Spearhead 1944 Indirect Fire Support (IFS): Difference between revisions
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'''Conditions:''' | '''Conditions:''' | ||
# | # Checks if the player is set to be a transmitter via scripting. | ||
# | # Checks if the player's vehicle is set to be a transmitter via scripting. | ||
# | # Checks if the player is group leader. | ||
# | # Checks if the player has a whitelisted radio backpack. | ||
# | # Checks if the player has a radio item. | ||
# | # Checks if the player is in a tank. Tanks always have radios. | ||
# Checks if a friendly vehicle is in reach of the unit. Distance is based on difficulty | # Checks if one of the units that is in the same vehicle as the player either is a transmitter, has a radio backpack or has a radio item. | ||
# Checks if a nearby friendly unit can be used to relay | # Checks if a friendly vehicle (not civilian) is in reach of the unit. Distance is based on difficulty. | ||
# Checks if a nearby friendly unit or vehicle (not civilian) can be used to relay a message. Distance is based on difficulty. | |||
'''Modification:''' | '''Modification:''' | ||
Line 1,883: | Line 1,884: | ||
'''Description:''' Defines how close a player needs to be to a tank in meters to have the direct support action. | '''Description:''' Defines how close a player needs to be to a tank in meters to have the direct support action. | ||
= Entity Variables = | |||
=== SPE_IFSExcluded === | |||
'''Data Type: '''[[Boolean]] | |||
'''Default Value:'''<sqf inline>false</sqf> | |||
'''Description:''' Excludes given entity from IFS. | |||
'''Example:'''<sqf inline>_entity setVariable ["SPE_IFSExcluded", true];</sqf> | |||
= Example Scenario = | = Example Scenario = | ||
* {{Link/External|link=https://drive.google.com/drive/folders/1A0gSMkaNi7Xx7FadH8D9TKrIbFC3UTaz|text=Download}} | |||
[[Category: Spearhead 1944]] | [[Category: Spearhead 1944]] |
Latest revision as of 11:50, 6 September 2024
Overview
The Indirect Fire Support system provides battlefield support in various forms: mortars, artillery, CAS, and even direct support from nearby tanks.
The support occurs both by player call-in requests, as well as automatically, and is based on the available intel of enemy threats and capabilities in any given moment.
Usage
When activated via module or functions, the system operates the autonomous form of fire support in the background, depending on indirect fire support assets present in the scenario and mission setup without any action required from the player. That said, by spotting enemy units and vehicles, players, as well as friendly AI forces, will effectively provide information about possible targets to the allied supporting assets, which may affect their decision-making and behavior.
The called-in form of indirect fire support is under the player's direct control. What operations are available and any limits to the activities depend on the mission-specific setup. By using the action menu and hold actions, players can call in mortar, artillery, or CAS support or ask nearby allied tanks for direct fire support. Players can also send a request for emergency fire support that's provided by any available asset at a given moment.
Detailed information
Autonomous fire support for all sides is based on the presence of the artillery assets in the scenario and CAS presence defined in the mission setup. Amongst known enemy units and vehicles, the most tempting targets are chosen when an allied unit is at the appropriate distance to serve as the forward operator (FO). Potential targets must also meet a few additional requirements - including low enough risk for friendly fire.
When the target is accepted, the allocated artillery asset will start the aim procedure, which takes around 20 seconds, in order to take into account the target's movement vector with the assumption that it will continue to move.
Autonomous artillery barrage is a subject of both general aim error and individual round spread. Depending on the mission setup, usually, the main firing action is preceded by a single spotting round - and in the case of players under threat, a few notifications about the incoming fire.
Meanwhile the called-in artillery support is fired at the location requested by the original caller. However, each round is still subjected to a statistical spread, leading to certain inaccuracy.
Via mission setup, certain areas or objects may be blacklisted. As a result, calling fire support to strike those will be impossible. The same applies to the immediate vicinity of the caller.
CAS fire support, both autonomous and called-in, works in a similar way. Typically, though, it's much more precise against moving vehicles since the pilot can correct his aim till the last moment.
Emergency support calls are meant as a desperate last resort. The first available support provider of any type will automatically pick a hostile target near the caller that seems the most threatening, without any friendly fire avoidance - so beware. It's also possible there will be no available support at all.
