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Contains the streaming APIs that streaming information out of the DCS server.
Adds a new coalition command See https://wiki.hoggitworld.com/view/DCS_func_addCommandForCoalition
Adds an F10 radio command visible to all players in the specified coalition. When the player activates the command then a `coalitionCommand` event will be emitted to all connected DCS-gRPC clients for processing as they see fit. The emitted event will include the coalition.
The coalition whose players will be able to see and run the command
The name of the command that is displayed to the player. It will form the last entry in the returned path.
The menu path the command will appear under. This can be empty if you want the command to be on the first level under the F10 menu. This path must already have been created.
A struct containing data that will be included in the emitted event to the DCS-gRPC clients
The full path to the command, including the command name. Use this path to delete the command.
Adds a new coalition command sub menu See https://wiki.hoggitworld.com/view/DCS_func_addSubMenuForCoalition
The coalition whose players will be able to see the submenu
The name of the submenu that is displayed to the player. It will form the last entry in the returned path.
The menu path the submenu will appear under. This can be empty if you want the submenu to be on the first level under the F10 menu. This path must already have been created using this command. you cannot create a nested submenu tree in one command.
The full path to the submenu, including the submenu name. Use this path to add another submenu or command underneath it or delete the submenu.
Adds a new group command See https://wiki.hoggitworld.com/view/DCS_func_addCommandForGroup
Adds an F10 radio command visible to all players in the specified group. When the player activates the command then a `groupCommand` event will be emitted to all connected DCS-gRPC clients for processing as they see fit. The emitted event will include the group name.
The name of the group whose players will be able to see and execute the command. TODO (Figure out if this persists across spawns)
The name of the command that is displayed to the player. It will form the last entry in the returned path.
The menu path the command will appear under. This can be empty if you want the command to be on the first level under the F10 menu. This path must already have been created.
A struct containing data that will be included in the emitted event to the DCS-gRPC clients
The full path to the command, including the command name. Use this path to delete the command.
Adds a new group command sub menu See https://wiki.hoggitworld.com/view/DCS_func_addSubMenuForGroup
The name of the group whose players will be able to see the submenu
The name of the submenu that is displayed to the player. It will form the last entry in the returned path.
The menu path the submenu will appear under. This can be empty if you want the submenu to be on the first level under the F10 menu. This path must already have been created using this command. you cannot create a nested submenu tree in one command.
The full path to the submenu, including the submenu name. Use this path to add another submenu or command underneath it or delete the submenu.
Adds a new mission command See https://wiki.hoggitworld.com/view/DCS_func_addCommand
Adds an F10 radio command visible to all players in all coalitions. When the player activates the command then a `missionCommand` event will be emitted to all connected DCS-gRPC clients for processing as they see fit.
The name of the command that is displayed to the player. It will form the last entry in the returned path.
The menu path the command will appear under. This can be empty if you want the command to be on the first level under the F10 menu. This path must already have been created.
A struct containing data that will be included in the emitted event to the DCS-gRPC clients
The full path to the command, including the command name. Use this path to delete the command.
Adds a new command sub menu See https://wiki.hoggitworld.com/view/DCS_func_addSubMenu
The name of the submenu that is displayed to the player. It will form the last entry in the returned path.
The menu path the submenu will appear under. This can be empty if you want the submenu to be on the first level under the F10 menu. This path must already have been created using this command. you cannot create a nested submenu tree in one command.
The full path to the submenu, including the submenu name. Use this path to add another submenu or command underneath it or delete the submenu.
Returns the mission's in-game current time as an ISO 8601 formatted datetime string.
(message has no fields)
Returns the mission's in-game starttime as an ISO 8601 formatted datetime string.
(message has no fields)
Returns an ID for the current session. The ID will change upon mission change or server restart.
(message has no fields)
Removes a registered coalition command. See https://wiki.hoggitworld.com/view/DCS_func_removeItemForCoalition
The coalition whose players will have the menu item removed
The full path to the menu item, which can be a submenu or a command, to be removed. Deleting a menu item will delete all children it may have.
