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GunnDawg09

Best way to get CAS in a mission?

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So what is the best way to make it so during a mission I can call in an A10 over a target area to take out any targets it sees, and possibly be smart enough to take out a target I put a laser on?

What would be the best way to go about this?

---------- Post added at 08:42 PM ---------- Previous post was at 08:09 PM ----------

Well so far I tried making an A10 way out in the distance with its "Special" set to: Flying

Then I put a marker on the map named h2 over the target zone. I then added a trigger type "Radio Alpha" with On Act: a10 setfuel 1;a10 move (getpos h2);extract=true;hint "CAS Inbound"; 1 setradioMsg "Call CAS";

It seems to work, he comes flying over when I call it, but never attacks anything. How would I make him attack stuff, aka fire at will.

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My understanding of that wiki link you gave me is that you have to set a target for it to attack.

How would I set something up so upon using the radio "Bravo" an A-10 takes off at my base and flys over the target area(probably a marker), and just engages any enemy it sees?

I wouldnt want the A10 to just circle around in the air until being called upon, as it might run out of fuel.

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Would in not make sense to call an external script with your Radio that spawns an A10 in the air with pilot at a know marker location, say over the airfield and then use

Script file

GroupA10 = CreateGroup West;

A10CAS = createVehicle ["A10", [(getMarkerPos "A10Spawn") select 0,(getMarkerPos "A10Spawn") select 1,100], [], 0, "FLY"];

A10Pilot = GroupA10 createUnit ["USMC_Soldier_Pilot", [0,0,1], [], 0, "CAN_COLLIDE"];

A10Pilot moveInDriver A10CAS;

wp1 = GroupA10 addWaypoint [(getmarkerpos "A10Target"), 0];

wp1 setWaypointSpeed "NORMAL";

wp1 setWaypointType "SAD";

So that it will fly to the marker called A10Target and Use Search and Destroy as its waypoint type to attack and kill whatever it can find.

This way you keep to a minimum AI units on the map that are in general not doing anything. Unless of course you absolutely have to have it on the ground to start with.

In that case put an EMPTY A10 on the airfield, and spawn just the pilot beside it with the moveInDriver command, he will then start up the plane, should take off if its at the end of the runway I think.

Edited by Starlight

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ah ok, so put all that in like cas.sqf and just call that script in a trigger?

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yes that way you keep the ingame AI's to a minimum.

You could also then create a second trigger to delete the A10 and Pilot once their mission is over.

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yes that way you keep the ingame AI's to a minimum.

You could also then create a second trigger to delete the A10 and Pilot once their mission is over.

How about having the A10 attack a target that you are using the laser on ? That must be possible since you do it in the campaign.

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How about having the A10 attack a target that you are using the laser on ? That must be possible since you do it in the campaign.

I am not 100% sure of this, but I think if you laser a target the A10 will automatically pick up that target first.

---------- Post added at 06:00 AM ---------- Previous post was at 05:30 AM ----------

How would I make them leave after they do their SAD mission?

Edited by GunnDawg09

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Create a trigger that activates when no opfor left, get this to make a new move waypoint for the A10 to fly off to.

Another trigger at the new waypoint location can detect for Blufor and put the following script into Act (taken from another thread inthe forum)

{deleteVehicle _x} forEach crew A10CAS; deleteVehicle A10CAS;

do a search for deletevehicle in the forum for more info on this. but in principle it should work

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