In general, depending on mission setup and game difficulty, called-in fire support will have various usage conditions and limitations, including radio availability, amount of calls, time interval between the calls, or inability to call the same type of support many times simultaneously. The current status of support availability, if any is present at all, is shown directly in the action menu.
Finally, if the player is close enough to an allied tank, it may be possible to point the tank gunner to a target and engage via the action menu.
Configuration
Mission parameters may allow customization of certain elements of the system for the given play-session in multiplayer mode.
Mission maker setup and use
The advanced customization of IFS is possible via the module to a large extent and even more so via scripting
Detailed documentation is found on the Spearhead 1944.
Indirect Fire Support
During the game, you may encounter or cause various indirect fire support events.
Soldiers present on the battlefield, AI and players alike, will automatically report spotted hostile targets to HQ. HQ, according to its own judgment, may issue orders to attack a worthy target with its own artillery or aerial asset if present and not busy elsewhere.
Sometimes, players also have the possibility to call in such support directly.
Called-in Fire Support
Select and hold a support action to call in the chosen type of support to a position or target in the middle of the screen.
Avoid requesting support too close to your own or allied positions - ordnance has a considerable blast radius and spread.
MissionNamespace Variables
IFS
SPE_IFS_2PhWithoutFO
Data Type: Boolean
Locality: GEGlobal
Default Value:false
Description: If SPE_IFS_FO is not empty, arty fire mission is divided into two phases. First phase is less accurate and less numerous (probing fire). If this variable is true, two-phase fire is used also without a "proper" FO from SPE_IFS_FO array
SPE_IFS_aacapableassets
Data Type: Array
Locality: GEGlobal
Default Value:["spe_flak_30","spe_flak_38","spe_us_m16_halftrack","spe_m45_quadmount"]
Description: Assets that are capable of AA.
SPE_IFS_acc
Data Type: Number
Locality: GEGlobal
Default Value:2
Description: General accuracy multiplier. Aiming error is multiplied by this value. Set to 0 for spot-on salvo aim (but individual round spread still is present).
SPE_IFS_acceptedRadioBackpacks
Data Type: Array
Locality: GEGlobal
Default Value:["b_spe_ger_radio","b_spe_us_radio","b_spe_us_radio_alt","b_spe_us_radio_packboard","b_spe_us_radio_packboard_light"]
Description: Backpacks considered as proper radio backpack for requested support calls requirement (all lower case!).
SPE_IFS_active
Data Type: Boolean
Locality: GEGlobal
Default Value:true
Description: If false, IFS main loop will exit permanently.
SPE_IFS_AIBombHelper_disable
Data Type: Boolean
Locality: GEGlobal
Default Value:true
Description: In the performance-friendly CAS mode, if false, Ai Bomb Helper will be responsible for guiding CAS bombs on target. If true - bombs will be guided by different code, which guides rockets and MG bullets. In the each frame CAS mode, bombs are not guided.
SPE_IFS_allowAdvancedHints
Data Type: Boolean
Locality: GEGlobal
Default Value:true
Description: Should IFS-specific advanced hints be displayed (switch false, when not, switch true, when allowed).
SPE_IFS_allowMortarsAgainstTanks
Data Type: Boolean
Locality: GEGlobal
Default Value:false
Description: Should mortars be considered to fire at tanks.
SPE_IFS_amount
Data Type: Number
Locality: GEGlobal
Default Value:6
Description: Default number of shells per arty fire mission.
SPE_IFS_amountMultiplier
Data Type: Array
Locality: GEGlobal
Default Value:[[1,1,1],[0.33,0.5,1]]
Description: Shells per arty fire mission amount multiplier [mortars,heavy arty] (final amount is rounded up) each for [infantry,soft,tank-or-artillery] targets.
SPE_IFS_areaBlacklist
Data Type: Array
Locality: GEGlobal
Default Value:[]
Description: No target within included areas will become a target of IFS. Also IFS will try to avoid any shells dropping inside those areas. No 100% warranty. Accepted are all entries handled by inArea command (trigger, marker, location or [center, a, b, angle, isRectangle, c] array). If object is given as a center, area will be each check updated depending on object's position.
