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scottb613

SCO SP Instant Air Assault Scripts

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Hi Folks,


Worked these a while back - they seem to run pretty well - been enjoying them with SOG now.

 

This was my meager attempt to simplify the process of making Helicopter Air Assault Missions - as they are my favorite. Once familiar - it should only take around 10 minutes to setup a full-blown Air Assault on any Map with any Mod. 

 

Script Design Criteria: 

  • Use with any Mods - simply name the aircraft and squad [variables] appropriately in the Mission Editor.
  • Use just a few simple [Markers] to control the entire mission - instead of a massive number of waypoints for each object - with defined naming in the Mission Editor.
  • Fully automated transports and gunships.
  • More realistic startup and takeoff.
  • Deviate the aircraft positions from flight path to make them more realistic - automatically.
  • Low level sea skimming approaches.
  • Control Ingress Path to minimize loss.
  • Minimize the absolute massive altitude excursions when flaring for the LZ.
  • Make an LZ anywhere there is a patch of clear ground.
  • Control Egress Path to minimize loss.
  • Up to (4) Squads in any given aircraft as long as there is seat capacity.
  • Supports (1-3) Gunships providing automatic fire support for the troops as they hit the LZ.
  • Supports (1-4) Slicks with (1-4) Squads on each aircraft.

 

Demonstration Mission:

There are (3) custom scripts and I've included a simple "vanilla" ALiVE mission to demonstrate the scripts. Simply install the folder into your "missions" folder and launch. I've only tested with SP as I know nothing about MP. 

 

Required Mods:

  • CBA
  • ALiVE

 

Included Custom Scripts:

  • LAUNCHslicks.sqf
  • LAUNCHguns.sqf
  • RTBguns.sqf

 

 

DOWNLOAD MISSION HERE:
Mission Demonstration Download from MEGA

 

The scripts are linked to Radio Call Triggers. Give ALiVE about a minute to stabilize after launching mission - then simply execute [Radio Call Bravo Trigger] to start loading the slicks. You will need to order your squad and yourself into the adjacent aircraft "slick1" manually. Around 40 seconds later execute [Radio Call Alpha Trigger] to launch the gunships. Once your slick lands - you will need to order your squad out manually. 

 

Mission Note: The timings can be a little sensitive with ALiVE as I don't think your real gunships can combat virtualized troops until you get close enough to make them real. The 40 seconds I suggest between Trigger Bravo and Trigger Alpha seems to work well.

 

Known Issues:

  • If the troops go into combat mode before loading - it seems to break the scripts.
  • Single Player only.

 

Script Use in Your Own Missions:

Mission Mods to use in your own missions - simply copy the (3) scripts to your new mission - you don't need to edit the scripts:

  • All setup work can be done in the Mission Editor.
  • Transports [Variable Name: as defined below - example "slick1"]
  • Troop Squads [Variable Name: as defined below - example "chalk11"]
  • Gunship [Variable Name: as defined below - example "guns1"]
  • Posit Marker [Center of gunships attack runs - example "posit"]
  • Inbound Markers [Flight path inbound (1-4) Markers - example "inb1"]
  • Landing Pad Marker [example "lz1"]
  • Outbound Markers [Flight Path Outbound (1-4) Markers - example "out1"]
  • Troop Movement Markers [Troop Destination - example "ck1"]
  • In the example mission - all the Markers in "Red" control the mission.
  • Tested with VANILLA,3CB_BAF, CUP, RHS, UNSUNG, SOG.
  • If you want to see what the script is actually doing - set the "_debug = 1;" in the beginning of each script.

 

Public Domain:

Feel free to use, modify, and distribute my scripts as you see fit.

 

 

//============================//
// SLICKS - SCO Launch Script //
//============================//

// Author: scottb613
// File: LAUNCHslicks.sqf

// Note: Only tested in Single Player.

