Author: brians200
Author Website: https://github.com/Brians200/EPD-JTAC

Requirements: No addons required

Version: 1.41

Short description: This script allows players to call in air strikes, artillery strikes, and a few other things without having to have a bunch of other players controlling helicopters, airplanes, and artillery vehicles.

Date: 2019-09-19 08:22


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Standalone JTAC Script

by
brians200


Description:
I am here to release my standalone JTAC script for mission makers to use freely in their missions. What this script does is allow players to call in air strikes, artillery strikes, and a few other things without having to have a bunch of other players controlling helicopters, airplanes, and artillery vehicles. I have found this to be useful on servers with a small number of players and on missions where you don't want certain vehicles to be freely available.



How does it work:

The script works by adding a JTAC menu option to players who have the JTAC flag enabled. The player then needs to use a laser designator to aim the rounds they wish to fire from the drop down. The more powerful the round, the longer they will have to aim. The rounds will be delivered and the JTAC guns will go on a global cool down. The more powerful the round, the longer they will have to wait before being able to fire anything again. This will force the player to make smart choices about when and what to fire or suffer the consequences when the guns aren't ready and they could really use it. If there is more than one JTAC player, they will have to coordinate, because they share the global cool down.



What can the JTAC player fire:

The JTAC player will have a diary entry added to their map explaining all of the possible fire missions they can request. Each of the fire missions have their own accuracy, target acquisition time, reload times, and number of rounds fired.



The current available options are

Explosive Bullets
20mm
20mm HE
30mm HE
40mm HEDP
40mm HE
Shells
82mm AMOS
120mm HE
155mm AMOS
155mm CLUSTER
Bombs
250 lb SDB
500 lb GBU12
580 lb CLUSTER
750 lb CLUSTER
1100 lb CLUSTER
Cruise Missile Cluster
Rocket Barrage
84mm MAAWS 44 HE
Vorona 130mm HE
230mm HE
Cruise Missile
Guided Missiles
Titan AT
Missile will automatically track to where your laser designator is pointing
Titan AT FnF
Fire and forget missile that automatically tracks vehicles.
Mine
APERS Mine
APERS Bounding Mine
APERS Mix
Anti-Tank Mine
SLAM Directional Mine
Anti-Vehicle Mix
Clear Mine Field (Demine)
Non Lethal
Red, White, and Blue smoke screen
White smoke screen (Medium and Large)
Flare cloud - for lighting up the night over a target
Chem lights - for lighting up the ground around a target
Strobes - For marking a target with strobes
Night Signal - A mixture of smoke and chem lights for signaling at night.


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

Copy the EPD folder to your Mission Folder
In the server's init.sqf, add the following:
call compile preprocessFileLineNumbers "EPD\VirtualJTAC\init.sqf";
Copy the following into your Description.ext:
class CfgNotifications
{
	class JtacReloadNotification
	{
		title = "JTAC";
		iconPicture = "a3\ui_f\data\gui\cfg\communicationmenu\call_ca.paa";
		iconText = "1";
		description = "%1";
		color[] = {0.153, 0.933, 0.122, 1};
		duration = 5;
		priority = 0;
		difficulty[] = {};
	};
}
On each of the players you want to have JTAC abilities, add the following:
this setVariable ["JTAC",true];
How to configure the script to your liking:
This script contains settings that a mission maker can change located in the well documented jtacsettings.sqf file.
Attacks can be added/removed and modified in the EPDJtacAvailableAttacks array.
Reload settings can be adjusted in the EPDJtacReloads array.
Missile failure chance can also be adjusted.


Media:



Armaholic.com has its own Youtube channel where we will cover the Community made releases.
Subscribe to the Armaholic.com Youtube channel


Future plans:
Adding more settings for map makers (global Cool down modifiers, global acquisition modifiers, etc)
Visible tracers on the rounds.
Mine fields
Making the script work with UAV and Vehicle commander seats that have lasers.


License / Disclaimer:
Copyright (c) 2018 Brian Sweeney

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.


Changelog:
1.41
Added option for the JTAC player to check how much time is left on each of the reload timers.

1.4
Player can choose which direction the projectiles are fired from
Strafing runs have been added
Each attack category now has its own independent reload timers.
There is a short reload timer to simulate a vehicle turning around and reacquiring the target.
After several shots in the category a long reload timer is triggered to simulate the vehicle returning to base to rearm.
Added reloaded notification
Fixed UAVs being unable to call in guided missiles
The grenades category has been re

1.3
Cleaned up code
Simplified settings menu
Added guided missiles with two firing modes
Follow the laser
Fire and forget vehicle tracking
Added two failure modes for the guide missiles
Loss of tracking
Unplanned rapid disassembly

1.21
Added global cooldown and acquisition modifiers. Fixed JIP missing JTAC menu. Added the ability to lay mine fields. Add support to call in strikes with UAVS. Swapped all BIS_fnc_MP with remoteExec.
Fixed non JTAC UAV bug.

1.2
Added global cooldown and acquisition modifiers.
Added support for drones to call in fire missions when controlled by JTAC operators.
Added the ability to create mine fields.
Added the ability to destroy mine fields.
Swapped BIS_fnc_MP with remoteExec.
Fixed JIP not having the JTAC menu.

1.1
Replaced RPG-42 75mm HE with 84mm MAAWS 44 HE.
Bombs are no longer spawn overhead and drop straight down. Now they are spawned about 4km and glide in.
Missiles are no longer spawn overhead and fire straight down. Now they are spawned about 4km away and fly in.
155mm CLUSTER is no longer spawned overhead and is shot in like the rest of the shells.
Bullets, Grenades, and Shells now spawn about 2.2km away, up from 1km away, to give them more time to fly in. (pre requisite work for have a tracer effect)
Fixed logic with new players resetting the reload timer to 0.

v1.00


Forum topic:
- BI forums




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Tags: Ai,   Air Strike,   Artillery,   Jtac,   Action,   Menu,   Artificial Intelligence,   Modern,   Support,   Simulation,   Script