SPE_IFS_art_spawnDirection
Data Type: Array
Locality: GEGlobal
Default Value:[]
Description: An azimuth direction in degrees/bearing, the requested heavy artillery fire will come from. Format [bearing,spread]. Formula used: ((_bearing - _spread) + (random (_spread * 2))). Leave empty array to spawn arty fire "from behind the requestor".
SPE_IFS_artyActive
Data Type: Boolean
Locality: GEGlobal
Default Value:true
Description: Artillery component switch (pending fire missions will continue if turned off).
SPE_IFS_artyAvailability_side
Data Type: Array
Locality: GEGlobal
Default Value:[WEST,EAST,GUER]
Description: Players of which sides can request heavy artillery and mortar support.
SPE_IFS_artyAvailability_specific
Data Type: Array
Locality: GEGlobal
Default Value:
Description: Each entry in the array is a condition. If one of these conditions returns true, the player has access to IFS. Inside each condition the special variable _unit is available.
Conditions:
- Checks if the player is set to be a transmitter via scripting.
- Checks if the player's vehicle is set to be a transmitter via scripting.
- Checks if the player is group leader.
- Checks if the player has a whitelisted radio backpack.
- Checks if the player has a radio item.
- Checks if the player is in a tank. Tanks always have radios.
- Checks if one of the units that is in the same vehicle as the player either is a transmitter, has a radio backpack or has a radio item.
- Checks if a friendly vehicle (not civilian) is in reach of the unit. Distance is based on difficulty.
- Checks if a nearby friendly unit or vehicle (not civilian) can be used to relay a message. Distance is based on difficulty.
Modification:
SPE_IFS_artyAvailability_specific can be modified to suit your needs. Just remove all entries that are not wanted, or add custom conditions to it. For performance reasons it's recommended to put less performance intense condition at the front of the array and vise versa.
SPE_IFS_artyAVTransmitterDst
Data Type: Array
Locality: GEGlobal
Default Value:[50,25,5,5,5]
Description: Transmitter proximity threshold in meters for support call availability per difficulty: [0 (recruit),1 (regular),2 (veteran),3 (hardcore),4 (custom)]
SPE_IFS_availableCalls
Data Type: Array
Locality: GEGlobal
Default Value:[[-1,-1,-1],[-1,-1,-1],[-1,-1,-1],[-1,-1,-1]]
Description: How many calls are available per side in format [east, west, independent, civilian] and [mortar, artillery, CAS].
SPE_IFS_calledSupportsPermanent
Data Type: Boolean
Locality: GEGlobal
Default Value:true
Description: If SPE_IFS_calledSupportsUI is 1, this will make call actions always visible, instead of add-remove it will adjust the action's name and result of use depending on support availability status.
SPE_IFS_cas_dontTrackPlayersInCadet
Data Type: Array
Locality: GEGlobal
Default Value:[EAST,WEST,GUER,CIV]
Description: A CAS plane will not correct the aim against moving vehicles with players of included sides in cadet mode.
SPE_IFS_cas_horribleMode
Data Type: Boolean
Locality: GEGlobal
Default Value:true
Description: If true, CAS will be performed using more performance-friendly function with limited weaponry and "homing" bombs
SPE_IFS_cas_originObjects
Data Type: Array
Locality: GEGlobal
Default Value:[[],[],[],[]]
Description: Per side: [east,west,resistance,any other]. If a subarray holds any objects (for example "dummy" planes on airfields or invisible objects), their positions (distance) will define base requested CAS availability delay and overwrite SPE_IFS_EmergencyCASDelay value. Picked will be origin object closest to player or target. Added delay is 1 second per 100m of distance between the origin and the target.
SPE_IFS_CAS_spawnDirection
Data Type: Array
Locality: GEGlobal
Default Value:[180,180]
Description: An azimuth direction in degrees/bearing, the CAS plane will come from. Format [bearing,spread]. Formula used: ((_bearing - _spread) + (random (_spread * 2)))
SPE_IFS_CAS_spawnDistance
Data Type: Array
Locality: GEGlobal
Default Value:[3000,3000,3000]
Description: Distance at which planes will spawn from target. How far from a target CAS plane will be spawned. Format: [min,average,max]. Values below 1000 will default to 1000. Closer means also lower - to keep constant approach pitch/incoming vertical angle, spawning altitude equals ~distance/3.
