BluForAC - Blue ("Friendly") Force AI Aircraft script

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DCS World 2.7
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BluForAC - Blue ("Friendly") Force AI Aircraft script

Typ - Sonstige
Hochgeladen von - AKA_Relent
Datum - 25.02.2024 07:40:14
Map - Any map
This script will spawn 1-4 friendly force AI aircraft (repeatable), which can be fighter, attack, multi-purpose aircraft, or helicopter types.  AI aircraft types, engagement scenarios (e.g. CAP, CAS, SEAD, Anti-Ship) and some pre-set target waypoint distances are selectable from the F10 menu, under the F10 menu item: "Spawn AI BluFor Aircraft At Will".  Just point your client/player aircraft directly at the enemy ground/sea target(s) you wish them to attack, and (as applicable) choose the distance you want them to fly as they search for targets.  For enemy aircraft targets, pointing your client/player aircraft at them will help, but is not necessary.

See the main/first image to the left to see some of the F10 menu items.  This script is a complement to the OpForAC script, but is for when you want some assistance from friendly AI aircraft and helicopters, instead of opposing force aircraft to fight and shoot down.

by AKA_Relent

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***** Instructions: *****
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*** Loading script: ***

1) Unzip the OpForAC Zip archive to desired folder

2) Load the script in the DCS mission editor by first clicking the "Set rules for trigger" button on the left vertical tool bar.

3) Next, click the "NEW" button under the TRIGGERS, CONDITIONS, and ACTIONS columns, as described below:

Single Player (SP) missions (i.e. with one Player aircraft/helicopter, NO Clients):
    TRIGGERS: Set trigger to MISSION START (will not work in SP otherwise)
    ACTIONS: Set action to DO SCRIPT FILE, then navigate to and sel ect BluForAC.lua script

Multi Player (MP) missions (i.e. with one or more Client aircraft/helicopter):
    Option 1:
        TRIGGERS: Set trigger to MISSION START
        ACTIONS: Set action to DO SCRIPT FILE, then navigate to and sel ect BluForAC.lua script
    Option 2: (if there are issues loading script at mission start)
        TRIGGERS: Set trigger to ONCE
        CONDITIONS: Set condition to TIME MORE(x) (where x = desired delay in seconds fr om mission start)
        ACTIONS: Set action to DO SCRIPT FILE, then navigate to and sel ect BluForAC.lua script
        NOTE: With this option, before you spawn in an aircraft, un-pause the mission first, or the script
            will not have loaded yet

*** Coalitions: ***

4) To avoid neutral scenarios where AI BluFor aircraft may not attack RED/BLUE aircraft/ground/sea targets, the script assumes the following countries are on the coalitions listed (NOTE: This is the default condition when creating a new mission.  However, older missions may not have all of these countries mapped to the coalitions listed).  

Please verify and if necessary, assign to the coalitions listed below. Click the "Changing coalitions" button on the left vertical tool bar to check the coalition assignments.

    BLUE:
        country.id.CJTF_BLUE (i.e. Combined Joint Task Forces Blue)
        country.id.FRANCE
        country.id.UK
        country.id.USA
        
    RED:
        country.id.CHINA
        country.id.CJTF_RED (i.e. Combined Joint Task Forces Red)
        country.id.NORTH_KOREA
        country.id.RUSSIA

*** Creating Exclusion Zones: ***

5) (optional) You can prevent BluFor AI aircraft fr om spawning in or travelling through an exclusion zone(s);      Simply create one or more circular trigger zones that include "Blue Exclusion Zone" or "blue exclusion zone" in the trigger name.  Click the "Create trigger zone" button on the left vertical tool bar to create a circular trigger zone(s).
        
        
*** Known issues: ***
- For multi player missions, when a Client(player) is shot down, if they wish to use the same aircraft/helicopter slot, they may need to move to Spectator first, then back to the aircraft/helicopter client slot.  Otherwise, the main BluForAC menu (i.e. "Spawn AI BluFor Aircraft At Will") may be duplicated and not work.

- When mission is flown in single player mode, kills are not being recorded properly in the debrief screen (e.g. if you switched sides, and shot down formerly BluFor aircraft that are now OpFor).  It is suggested to play all missions (i.e. with Client or Player) in multi-player mode (i.e. "Launch Multiplayer Server") if you wish to see the kills recorded.

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*** Features: ***

Version 1.00
- AI BluFor aircraft coalition will be the same coalition of the aircraft or helicopter
    the client (MP) or player (SP) spawns in (please see *** Coalitions: *** above)
- The same AI BluFor aircraft type can be re-spawned as many times as desired
- One to four AI BluFor aircraft can be spawned at a time
- AI BluFor aircraft load-out depends on engagement scenario (e.g. Anti-Ship, CAP, CAS, SEAD)
- AI BluFor aircraft skill defaults to "Random", but can be changed via 'Options' menu.  Note
    that the upd ated AI skill persists for the initiating player name, for the duration of the mission
- AI BluFor aircraft starting altitude AGL defaults to "Co-Alt+", but can be changed via 'Options' menu
    using pre-se t low/medium/high altitudes AGL.  Note that the upd ated starting AI altitude AGL persists
    for the initiating player name, for the duration of the mission
- AI BluFor aircraft spawn directly behind client/player aircraft with the same heading as the
    initiating client/player aircraft;  To maximize the ability of the AI BluFor aircraft to find
    enemy targets (especially for Anti-Ship, CAS and to a lesser degree SEAD missions), point your
    client/player aircraft directly at the enemy target(s) you wish them to attack
- AI BluFor aircraft spawn at a similar altitude as the client/player by default (i.e. "Co-Alt+"), but
    can be changed to pre-se t altitudes via Options menu;    AI helicopters spawn at ~500 feet AGL max
- AI BluFor aircraft's second and final waypoint is fixed for CAP mission types (20 miles, as defined
    by glbCAPDistBluFor), but is selectable via F10 menus for Anti-Ship and SEAD missions; for CAS
    missions, the second and final waypoint is variable depending on how far ahead ground/sea targets
    are found;  If no targets are found, CAS BluFor aircraft will not spawn
- AI BluFor CAS aircraft aircraft will only spawn if enemy ground units are inside the "target search
    circle", which is in front of the second waypoint (the distance to which is calculated, depending
    on if ground units are located ahead of the Client/Single Player aircraft);  The target search
    circle is 10 miles in diameter, as defined by the glbCASSearchRadius variable
- Once an AI BluFor aircraft returns to a friendly/neutral base and lands, it will be de-spawned
    once the aircraft stops (there is a function that checks for this every 120 seconds)
- A maximum of 24 AI BluFor aircraft can be spawned and active (alive) at a time, as defined by
    the glbMaxBluForSpawnable variable;  If you attempt to spawn AI BluFor aircraft and it
    would cause the total number of active (alive) AI BluFor aircraft to exceed this maximum number,
    you will see a message telling you they cannot be spawned, until the number of active AI BluFor
    aircraft is reduced by attrition or they land and de-spawn
- You can prevent BluFor AI aircraft fr om spawning in or travelling through an exclusion zones;
    Simply create one or more circular trigger zones that include "Blue Exclusion Zone" or
    "blue exclusion zone" in the trigger name.
  • Lizenz: Freeware - Kostenlose Version, Weitergabe untersagt
  • Sprache: Englisch
  • Größe: 31.51 Kb
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