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Close Air Support Field System v0.4b

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Close Air Support Field System



 
Script name :  Close Air Support Field System
Author      :  JW Custom
Version     :  0.4b


Credits:

gOon for letting me use parts of his napalm script :)



Changelog:
----------

v0.4b

- Fixed napalm MP issue
- Removed flyInHeight which cause some issues

v0.3b

- Removed JDAM/Clusterbomb combo
- Added Napalm bomb
- Changed global names to unique names
- Added option to block munition types
- Added option to use CAS blocked zones

v0.2b

- Small changes
- Added proper Multiplayer support

v0.1b

- Initial release



Mission implementation:
-----------------------

1). Copy the JWC_CASFS folder into the root of your mission folder.

2). Add following line to init.sqf:

    execVM "JWC_CASFS\initCAS.sqf";



3). Add following lines to description.ext:

    #include "JWC_CASFS\casDefine.hpp"
    #include "JWC_CASFS\casMenu.hpp"



4). If it's a multiplayer mission add following lines to onPlayerRespawn.sqf:

    if !(vehicleVarName player in JWC_CASarray) exitWith {};
    [JWC_MaxD, JWC_lock, JWC_num] execVM "JWC_CASFS\addAction.sqf";



5). Add a game logic to your mission and name it > varHolder

6). Name the units that should have the CAS Field System > CAS1, CAS2, CAS3 etc. etc.

7). Edit settings to your preferations in JWC_CASFS\initCAS.sqf



Munition types:
---------------

JDAM         : Laser Guided Mk82 (Based on map click)

CBU(AP)      : Cluster Bomb Anti-Personnel (Based on map click)

NAPALM       : Napalm bomb (Based on map click)



Info:
-----

Icons of spotted vehicles on the map ain't placed correctly so setting target position
directly on this icon will result in being of actual target!

To help this issue you can toggle the "Snap to nearest target" by pressing [A] while the
CAS menu is open. Only targets which user have a knowsAbout value higher than 2.5 will be
snapped to.    

If the 'snapping ain't working it's because you click to far away from target or because
you knowsAbout value is too low because you dont have enough info on target. Use you
binoculars and look at target and press T to gain more info.



Ingame usage:
-------------

1). Select the "Open CAS Field System" action from the action menu(mouse scroll).

2). Click on map to mark target position. If needed you can toggle the "snap" function
    by pressing [A] to snap target position to nearest known target for precision with
    vehicle targets mainly.

3). Select munition.

4). Click "Request CAS" button to complete the request or click "Exit Menu" to abort.

5). If you need to cancel enroute CAS select "Cancel CAS" from action menu.

I'm open for ideas to improve the script so don't hold back :)


Download:

Download v0.4b from Armaholic

Download v0.4b from RGhost

Edited by JW Custom
Added Armaholic link

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Nice work mate .... trying this out asap !

EDIT: Problem with download. 0kb on FileDropper.

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EDIT: Problem with download. 0kb on FileDropper.

Added another download link.

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Guest

Release frontpaged on the Armaholic homepage.

===============================================

You are not registered on Armaholic, or at least not that we are aware of. In the future we offer the possibility to authors to maintain their own pages.

If you wish to be able to do this as well please register on Armaholic and let me know about it.

This is not mandatory at all! Only if you wish to control your own content you are welcome to join, otherwise we will continue to follow your work like we have always done ;)

When you have any questions already feel free to PM or email me!

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Close Air Support Field System

4). Add line below to the init field of the unit/object which should carry the CAS Field System.

null = [this, 500, true, 2] execVM "JWC_CASFS\addAction.sqf"

We're stuck on where we find the unit/object init field to add the line above, which file is this located in please?

Thanks

lamo

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We're stuck on where we find the unit/object init field to add the line above, which file is this located in please?

Thanks

lamo

LOL...SMH. Double click on a soldier on the map.

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Is this for single player only or will it work on CooP?

Thanks for your work on this.

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JW i tested and worked great. Great work.

I check the marine and Joint Force field manual Closer Air support for reference and its impossible to emulate the procedure. http://www.fas.org/irp/doddir/dod/jp3_09_3.pdf

Personally the GUI its not my choice, but if you use the "Airfield Support" by Ozzyt109 in ArmA 2, the radio communication its immersive and great. You have to put yourself the estimate coordinate for the bombing. Boths are script, but an addon version with module and markers it´s ambitious i know.

But by year 2035 all that maybe it´s done with a like Ctab Commanders Tablet.

If in the future there is the possibility to chose within fixed wing and rotary wing, would be great.