SPE_IFS_cas_speedlimit
Data Type: Number
Locality: GEGlobal
Default Value:400
Description: Maximum speed in km/h of planes.
SPE_IFS_CASActive
Data Type: Boolean
Locality: GEGlobal
Default Value:true
Description: CAS component switch (pending CAS missions will continue if turned off)
SPE_IFS_CASActivity
Data Type: Array
Locality: GEGlobal
Default Value:[[0,60,300,0,0,[],[],0],[0.1,60,300,1,2,["SPE_FW190F8",1],[],0],[0.25,10,300,1,-1,["SPE_P47",1],[],0],[0,60,300,0,0,[],[],0]]
Description: Ambient CAS configuration. [[east],[west],[independent],[civilian]]: [new spawn probability, interval since last spawn, supporting time, max planes simultaneously, total planes limit (-1 for unlimited), planes pool, current planes, last spawn time]. Requested CAS doesn't count for any limits.
SPE_IFS_CASAvailability_side
Data Type: Array
Locality: GEGlobal
Default Value:[]
Description: Players of which sides can request CAS support.
SPE_IFS_counterBatteryFireisPriority
Data Type: Boolean
Locality: GEGlobal
Default Value:true
Description: If there's known enemy artillery and this is true, counter-battery fire takes priority over opportunity fire against other targets.
SPE_AIS_IFS_DebugSwitch
Data Type: Boolean
Locality: GEGlobal
Default Value:false
Description: General debug switch. For any debugging to work, this needs to be true.
SPE_IFS_Debug
Data Type: Boolean
Locality: GEGlobal
Default Value:false
Description: Enables basic debugging. SPE_AIS_IFS_DebugSwitch needs to be [true] as well.
SPE_IFS_DebugDeep
Data Type: Boolean
Locality: GEGlobal
Default Value:false
Description: Enables even more debugging data. SPE_AIS_IFS_DebugSwitch needs to be [true] as well.
SPE_IFS_Debugswitch_Systemchat
Data Type: Boolean
Locality: GEGlobal
Default Value:false
Description: Enables additional logging via system chat. SPE_AIS_IFS_DebugSwitch needs to be [true] as well.
SPE_IFS_emergencyArtyDelay
Data Type: Number
Locality: GEGlobal
Default Value:5
Description: Additional delay between emergency arty call and fire provided.
SPE_IFS_emergencyCallBaseInterval
Data Type: Array
Locality: GEGlobal
Default Value:[[30,45,60,90,45],[30,45,60,90,45],[30,45,60,90,45],[30,45,60,90,45]]
Description: Delay before emergency call is available after each use per side: [east,west,resistance,any other], each difficulty: [recruit,regular,veteran,hardcore,custom].
SPE_IFS_emergencyCallOverUseInterval
Data Type: Array
Locality: GEGlobal
Default Value:[[30,45,60,90,45],[30,45,60,90,45],[30,45,60,90,45],[30,45,60,90,45]]
Description: Extra delay added to the SPE_IFS_EmergencyCallBaseInterval before emergency call is available after each use over the SPE_IFS_EmergencyCallsLimit per side: [east,west,resistance,any other], each difficulty: [recruit,regular,veteran,hardcore,custom].
SPE_IFS_emergencyCallsLimit
Data Type: Array
Locality: GEGlobal
Default Value:[[-1,5,3,1,3],[-1,5,3,1,3],[-1,5,3,1,3],[-1,5,3,1,3]]
Description: Emergency calls limit during the mission per side: [east,west,resistance,any other], each difficulty: [recruit,regular,veteran,hardcore,custom]. Set -1 for no limit.
SPE_IFS_emergencyCASDelay
Data Type: Number
Locality: GEGlobal
Default Value:5
Description: Additional delay between emergency CAS call and fire provided.
SPE_IFS_emergencyFireActive
Data Type: Boolean
Locality: GEGlobal
Default Value:true
Description: Available emergency support call for players.
