scottb613 285 Posted August 9, 2022 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 2 1 Share this post Link to post Share on other sites