![]() The rights of any 3rd party scripts used in this work belong with the owner. You can also use:"DAO_fnc_AIBomb", "DAO_fnc_AIRockets", "DAO_fnc_AICAS", "DAO_fnc_AICAP" or "DAO_fnc_AISEAD". Where _group is the group of the air asset, _targetPos is where you want the attack and _FAHpos is the final attack heading position: This can be changed by setting this variable: The delay between being stored for refit and becoming available is 60 seconds by default. ![]() The index for each airfield is given on its marker. Will add two Black Wasps and one Wipeout to the WEST side at airport 1. In addition, to storing landed aircraft, it is possible to add virtual aircraft to any runway with this code: This allows them to browse the virtual aircraft at each airfield, to select their loadout and spawn them on the runway. Players can then access VAM via the "Airfields" button in the DAO dialog. VAM handles this virtually, by deleting aircraft after they land and storing them virtually. Doing this in-engine is almost impossible given certain hard-coded behaviours. VAM is a solution to the problem of housing and refitting aircraft when they are not required in the air. To blacklist a specific client, execute daoAvailable=false on their machine. To whitelist a specific client, execute daoAvailable=true on their machine. This can be toggled in Options>Addon Options>Drongo's Air Operations>"Everyone can access dialog". To limit which users can access the system, use Rank and Role by YonV.īy default, the system is available to all players. Firewill, RHS, USAF mod and CUP have also been tested. Groups, vehicles and vehicle classes can be excluded by adding them to the array daoIgnore= Īircraft that land will be despawned and added to Virtual Airfield Management (see below). 2 planes in a group may cause errors)įixed wing craft that start on the ground in careless mode will go onto standby until given ordersĪircraft that start airborne with no waypoints will loiter in place until given orders Terrain blocks radar (place your radars and SAMs in elevated areas)Īll groups using this system must contain only a single vehicle (eg. Set a player to JTAC mode by setting daoJTACmode=true on their clientįorce a player to use manual input (no mapclicks) by setting daoManualInput=true on their client Press H to open the menu (change under Options>Controls>Configure Addons key is saved every time the DAO menu is opened)īlacklist users by setting daoAvailable=false on their client or using the built-in CBA server option (WIP) Carrier Ops: properly configured aircraft can operate from the USS Freedom Virtual Airfield Management: Send aircraft back to base to refit Terrain, altitude, range and radar cross section affect a radar's ability to detect aircraftĬontrol AI aircraft altitude, loiter area and engagement radiusĬontrol radar and datalink status for all units in the system Markers for friendly assets and detected enemy assets Radar targets are shared with aircraft and SAMs Radar-based information sharing (AI aircraft and SAMs are more dangerous) Units communicate (current orders, launching missiles, detecting enemies) Give orders with mapclicks or more realistic manual coordinate input Intuitive interface with ACE menu integration Transport support (Vehicle in vehicle, helos insertions, paradrops, supply drops and slingloading) Gunship support (player control or AI targeting scripts) Support for vanilla craft and most mods (tested with Firewill, RHS, CUP, USAF and Unsung) Vastly improved CAS code (aircraft agressively use cannons, rockets, bombs and missiles against vehicles and infantry)Īssign CAP, CAS, SEAD, loiter, take off and land orders Player control over AI aircraft, radars and SAMs ![]() Optional supplemental mod to increase CAS damage: Open the system with your H key (can be changed under Options>Controls>Configure Addons). My Artillery/Cruise Missile/Loitering Munition mod It works in SP, local hosting and dedicated servers. This mod places AI aircraft, SAMs and radars under player control.
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