609_Relentov Posted February 25, 2024 Posted February 25, 2024 (edited) Greetings script writers and users. I've made available my BluForAC lua script in the User Files downloads section. 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. 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 image below to see some of the F10 menu items. After completing the OpForAC script, I thought why not make a similar script for friendly forces, including not just friendly CAP aircraft that would attack enemy aircraft, but also include CAS, SEAD and anti-shipping duties as well, and so BluForAC was born. Also, in conjunction with using the OpForAC script, this would allow me to be confronted with both enemy and friendly AI aircraft in my relative air space, to help me practice friendly/enemy aircraft identification/IFF. This script was written to allow a Player (for single mission) or Client (for single or multiplayer mission) to call up friendly AI aircraft at will, without having to create any in the mission. Also, it has some options that will persist as long as the mission is active (i.e. it does not write to a file, but to tables), including: - AI aircraft skill (default = random) - AI aircraft starting altitude AGL (default = ~co-alt) Here's the link to the script in user files: https://www.digitalcombatsimulator.com/en/files/3335913/ Good luck and have fun. AKA_Relent *** Features: *** Version 1.1 AI BluFor aircraft coalition will be the same coalition of the aircraft or helicopter the client (MP) or player (SP) spawns in 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 updated 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-set low/medium/high altitudes AGL. Note that the updated 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-set 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 from 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. Edited July 5, 2024 by 609_Relentov Updated the version to 1.1 1
609_Relentov Posted July 5, 2024 Author Posted July 5, 2024 I uploaded a new Zip, now version 1.1 Changes include: - With the release of Heatblur's F-4E Phantom, I updated all of the existing F-4E AI BluFor aircraft to be spawned to use the new Heatblur F-4E-45MC. - For the Vietnam/70's era aircraft (e.g. F-4E, F-5E, Mirage F1, MiG-21Bis), I changed the CAP choices (where only IR missiles are loaded) to include either all aspect (AA) or rear aspect (RA) missiles - Added a CAS choice for the F-4E to use AGM-62 Walleyes
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