SPE_IFS_emergencyFireImmunity
Data Type: Boolean
Locality: GEGlobal
Default Value:true
Description: If true, the caller will be immune to damage from called emergency fire.
SPE_IFS_FO
Data Type: Array
Locality: GEGlobal
Default Value:[]
Description: Units from groups put there can act as FOs for allied arty. If left empty, any unit can be a forward operator (FO).
SPE_IFS_FOClass
Data Type: Array
Locality: GEGlobal
Default Value:["spe_us_rangers_radioman","spe_us_rangers_sniper","spe_us_radioman","spe_us_sniper","spe_fr_sniper","spe_fr_radioman","spe_ger_radioman","spe_ger_scout_assist_squadlead","spe_ger_scout_ober_grenadier","spe_ger_scout_lieutenant","spe_ger_scout_mgunner2","spe_ger_scout_mgunner","spe_ger_scout_ober_rifleman","spe_ger_scout_rifleman","spe_ger_scout_squadlead","spe_ger_scout_sniper","spe_sturmtrooper_radioman","spe_sturmtrooper_sniper"]
Description: If SPE_IFS_FO is not empty, groups including units of those classes will be added to SPE_IFS_FO. Matters group's knowledge, but actual FO becomes group member located close enough with bigges altitude advantage over the target.
SPE_IFS_FOToTargetMaxDistances
Data Type: Array
Locality: GEGlobal
Default Value:[50,150,250]
Description: Maximal FO-to-potential target distances in meters for target to be validated, [when FO is >10m lower, than potential target, when both on similar ASL height,when FO is >10m higher, than potential target].
SPE_IFS_immuneFX_ringing
Data Type: Boolean
Locality: GEGlobal
Default Value:false
Description: if true, ear ringing sound FX for harmless artillery hits is audible.
SPE_IFS_incomingMarkRange
Data Type: Number
Locality: GEGlobal
Default Value:1000
Description: How far in meters 3D marks of incoming fire should be visible. Marks start to fade out at 90% of that distance.
SPE_IFS_incomingNotificationRange
Data Type: Number
Locality: GEGlobal
Default Value:300
Description: How far in meters on screen notifications about incoming ambient fire should be displayed.
SPE_IFS_interval
Data Type: Number
Locality: GEGlobal
Default Value:2
Description: Interval in seconds between main IFS cycles.
SPE_IFS_lightArtyClasses
Data Type: Array
Locality: GEGlobal
Default Value:["spe_m1_81","spe_grw278_1"]
Description: Vehicles classes of light artillery assets. Lower-case only!
SPE_IFS_limitShotsToCurrentMagazineRounds
Data Type: Boolean
Locality: GEGlobal
Default Value:false
Description: If true, number of shells fired per arty mission will be capped to current magaizne ammo count. Otherwise, if magazine is emptied in the middle of fire mission, mission will be continued after reloading.
SPE_IFS_monogamy
Data Type: Boolean
Locality: GEGlobal
Default Value:true
Description: If true, only one battery should aim at given target.
SPE_IFS_mort_spawnDirection
Data Type: Array
Locality: GEGlobal
Default Value:[]
Description: An azimuth direction in degrees/bearing, the requested mortar fire will come from. Format [bearing,spread]. Formula used: ((_bearing - _spread) + (random (_spread * 2))). Leave empty array to spawn arty fire "from behind the requestor"
SPE_IFS_mortarClasses
Data Type: Array
Locality: GEGlobal
Default Value:["spe_m1_81","spe_grw278_1"]
Description: Vehicles classes that represent mortars. Lower-case only!
SPE_IFS_pause
Data Type: Boolean
Locality: GEGlobal
Default Value:false
Description: IFS will wait with initialization and next main loop cycle until this is false.
SPE_IFS_planes_civ
Data Type: Array
Locality: GEGlobal
Default Value:[]
Description: Weighted randomization of civilian CAS planes.
SPE_IFS_planes_east
Data Type: Array
Locality: GEGlobal
Default Value:[]
Description: Weighted randomization of east CAS planes.
SPE_IFS_planes_ind
Data Type: Array
Locality: GEGlobal
Default Value:["SPE_P47",1]
Description: Weighted randomization of independent CAS planes.
