veafCasMission

Introduction

This module allows the players to manage a Close Air Support mission at runtime.

The mission is created by placing a marker with a specific command (see Concepts / F10 map user marks)

Example : _cas, defense 3, size 5

How to set up a mission

Let’s start by saying that you can clone the VEAF-Demo-Mission repository and use it as an example (or fork it and create a new mission from your fork).

Load the script and its prerequisites

In DCS mission editor, set up a “mission start” trigger that will :

  • load the following scripts (in order) :
    • mist.lua (from the community folder)
    • veaf.lua
    • veafRadio.lua
    • veafCasMission.lua
  • run the following lua code : veafRadio.initialize();veafCasMission.lua.initialize();

How to use in a mission

Markers

The veafCasMission module is managed by creating markers, which names should follow a specific syntax (see next headings).

This syntax is composed of a mandatory instruction (at the beginning) and mandatory or optional (depending on the instruction) parameters separated by commas.

Example : _cas, defense 3, size 5

For more informations about markers, see Concepts / F10 map user marks

Radio menus

The radio menu, when a CAS mission is active, contain the following commands:

  • Target information: get a report about the battle zone (coordinates, weather, enemy units)
  • Skip current objective: cancel the CAS mission and clean up all the spawned units
  • Request smoke on target area: pop a smoke at the barycenter of the spawned units (the menu will change to Target is marked with red smoke until the smoke runs out)
  • Request illumination flare over target area: send an illumination flare above the battle zone (the menu will change to Target area is marked with illumination flare until the flare runs out)

Syntax

The command that will create a CAS mission is _cas

The options are the same as the ones in the veafSpawn module for spawning dynamic groups.

Specifically, the act of creating a CAS mission starts with the spawning of a dynamic full combat group