number;
                ROE: number;
            };
            val: {
                ALARM_STATE: { AUTO: number; GREEN: number; RED: number };
                ROE: { OPEN_FIRE: number; RETURN_FIRE: number; WEAPON_HOLD: number };
            };
        };
        Naval: {
            id: { NO_OPTION: number; ROE: number };
            val: {
                ROE: { OPEN_FIRE: number; RETURN_FIRE: number; WEAPON_HOLD: number };
            };
        };
    }
    Skill: {
        AVERAGE: string;
        CLIENT: string;
        EXCELLENT: string;
        GOOD: string;
        HIGH: string;
        PLAYER: string;
    }
    Task: {
        AltitudeType: { BARO: string; RADIO: string };
        Designation: {
            AUTO: string;
            IR_POINTER: string;
            LASER: string;
            NO: string;
            WP: string;
        };
        OrbitPattern: { CIRCLE: string; RACE_TRACK: string };
        TurnMethod: { FIN_POINT: string; FLY_OVER_POINT: string };
        VehicleFormation: {
            CONE: string;
            DIAMOND: string;
            ECHELON_LEFT: string;
            ECHELON_RIGHT: string;
            OFF_ROAD: string;
            ON_ROAD: string;
            RANK: string;
            VEE: string;
        };
        WaypointType: {
            LAND: string;
            TAKEOFF: string;
            TAKEOFF_PARKING: string;
            TAKEOFF_PARKING_HOT: string;
            TURNING_POINT: string;
        };
        WeaponExpend: {
            ALL: string;
            FOUR: string;
            HALF: string;
            ONE: string;
            QUARTER: string;
            TWO: string;
        };
    }