SPE_IFS_planes_west
Data Type: Array
Locality: GEGlobal
Default Value:["SPE_FW190F8",1]
Description: Weighted randomization of west CAS planes.
SPE_IFS_progressCallWhenInvalid
Data Type: Boolean
Locality: GEGlobal
Default Value:true
Description: If true, the call progress will be not paused if aimed position is invalid.
SPE_IFS_requestedHeavyArtyAmmo
Data Type: Array
Locality: GEGlobal
Default Value:["SPE_60Rnd_M8","SPE_20x_Shell_105L28_Gr38_HE","SPE_60Rnd_M8","SPE_60Rnd_M8"]
Description: Artillery magazine used for heavy artillery support request [east,west,resistance,any other].
SPE_IFS_requestedHeavyArtyAmount
Data Type: Number
Locality: GEGlobal
Default Value:6
Description: Heavy arty shells count per request.
SPE_IFS_requestedHeavyArtyETA
Data Type: Number
Locality: GEGlobal
Default Value:30
Description: Heavy artillery ETA in seconds from request to shells appearance.
SPE_IFS_requestedHeavyArtyGunsAmount
Data Type: Array
Locality: GEGlobal
Default Value:[1,3,1,1]
Description: How many heavy arty assets will provide the requested support - determines intervals between shells [east,west,resistance,any other].
SPE_IFS_requestedHeavyArtyGunsROF
Data Type: Array
Locality: GEGlobal
Default Value:[0.5,5,0.5,0.5]
Description: How fast each heavy arty asset can shoot [east,west,resistance,any other].
SPE_IFS_requestedHeavyArtySpread
Data Type: Number
Locality: GEGlobal
Default Value:150
Description: Shells spread in meters of heavy arty type of requested support.
SPE_IFS_requestedMortarAmmo
Data Type: Array
Locality: GEGlobal
Default Value:["SPE_8Rnd_81mmHE_M1_M43A1","SPE_8Rnd_81mm_FA_Mle_1932_HE","SPE_8Rnd_81mmHE_M1_M43A1","SPE_8Rnd_81mmHE_M1_M43A1"]
Description: Artillery magazine used for heavy artillery support request [east,west,resistance,any other].
SPE_IFS_requestedMortarAmount
Data Type: Number
Locality: GEGlobal
Default Value:6
Description: Mortar shells count per request.
SPE_IFS_requestedMortarETA
Data Type: Number
Locality: GEGlobal
Default Value:15
Description: Mortar ETA in seconds from request to shells appearance.
SPE_IFS_requestedMortarGunsAmount
Data Type: Array
Locality: GEGlobal
Default Value:[3,3,3,3]
Description: How many mortars will provide the requested support - determines shells grouping [east,west,resistance,any other].
SPE_IFS_requestedMortarGunsROF
Data Type: Array
Locality: GEGlobal
Default Value:[2,2,2,2]
Description: How fast each heavy arty asset can shoot [east,west,resistance,any other].
SPE_IFS_requestedMortarSpread
Data Type: Number
Locality: GEGlobal
Default Value:100
Description: Mortar spread in meters of mortar type of requested support.
SPE_IFS_requestedSupportAvailabilityDelay
Data Type: Array
Locality: GEGlobal
Default Value:[[60,180,60],[60,180,60],[60,180,60],[60,180,60]]
Description: Delay before each type of call is available for a player after last performed support, he called, per side: [east,west,resistance,any other] - each side entry: [mortars,heavy artillery,CAS]. This delay is added to some minimal base delay ("reloading"/"preparing", 5s for mortars, 10s for artillery, 15s for CAS).
SPE_IFS_safetyDistance_cas
Data Type: Array
Locality: GEGlobal
Default Value:[50,50,50,50]
Description: Friendly units closer than this value (in meters, reduced by target's value) will invalidate potential CAS target. Per side: [east,west,resistance,other].
SPE_IFS_safetyDistance_heavyArty
Data Type: Array
Locality: GEGlobal
Default Value:[100,100,100,100]
Description: Friendly units closer than this value (in meters, reduced by target's value) will invalidate potential non-mortar artillery target. Per side: [east,west,resistance,other].