(message has no fields)
Removes a group coalition command. See https://wiki.hoggitworld.com/view/DCS_func_removeItemForGroup
The group whose players will have the menu item removed
The full path to the menu item, which can be a submenu or a command, to be removed. Deleting a menu item will delete all children it may have.
(message has no fields)
Removes a registered mission command. See https://wiki.hoggitworld.com/view/DCS_func_removeItem
The full path to the menu item, which can be a submenu or a command, to be removed. Deleting a menu item will delete all children it may have.
(message has no fields)
Streams DCS game generated Events. See https://wiki.hoggitworld.com/view/Category:Events
(message has no fields)
The DCS Event information. Contains event information and a timestamp.
The event's mission time.
@exclude 16 reserved for S_EVENT_TOOK_CONTROL
@exclude 25 reserved for S_EVENT_PLAYER_COMMENT
@exclude 35 reserved for S_EVENT_PARATROOPER_LENDING
@exclude 38 reserved for S_EVENT_TRIGGER_ZONE
@exclude 40 reserved for S_EVENT_BDA
The following events are additions on top of DCS's own event enum, which is why they start at 8192 to give DCS plenty of space for new built-in events.
Streams unit updates Provides similar functionality as Tacview but at a much lower update rate so puts less load on the server. Suitable for things like online maps but not as a Tacview replacement.
The poll rate in seconds at which the gRPC server communicates with the DCS mission to retrieve the latest unit positions. The lower the `poll_rate` the higher the amount of requests send to to the DCS mission. Default: 5
The maximum backoff in seconds which the gRPC postpones polling units that haven't moved recently. This is an optimization to dynamically reduce the poll rate for stationary units. Set it to the same value as `poll_rate` to disable the backoff. Default: 30
The type of the unit to stream movements. Different categories of units would move at different speeds, which allows the stream to be configured with the appropriate polling rates. `GROUP_CATEGORY_UNSPECIFIED` would return all the units.
The unit is either new or its position or attitude changed.
The unit does not exist anymore.
Occurs when a ground unit captures either an airbase or a farp.
Used in:
The object that captured the base.
The airbase that was captured, can be a FARP or Airbase
Occurs when any object is spawned into the mission.
Used in:
The object that was spawned.
The airbase, farp or ship the unit took off from.
Used in:
The coalition of the player who ran the command
A struct containing details of the command that was run by a player
* Fired when a player connected to the server.
Used in:
The player's IP and port.
The name of the player.
The player's unique client identifier (used to ban a player).
The player's id in the current server session (used to for name/slot/... changes).
Occurs when an aircraft crashes into the ground and is completely destroyed.
Used in:
The object that crashed.
Occurs when an object is completely destroyed.
Used in:
The object that has been destroyed.
Occurs when a system on an aircraft fails. This can be due to damage or due to random failures set up in the mission editor.
Used in:
The target the failure occurred for.
A pilot detached from their ejection seat.
Used in:
The ejection seat.
The pilot.
* Fired when a player disconnected from the server (not fired for the server's player).
Used in:
The player's id in the current server session.
The reason a player disconnected for.
* The reason a player disconnected for.
Used in:
Occurs when a pilot ejects from its aircraft.
Used in:
The unit a pilot ejected from.
The ejection seat.
Used in:
Occurs when any aircraft shuts down its engines.
The airbase, farp or ship the unit shut down their engine at.
Occurs when any aircraft starts its engines.
Used in:
The object that starts its engines.
The airbase, farp or ship the unit started their engine at.
Used in:
Details of the group to which the player who ran the command is a unit of
A struct containing details of the command that was run by a player
Occurs when an object is hit by a weapon.
Used in:
The object that fired the weapon. Not set when for example fyling an aircraft into a building (building will be the target and weapon_name the name of the aircraft).
The weapon that the target has been hit with.
The object that has been hit.
The weapon the target got hit by.
Occurs e.g. when a player controlled aircraft blacks out.
Used in:
The unit the system failure occurred in.
Occurs when an object is killed by a weapon.
Used in:
The object that fired the weapon.
The weapon that the target has been killed with.
The object that has been killed.
The name of the weapon that killed the target (exists instead of weapon for weapons that trigger the shooting start and end events).
Occurs when an aircraft lands at an airbase, farp or ship.
