Combat Support

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Template:Partof Support


Onebit note.png Note: In order to work around Firing From Vehicle implementation by BIS, AI gunner and co-pilot seats are no longer locked to players.


How It Works

Provides access to a number of Combat Support, Combat Service Support and Transport elements for the player, including Offensive Support from Artillery and Mortars, Close Air Support from Attack Helicopters or Fast Air, and Tactical Transport from Support Helicopters or Transport Aircraft. These units are controlled exclusively by the player and will not be used by OPCOM.


Usage: Place the CS module in the editor and then Synch (F5) a number of individual CS Elements to it. Configure each CS Element using the drop down boxes. Each CS Element modules will act as the start location and direction (facing) for CS Units in game so take care to place them in safe and suitable locations.


Once in game, correctly equipped players can access the Combat Support console via the user interaction menu. Alternatively, any player can also gain limited control to individual support assets such as transport helicopters by ‘talking to the pilot’ via the Action menu once mounted. If you do not have a right windows app key, see the FAQ for alternatives.

CS automatically detects which side the unit belongs to and will only make it available for use by units friendly to that side. You only need a single main CS module. Fast air will require a runway to operate and the related CS Element module must be placed on or near a suitable taxiway. Vehicles will spawn facing the same direction as the azimuth of the module.


Editor Notes

  • By default, players must have a Laser Designator to submit CS requests. The item required is customisable in the main CS module. Try using the Alive_tablet for added awesome!
  • Close Air Support units on Search & Destroy (SAD) taskings will freely engage any enemy units they detect. They will also engage any laser spot target with missiles and laser guided bombs if they have them equipped.
  • Note that Self Propelled Artillery and Mortar Teams have the ability to move into range if you request a distant fire mission. They will request permission to move before setting up, firing their mission and immediately returning to base to await further tasking. It is better to use a motorised mortar team for this (e.g. BUS_MotInf_MortTeam)
  • The code box in the CS unit module can be used to add code to execute on the unit, such as an init line. This will persist when the vehicle respawns.
  • Since AI will not reoccupy seats when kicked out by players, pilot seats are locked to prevent accidents. Gunner and co-pilot seats are unlocked.

Advanced Vehicle Placement

It is possible to place crewed vehicles in the editor and sync them directly to the CS module, allowing editors to sync additional editor modules to them. Put the following in the init line of the synced vehicle:

Required for Combat Support and Transport:
 
this setvariable ["CS_TYPE","CAS"]; //Type can be "TRANSPORT" or "CAS"
 
Optional:
 
this setvariable ["CS_CALLSIGN","Your Callsign"]; //Callsign of the unit
this setvariable ["CS_HEIGHT",_height]; //Altitude of the landing site
this setvariable ["CS_CODE","persistent _code as 'string';"] //custom init line code
 
 
Required for Artillery or Mortars:
 
this setvariable ["CS_TYPE","ARTY"];
 
Optional:
 
this setvariable ["CS_ARTILLERY_HE",50]; //Number of HE Rounds.  Can be HE, ILLUM, SMOKE, GUIDED, CLUSTER, LG, MINE, ATMINE, ROCKETS
(note that not all arty vehicles can use all the ammo types of course)