SPE_IFS_safetyDistance_mortarArty
Data Type: Array
Locality: GEGlobal
Default Value:[25,25,25,25]
Description: Friendly units closer than this value (in meters, reduced by target's value) will invalidate potential mortar artillery target. Per side: [east,west,resistance,other].
SPE_IFS_shouldBlacklistBlockRequestedSupport
Data Type: Boolean
Locality: GEGlobal
Default Value:false
Description: If true, players should be unable to call requested supports on blacklisted targets, too close to them or located inside blacklisted areas
SPE_IFS_sides
Data Type: Array
Locality: GEGlobal
Default Value:[EAST,WEST,GUER]
Description: Sides that have access to IFS.
SPE_IFS_spottingRound
Data Type: Array
Locality: GEGlobal
Default Value:[EAST,WEST,GUER]
Description: Spotting round preceeding artillery barrage per side.
SPE_IFS_targetBlacklist
Data Type: Array
Locality: GEGlobal
Default Value:[]
Description: IFS will not target these entities and will try to not hit these objects.
SPE_IFS_targetMaxSpeeds
Data Type: Array
Locality: GEGlobal
Default Value:[10,30]
Description: Maximal target speed to become a target and maintain artillery aim [(playabe/switchable units in the target's crew),otherwise]
SPE_IFS_targetReportingDelay
Data Type: Array
Locality: GEGlobal
Default Value:[[30,30,30,30],[30,30,30,30],[30,30,30,30],[30,30,30,30]]
Description: How long (in seconds) it takes from potential target detection until it may become a valid IFS target, per side ([east,west,resistance,any other]), each side per difficulty ([recruit,regular,veteran,hardcore,custom]);
SPE_IFS_worthyInfantryRadius
Data Type: Array
Locality: GEGlobal
Default Value:[[100,150,25],[100,150,25],[100,150,25],[100,150,25]]
Description: How far around the infantry target to search for other targets to determine, if target is worthy; per side [east,west,resistance,any other (ignored by arty)], each per type [light arty,heavy arty,CAS].
SPE_IFS_worthyInfantryTarget
Data Type: Array
Locality: GEGlobal
Default Value:[[2,4,0],[2,4,0],[2,4,0],[2,4,0]]
Description: How many allied combatant entities around infantry unit must be present to accept it as potential target for arty (150m radius) or CAS (25m radius); per side [east,west,resistance,any other (ignored by arty)], each per type [light arty,heavy arty,CAS].
Direct Support (DS)
SPE_IFS_DS_checkfriendlyfire
Data Type: Boolean
Locality: GEGlobal
Default Value:false
Description: Should friendly units presence stop direct support.
SPE_IFS_DS_checkproviderlos
Data Type: Boolean
Locality: GEGlobal
Default Value:false
Description: Should direct support provider require not obstructed LOS 25m in front of the gunner in order to fire.
SPE_IFS_DS_interval
Data Type: Number
Locality: GEGlobal
Default Value:10
Description: How long a player has to wait to call direct support again in seconds.
SPE_IFS_DS_providerBlacklist
Data Type: Array
Locality: GEGlobal
Default Value:["spe_m4a1_t34_calliope"]
Description: Vehicle classes that are blacklisted from being a direct support provider. Lower-case only!
SPE_IFS_DS_providingTime
Data Type: Number
Locality: GEGlobal
Default Value:30
Description: How long provider will perform direct support in seconds.
SPE_IFS_DSavailability_side
Data Type: Array
Locality: GEGlobal
Default Value:[WEST,EAST,GUER]
Description: To which sides should direct support be available.
SPE_IFS_DSMaxRange
Data Type: Number
Locality: GEGlobal
Default Value:500
Description: How far tanks can provide direct support (tested up to 1000m). Will be reduced to objects draw distance, if draw distance is lesser.
SPE_IFS_DSRadius
Data Type: Number
Locality: GEGlobal
Default Value:10
Description: Defines how close a player needs to be to a tank in meters to have the direct support action.
Entity Variables
SPE_IFSExcluded
Data Type: Boolean
Default Value:false
Description: Excludes given entity from IFS.
Example:_entity setVariable ["SPE_IFSExcluded", true];