Author: beno_83au
Author Website:

Requirements: No addons required

Version: 1.00

Short description: MIL_CAS is a simple script to allow a mission designer to use the vanilla CAS Module in-game via scripting.

Date: 2018-09-03 08:43


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MIL CAS

by
beno_83au


Description:
MIL_CAS is a simple script to allow a mission designer to use the vanilla CAS Module in-game via scripting. All this does is perform the required actions to properly call BIS_fnc_moduleCAS. Best suited for ambience, the strikes shouldn't be relied on for 100% accuracy.

Features:
- Position and approach heading can be defined.
- Plane and type of CAS to be provided can be defined.


Installation / Usage:
For usage instructions and information of how to use the MIL_CAS please refer to the included documentation and/or example mission.

- Copy the file MIL_CAS.sqf to your mission folder.
- Run the script using:
- nul = [_position,_direction,_vehicle,_type] execVM "MIL_CAS.sqf";

- _position - array
- position for CAS to strike
- _direction - number
- direction for the CAS to approach on
- _vehicle - string (optional)
- default: "B_Plane_CAS_01_F"
- classname of the plane to fly CAS
- _type - number (optional)
- default: 2
- type of CAS to be used
- 0 - Guns
- 1 - Missiles
- 2 - Guns & Missiles
- 3 - Bomb

- Example:
- nul = [getPos player,240] execVM "MIL_CAS.sqf";
- Wipeout will fly in for a "Guns & Missiles" run.
- nul = [getPos player,240,"RHS_A10",3] execVM "MIL_CAS.sqf";
- A-10 will fly in and drop a single bomb.


Media:



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Credits & Thanks:
This uses the vanilla function BIS_fnc_moduleCAS for the actual CAS. All I did was make an easy way to launch it from a script.


License / Disclaimer:
Use and abuse as required. Please just give credit to those deserving.


Changelog:
v1.00


Forum topic:
- BI forums
- Armaholic forums




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