Option
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
Skill: {
AVERAGE: string;
CLIENT: string;
EXCELLENT: string;
GOOD: string;
HIGH: string;
PLAYER: string;
}
Task
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;
};
}
No Self