The type of request would be great: Predefined or Immediate. In a infil mission to locate and target with laser the objective for a GBU, or in not planned situation.

a) First suggestion its the intel to the plane, target type (Structure, infantry, armor, ship, etc and from that the right type of ordnance), acquisition type (Coords, Laser, IR) enemy units in the area (Expect small arms fire, choppers), friendly units distance and direction from the target (Distant and the call for Danger Close air support).

b) The air supremacy and suppression of Enemy Air Defense is a condition and the security of the CAS mission, so if the unit state that the air its clear or is not may come with a CAP or escort or request a SEAD (suppression of enemy air defenses).

c) The High, Medium, Low, Very LOW Altitude for approach would be great.

d) Other thing that come to my mind is the approach vector and egress vector of the plane.

e) When is ready the plane require the confirmation from JTAC (Abort, Cleared Hot, Continue, CLEARED TO ENGAGE).

f) Then wait in a Orbit Point/Holding Point for Battle Damage assessment.

The nine line close air support format in use;

The form of the nine line;

b1_2973.gif

9-Line example from the Joint Publication 3-09.3 in type 1:

The following scenario provides a step-by-step example of how Type 1 control is

conducted

— JTAC visually acquires target and verifies target location. At the direction of the

supported commander, the JTAC submits an immediate Joint Tactical Air Strike

Request, reports troops in contact, and receives two aircraft with 4 MK-82 low drag

general-purpose bombs. The JTAC also coordinates with the fire support

representative for integration of a target mark and suppression of enemy air

defenses.

— Attack aircraft checks in and receives the situation update followed by the close

air support briefing.

JTAC: “Dragon 31, this is Icebox 11, this will be a Type 1 control, advise when

ready for 9-line.â€

Attack Aircraft: “Icebox 11, Dragon 31 ready to copy.â€

JTAC:

“PLYMOUTH

360 Right

9.1

350

Platoon of infantry dug in

CM 367971

White Phosphorous

South 900, troops in contact

Egress east to DODGE

Advise when ready for remarksâ€

Attack Aircraft: “Ready to copy remarksâ€

JTAC: “Final attack heading 285-330. ZSU 23-4 (from the target) north 1000,

continuous suppression, gun-target line 045, report IP inboundâ€

ATTACK Aircraft: “350, CM 367971, final attack heading 285-330â€

JTAC: “Read back correct, time on target (TOT) 50â€

Attack Aircraft: “Roger, TOT 50â€

— Prior to weapon release, each attack aircraft in the flight will provide joint terminal

attack controller (JTAC) with an “IN†call with direction.

Attack Aircraft: “Dragon 31 initial point (IP) INBOUNDâ€

JTAC: “Dragon 31 CONTINUE.â€

JTAC: “Mark is on the deck.â€

Attack Aircraft: “CONTACT the mark.â€

JTAC: “From the mark, south 100â€

Attack Aircraft: “Dragon 31 “IN†from the eastâ€

JTAC: “Dragon 31, CLEARED HOTâ€

Attack Aircraft: “Dragon 31 off, two away.â€

JTAC: “Dragon 32, from lead’s hits, west 100â€

Attack Aircraft: “Dragon 32 IN from the southeast.â€

JTAC: “Dragon 32, CLEARED HOTâ€

There are three types of TAC (Types 1, 2, and 3).

Type 1 control is used when the JTAC must visually

acquire the attacking aircraft and the target for each

attack.

Type 2 control is used when the JTAC requires control

of individual attacks and any or all of the conditions

exist: JTAC is unable to visually acquire the attacking

aircraft at weapons release, JTAC is unable to visually

acquire the target, and/or the attacking aircraft is unable

to acquire the mark/target prior to weapons release.

Type 3 control is used when the JTAC requires the

ability to provide clearance for multiple attacks within

a single engagement subject to specific attack

restrictions, and any or all of the conditions exist:

JTAC is unable to visually acquire the attacking aircraft

at weapons release; JTAC is unable to visually acquire

the target; and/or the attacking aircraft is unable to

acquire the mark/target prior to weapons release.

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LOL...SMH. Double click on a soldier on the map.

Really helpful..................

Not

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Really helpful..................

Not

But he is right!

Open the demo mission in the editor and double on the player, there you have the init field.

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But he is right!

Open the demo mission in the editor and double on the player, there you have the init field.

I appreciate he is right but with limited knowledge of arma 3 editing his answer was rather vague whereas your answer was clear and simple.

Thanks

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Hi dude really nice Mod, have tried this on multiplayer running on a dedicated server. Works great but when you die it does not re-sync with the player so you lose your CAS ability. Any chance you can assist me with any code to Re-Synchronise the CAS option. It does let you have it again when you leave and re-join the server as another class/soldier :(

Also it would be great if you could activate a sound file when the player request the CAS, any ideas on this would be great too!!

Thanks gain for the Mod..

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Works great but when you die it does not re-sync with the player so you lose your CAS ability. Any chance you can assist me with any code to Re-Synchronise the CAS option.

It's just a beta so many things is not finished yet like proper dedicated server support so players can't just re-enter server and have CAS available again if they have used them all... and then also adding CAS option after respawn.

For a temp fix you could have this code running on the client:

while {true} do
{
 waitUntil{!alive player};
 waitUntil{alive player};
 null = [player, 500, true, 1] execVM "JWC_CASFS\addAction.sqf";
};

or you could add an EventHandler like this ->

this addMPEventHandler ["MPRespawn", {null = [_this select 0, 500, true, 1] execVM "JWC_CASFS\addAction.sqf"}];

Also it would be great if you could activate a sound file when the player request the CAS, any ideas on this would be great too!!

