Jump to content

Recommended Posts

Posted (edited)

Файл:M142 HIMARS fires a rocket as part of Nordic Strike 22 (3).jpg —  Википедия
Feature Overview

StrikeFire lets mission editors and GCI/JTAC controllers use F10 map markers to task friendly launchers to strike nearby enemy ground/static targets. The system assigns one round per target, enforces true range envelopes per missile family, and throttles engagements to prevent AI lockups. It also provides quick spawn presets for H-/K- at the marker position, plus a one-shot CLEAN command to remove all units created by this script.

Image Tutorial : 

Step 1: On the F10 map, place a marker anywhere  and enter [H-BRG].

(Please ensure the distance between the launcher and the target is within 8–160 nautical miles.)

 image.png

 
nullStep 2:  Place a [FIRE] marker near the enemy target you intend to strike.

image.png
 

Step 3: Enjoy!

image.png


Key Features

  • Type [FIRE] (or plain FIRE) in a marker and the script will scan within SEARCH_RADIUS (default 3000 m) and auto-assign shooters.

  • One round per target with de-duplication so clustered units aren’t counted multiple times.

  • Hard range checks: GMLRS 8–160 nm; ATACMS 8–160 nm; 9K720 40–215 nm.

  • Spawner: H-/K- presets; each launcher is its own group (can fire simultaneously); supply trucks are merged into a single group.

  • Type CLEAN in a marker to delete all units created by this script.


Installation

  1. In TriggersMISSION STARTDO SCRIPT FILE, load StrikeFire.lua (or use DO SCRIPT and paste the source).

  2. No dependencies. Works on Dedicated Server.


Marker Commands (F10 Map)

[FIRE] (brackets optional; FIRE also accepted)

  • Coalition inherits the marker creator (Blue/Red). The script treats the marker owner as friendly and fires on enemy.

  • Scans for enemy Ground + Static within SEARCH_RADIUS meters of the marker.

  • Allocates 1 round per target using the nearest launcher that is in range and has remaining budget.

  • Temporarily sets ROE to Open Fire, then restores it shortly after.

  • The marker is auto-removed when processing is done.

Spawner keys (place in marker content)

  • H-BLK, H-SEAD, H-DS, H-QRF, H-BRG → HIMARS presets.

  • K-HE, K-CL, K-MIX, K-DS, K-BRG → 9K720 (Iskander) presets.

  • Legacy aliases also supported: HIMARS-BLOCK, HIMARS-SEAD, HIMARS-STRIKE, HIMARS-QRF, HIMARS-BARRAGE, ISK-*, 9K-*.

  • Spawns at the marker point; each launcher is its own group; supply trucks merged. The marker is cleaned after spawning.

CLEAN

  • Removes all units created by this script.


Quick Reference (Tuning)

Adjustable parameters near the top of the file:

------------------------------------------------------------
-- Configurable Parameters
------------------------------------------------------------
local SEARCH_RADIUS  = 3000   -- meters (search radius around marker)
local FIRE_RADIUS    = 120    -- FireAtPoint dispersion (m)
local MAX_BATTERY    = 24     -- max launchers that can be tasked at once
local DEBUG          = false  -- debug output & temporary markers

------------------------------------------------------------
-- Weapon Ranges (nautical miles)
------------------------------------------------------------
local RANGES_NM = {
    HIMARS_GMLRS  = { min = 8,   max = 160 },
    HIMARS_ATACMS = { min = 8,   max = 160 },
    ISK           = { min = 40,  max = 215 },
}

------------------------------------------------------------
-- Ammo Budget (per-vehicle effective cap)
------------------------------------------------------------
local TARGET_BUDGET_PER_FAMILY = {
    HIMARS_GMLRS  = 6,  -- per-vehicle target budget
    HIMARS_ATACMS = 1,
    ISK           = 2,
}

Usage Tips

  • Ensure each launcher sits within its family’s range; otherwise the target may be skipped.

  • The script de-duplicates nearby units; if you want looser clustering, increase DEDUP_EPS.

  • Keep one launcher per group so multiple vehicles can fire simultaneously.

  • The script briefly sets ROE to Open Fire and then restores it; adjust the delay with RESTORE_ROE_SEC.


Troubleshooting

  • No shots fired? Check:

    • The marker’s coalition (Blue markers direct Blue launchers to attack Red, and vice versa).

    • The target is within the marker’s SEARCH_RADIUS, and at least one launcher is in range.

    • Ammunition isn’t exhausted (per vehicle: GMLRS 6, ATACMS 1, ISK 2).


License & Credits

Free for use in missions and servers. Please credit “StrikeFire — Remote Ground Strike.”

 

Strike Fire V1.lua

 

Edited by chenliyu0410
  • Like 3
Posted (edited)

This script is very good, thanks, another Scud missile should be added.Can you make another script for hitting enemy targets using various types of artillery? According to this idea, it can continue to expand, such as warship anti-ship or ground-to-surface missiles attacking sea or ground targets, etc.

Edited by cao990
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...