// Given: (1) to (4) helicopters [slickx] preloaded with crew - units named below.
// Given: (1) to (4) infantry squads [chalkxx] per helicopter [slickx] - units named below.
// Given: Multiple infantry squads [chalkxx] will be loaded as cargo into helicopter [slickx] with respect to number.
// Given: (1) infantry squad [chalkxx] must exist per helicopter [slickx] used.
// Given: User must insure helicopters have adequate capacity to lift assigned chalks.
// Given: An LZ marker [lzx] must exist for each respective helicopter [slickx] used - markers named below.
// Given: Helicopters will autonomously assault LZ creating defined helipads - drop troops - RTB to home helipads.
// Given: User can define manual flight path with up to four inbound markers [inb1-inb4] if desired - else direct to [lzx].
// Given: User can define manual flight path with up to four outbound markers [out1-out4] if desired - else direct to base.
// Given: For best results - inbound/outbound markers should be a min of 2000 meters from launch/landing positions. 
// Given: Even though helicopters are individual units - they will maintain a diamond like formation along flight path.
// Given: Offloaded chalks will move to respective markers [ck1-ck4] defined in combat "RED" mode - else defend [lzx].
// Given: Once chalks reach final waypoint - intended for "High Command" or similiar to manage their actions.
// Given: Intended use - fired by radio trigger.
// Given: If [debug] is enabled - writes log entries to windows clipboard and places markers on waypoints.

// Named Asset: [OPT] ("s1" -player unit)
// Named Asset: ("slick1" -slick helo) ("slick2" -slick helo) ("slick3" -slick helo) ("slick4" -slick helo)
// Named Asset: ("chalk11" -inf squad) ("chalk12" -inf squad) ("chalk13" -inf squad) ("chalk14" -inf squad) -> load to slick1
// Named Asset: ("chalk21" -inf squad) ("chalk22" -inf squad) ("chalk23" -inf squad) ("chalk24" -inf squad) -> load to slick2 
// Named Asset: ("chalk31" -inf squad) ("chalk32" -inf squad) ("chalk33" -inf squad) ("chalk34" -inf squad) -> load to slick3
// Named Asset: ("chalk41" -inf squad) ("chalk42" -inf squad) ("chalk43" -inf squad) ("chalk44" -inf squad) -> load to slick4

// Named Marker: ("lz1" -lz pad marker) ("lz2" -lz pad marker) ("lz3" -lz pad marker) ("lz4" -lz pad marker)
// Named Marker: [OPT] ("ck1" -final posit chalk11-14) ("ck2" -final posit chalk21-24) 
// Named Marker: [OPT] ("ck3" -final posit chalk31-34) ("ck4" -final posit chalk41-44)
// Named Marker: [OPT] ("inb1" -inbound marker) ("inb2" -inbound marker) ("inb3" -inbound marker) ("inb4" -inbound marker) 
// Named Marker: [OPT] ("out1" -outbound marker) ("out2" -outbound marker) ("out3" -outbound marker) ("out4" -outbound marker)

// Example: Flight Path - [(slick1 start point) -> inb1 -> inb2 -> inb3 -> inb4 -> Lz1 -> out1 -> out2 -> (slick1 start point)].
// Example: Troop Loading - [chalk11 chalk12 chalk13 will load into slick1] [chalk21 chalk22 will load into slick2].
// Example: Troop Movement - [chalk11 chalk12 will move to marker ck1] [chalk21 chalk22 chalk23 will move to marker ck2].
//==============================//
// GUNSHIPS - SCO Launch Script //
//==============================//

// Author: scottb613
// File: LAUNCHguns.sqf
// Companion To: RTBguns.sqf

// Note: Only tested in single player.

// Given: (1) to (4) loaded gunships ready for launch on the ground - named as listed in assets.
// Given: If "posit" marker exists - use as initial point for SAD - if not - will use player "s1" position.
// Given: User can define manual path with up to four inbound markers "inb1-inb4" if desired - else direct to posit.
// Given: Intended use - fired by radio trigger.

// Named Asset: ("s1" -player unit) 
// Named Asset: ("guns1" -gunship helo) ("guns2" -gunship helo) ("guns3" -gunship helo)

// Named Marker: ("posit" -initial target marker)
// Named Marker: [OPT] ("inb1" -inbound marker) ("inb2" -inbound marker) ("inb3" -inbound marker) ("inb4" -inbound marker)

 

Regards,

Scott

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