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PlacidPaul

How to use ModuleCAS_F

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easy method for combine the script with a radio trigger and laserdesignation from a JTAC, only adjusted one line.

_center = createCenter sideLogic;    
_group = createGroup _center;    
_pos = position laserTarget player;      //attack pos is now lasertarget of "player"/can be changed to any actual unit variable of course (case of multiplayer use)
_cas = _group createUnit ["ModuleCAS_F",_pos , [], 0, ""];   
_cas setDir 180;
_cas setVariable ["vehicle","B_Plane_CAS_01_F",true]; 
_cas setVariable ["type", 2,true];

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Works great, but how do I get the plane to auto target the object. I would like them to lock their missiles onto the object I have designated from the cursor position...like a tank. I'm using this for their target position.

_pos = screenToWorld [0.5,0.5];// land position

if (!isnull cursortarget) then { _pos = getpos cursortarget};// building / object position

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Hi guys.

Is the module broken?

Cause I'd like to have the module on the map and have it activated only by a trigger.

So, I placed the module on the map, sync. it to the trigger (for example, radio Alpha) and set preview.

But whatever I do, the plane spawn at the beginning of the mission, not when the trigger is activated.

So, please, can someone tell me HOW THE HELL I can have this fucking module activated ONLY BY A GODAMN TRIGGER please?

Thanks

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Hi guys.

Is the module broken?

Cause I'd like to have the module on the map and have it activated only by a trigger.

So, I placed the module on the map, sync. it to the trigger (for example, radio Alpha) and set preview.

But whatever I do, the plane spawn at the beginning of the mission, not when the trigger is activated.

So, please, can someone tell me HOW THE HELL I can have this fucking module activated ONLY BY A GODAMN TRIGGER please?

Thanks

It doesn't act like a trigger. Its a Zeus effect meaning its going to come in no matter what.

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Make the trigger spawn the module. The CAS will always come in on the module's creation as that's how the module is made to work.

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It sucks...

Ok, thanks guys.

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hi all any idea to help me i ve been searching but nothing, i ve made a script pack and wanted to add just like a bomb run with RHS A10 my scrip calculate numbers of ia on each side and launch other stuff like mortars and so...    the thing i just want to do like i did on my own vehicle spawn script (tank, car...) is at the end of previus time i need to despawn the aircraft.... with cars or other i just gave a random point faraway, give command to move to & destroy it with a distance condition, how can i aply it to plane spawned by the module, i mean just found name of it and send it away of the action zone?

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this script does not work anymore, anybody a clue why? no errors, no air support....

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Back from the dead this post arises. Soooo im a newb to all scripting and mission creating but im making a warlords mission where i want the JTACs on each team serve as a CAS requester since there is no module for that (ModuleCAS_F that is), i was hoping someone could add it as an addAction for the JTAC on a cooldown or with limited uses or both, preferably the first. and to where they are looking, just as you see it when the CAS  runs from heli and/or arty support provider modules.

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@MrSplendid, late to the party, but I have an answer. The module can no longer be created using the createUnit command. You'll have to use the spawn command.

 

private _position = getPosWorld player;
private _logic = createSimpleObject ["Building", _position, true];
_logic setVariable ["Type", 2];
_logic setVariable ["Vehicle", "B_Plane_CAS_01_F"];

[_logic, [], true] spawn BIS_fnc_moduleCAS;

Simple example.

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