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Hi all,

I wanted to have a Trophy Active Protection System used for a future mission, didn't see what I wanted anywhere so I made this.  It'll go into the Splash Damage script sometime in the future also.  Not sure if there's any actual demand for this, but I will share anyways.

Trophy APS Script Version 1.0
Github: https://github.com/stephenpostlethwaite/DCSSplashDamageScript/tree/master/OtherScripts

The script tracks weapons heading towards a TrophyAPS vehicle, triggers a small explosion by the unit to mimic the Trophy system and triggers a larger explosion at the co-ords of the incoming weapon.   The script mimics there being a Trophy system on the front right and back left of the vehicle, with each launcher having 4 rounds. This was tested using the Abrams.

It contains 2 methods of enabling, either the vehicle has TrophyAPS in its name or you put the unit type into the AllUnitType table. By default, only the name method is enabled, both can be enabled at the same time as below:

--Unit types eligible for Trophy APS
local AllUnitType = {
    --["M-1 Abrams"] = true,    --Example unit, uncomment to enable Trophy APS for all M1A2 Abrams units as opposed to only name searching.  You can add units too.
}

The weapons tracked are in the trophyWeapons table, small example below, weapons can be added to or removed as needed.

local trophyWeapons = {
    --For weapon types: typeName:gsub("^weapons%.missiles%.", ""):gsub("^weapons%.nurs%.", ""), other types not supported in code currently. shells were too fast.
    ["AGM_114K"] = { range = 8000 }, --Hellfire missile
    ["AGM_114"] = { range = 8000 }, --Hellfire 
    ["vikhr_m"] = { range = 10000 }, --Vikhr ATGM
    ["Vikhr_9M127_1"] = { range = 10000 }, --Vikhr ATGM 
    ["AT_6"] = { range = 5000 }, --Shturm ATGM
(see script for full list)

Also you can configure things how you wish:

local TrophyConfig = {
    enabled = true,              --Enable/disable Trophy APS (true/false)
    selfExplosionSize = 1,       --Explosion size near vehicle, mimicking trophy location (default: 1)
    explosionOffsetDistance = 2, --Launcher offset from vehicle center (default: 2 meters)
    weaponExplosionSize = 20,    --Explosion size to destroy weapon (default: 20)
    detectRange = 200,           --Detection range in meters (default: 200) when in detection range speed up the location checks of the weapon
    interceptRange = 30,         --Interception range in meters (default: 30) you can reduce this to 20 to make it more realistic but the script may struggle hitting fast missiles
    frontRightRounds = 4,        --Initial front-right launcher rounds (default: 4)
    backLeftRounds = 4,          --Initial back-left launcher rounds (default: 4)
    failureChance = 0.00,          --Failure chance for interception (0.0 to 1.0 0% to 100%, i.e 0.05 for 5%)
    debugmode = false,            --Debug mode enabled

 

What you see for the majority of the effect:

eXI4XYz.png

Split second view (damn it DCS give us more fire)
D7ONVoJ.png

Any questions/comments/suggestions feel free to post here or message me.

Trophy_Script_v1.lua

Edited by stevey666
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