Yes and i have been looking for some sounds but havent found any proper ones. If you can help let me know :)

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Yes and i have been looking for some sounds but havent found any proper ones. If you can help let me know :)

Try:

SupportRequestRGCASBombing - "Requesting immediate airstrike at the transmitted coordinates, over"

SupportRequestRGCASHelicopter - "Requesting close air support at the designated location, over"

RequestAcknowledgedSGCASBombing - "Copy that. Strike aircraft on the way. out"

RequestAccomplishedSGCASBombing - "Payload delivered. We're RTB. out"

RequestAccomplishedSGCASHelicopter - "CAS mission complete. RTB, out"

SupportAddedDuringMission - "Be advised, support units are now on standby. out"

RequestAcknowledgedSGCASHelicopter - "Roger, coordinates received. CAS is inbound. out"

TakeCover

You can find more under configfile >> "RadioProtocolENG" >> "Words" >> "Normal" >> " [soundname] " (replace 'normal' with 'stealth', or 'combat' for different types of calls if you want to get crazy with it (check unit engage-status)). If you use bikb's (sentences - kbTell) you can have it form sentences and call out the coordinates in any voice (including lip!) . i'd created a desc.ext class that allowed you to pass any sentence without having to define it first, ill update this post when i find it

-----------

here are some more versions of above, which already have the radio effect applied, they are under: A3\dubbing_f\modules\supports, i don't know where the config name is yet (guessing modules, der)

-----------

Edited by dr_strangepete

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Try:

SupportRequestRGCASBombing - "Requesting immediate airstrike at the transmitted coordinates, over"

SupportRequestRGCASHelicopter - "Requesting close air support at the designated location, over"

RequestAcknowledgedSGCASBombing - "Copy that. Strike aircraft on the way. out"

RequestAccomplishedSGCASBombing - "Payload delivered. We're RTB. out"

RequestAccomplishedSGCASHelicopter - "CAS mission complete. RTB, out"

SupportAddedDuringMission - "Be advised, support units are now on standby. out"

RequestAcknowledgedSGCASHelicopter - "Roger, coordinates received. CAS is inbound. out"

TakeCover

You can find more under configfile >> "RadioProtocolENG" >> "Words" >> "Normal" >> " [soundname] " (replace 'normal' with 'stealth', or 'combat' for different types of calls if you want to get crazy with it (check unit engage-status)). If you use bikb's (kbTell) you can have it form sentences and call out the coordinates in any voice (including lip!) . i'd created a desc.ext class that allowed you to pass any sentence without having to define it first, ill update this post when i find it

Thanks, those sounds could be very useful :)

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It's just a beta so many things is not finished yet like proper dedicated server support so players can't just re-enter server and have CAS available again if they have used them all... and then also adding CAS option after respawn.

For a temp fix you could have this code running on the client:

while {true} do
{
 waitUntil{!alive player};
 waitUntil{alive player};
 null = [player, 500, true, 1] execVM "JWC_CASFS\addAction.sqf";
};

or you could add an EventHandler like this ->

this addMPEventHandler ["MPRespawn", {null = [_this select 0, 500, true, 1] execVM "JWC_CASFS\addAction.sqf"}];

Yes and i have been looking for some sounds but havent found any proper ones. If you can help let me know :)

I cant seem to get this to work. I've tried to call the eventhandler on the player init field but it doesn't work with the new code. How do you run it on client side?

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I appreciate he is right but with limited knowledge of arma 3 editing his answer was rather vague whereas your answer was clear and simple.

Thanks

How is double clicking on a soldier vague? Love this dialog, JW Custom. Im interested in how you did the map in the dialog, going to try and do something similar for an extraction/hot extraction dialog.

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I cant seem to get this to work. I've tried to call the eventhandler on the player init field but it doesn't work with the new code. How do you run it on client side?

Here is two example missions using the two methods:

http://www.fileconvoy.com/dfl.php?id=g94170c7d22b91a3b999400015d41e2915effa0b20

JW Custom. Im interested in how you did the map in the dialog, going to try and do something similar for an extraction/hot extraction dialog.

Feel free to use whatever you need from the scripts :)

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So where are you taking this next JW?

Thought of an addon version?

Deffinitely not making an 'mod' as this would force players to download/install the mod, script version seems much more user friendly.

The next step is to add proper multiplayer compatibility and add sounds and perhaps an animation.

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Really helpful..................

Not

It's editing 101. It's literally the first thing you learn. How to place a unit. If you don't even realize you need to go into the editor and double click on the player unit to access it's init field, then maybe you need to take a step back and go review some basic editing tutorials instead of trying to implement 3rd party scripts into your scenario. If that's too much, then maybe you need to rethink editing at all and play the scenarios that are already out there. My 2c.

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