Used in:
The object that landed.
The airbase, farp or ship the unit landed at.
A pilot detached from their ejection seat.
Used in:
The ejected pilot.
The position the pilot landed at.
Occurs when an aircraft receives an LSO rating after recovering on an aircraft carrier.
Used in:
The aircraft that received the rating.
The rating.
The ship the unit landed at.
Occurs when marks get added to the mission by players or scripting functions.
Used in:
The object that added the mark.
The group the mark's visibility is restricted for.
The coalition the mark's visibility is restricted for.
The mark's id.
The position the mark has been added at.
The mark's label.
Occurs when marks got changed.
Used in:
The object that changed the mark.
The group the mark's visibility is restricted for.
The coalition the mark's visibility is restricted for.
The mark's id.
The position of the changed mark.
The mark's label.
Occurs when marks get removed.
Used in:
The object that removed the mark.
The group the mark's visibility is restricted for.
The coalition the mark's visibility is restricted for.
The mark's id.
The position the mark has been removed from.
The mark's label.
Used in:
A struct containing details of the command that was run by a player
Occurs when the mission stops.
Used in:
(message has no fields)
Occurs when the mission starts.
Used in:
(message has no fields)
Occurs when a pilot of an aircraft is killed. Can occur either if the player is alive and crashes (in this case both this and the [CrashEvent] event will be fired) or if a weapon kills the pilot without completely destroying the plane.
Used in:
The unit the pilot has died in.
fired when the player changes across to a slot
Used in:
The player's id in the current server session.
The slot's coalition
The slot's identifier
Occurs when a player takes direct control of a unit.
Used in:
The unit the player took control of.
Occurs when a player relieves direct control of a unit.
Used in:
The unit the player relieves control of.
Occurs when a chat message is sent on the server
Used in:
The player's id in the current server session.
what was typed
player's coalition
player's name
sent to all chat
Occurs when an aircraft connects with a tanker and begins taking on fuel.
Used in:
The object that is receiving fuel.
Occurs when an aircraft is finished taking fuel.
Used in:
he unit that was receiving fuel.
Occurs when an aircraft takes off from an airbase, farp, or ship.
Used in:
The object that took off.
The airbase, farp or ship the unit took off from.
Occurs when an aircraft lands at an airbase, farp or ship.
Used in:
The object that landed.
The airbase, farp or ship the unit landed at.
A score change (doesn't contain any useful information)
Used in:
(message has no fields)
Occurs when a unit stops firing a machine gun- or autocannon-based weapon. Event will always correspond with a [ShootingStartEvent] event.
Used in:
The object that was shooting and has no stopped firing.
The name of the shoot weapon.
Occurs when a unit begins firing a machine gun- or autocannon-based weapon (weapons with a high rate of fire). Other weapons are handled by [ShotEvent].
Used in:
The object that started firing.
The name of the shoot weapon.
Occurs when a unit fires a weapon (but no machine gun- or autocannon-based weapons - those are handled by [ShootingStartEvent]).
Used in:
The object that fired the weapon.
The weapon that has been fired.
* Fired every second containing simulation FPS information since the previous event.
Used in:
The average FPS since the last event.
* Fired every time a player occuping a unit connects to a frequency on SRS.
Used in:
The unit that connected to a frequency in SRS.
The radio frequency in Hz the unit connected to.
* Fired every time a player occuping a unit disconnects from a frequency on SRS. It is not fired when the player leaves the unit or the unit dies.
Used in:
The unit that disconnected from a frequency in SRS.
The radio frequency in Hz the unit disconnected from.
Occurs when an aircraft takes off from an airbase, farp, or ship.
Used in:
The object that took off.
The airbase, farp or ship the unit took off from.
* Fired for every TTS request that contains the `text_plain` field, for other clients to use e.g. for accessibility use-cases.
Used in:
The plain text that got transmitted.
The radio frequency in Hz the transmission got send to.
The coalition of the transmission.
Custom name of the SRS client used for the transmission.
A unit got destroyed.
Used in:
The object that got destroyed weapon.
Fired for each payload of an aircraft spawened midair.
Used in:
The object that got spawned.
The name of the payload.
Used in: