Spearhead 1944 Indirect Fire Support (IFS): Difference between revisions

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'''Description:'''
'''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 {{hl|_unit}} is available.
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 {{hl|_unit}} is available.
 
{{Wiki|TODO|This needs to get updated}}
'''Conditions:'''
'''Conditions:'''
# Is the unit set to be a transmitter via scripting
# The unit has to be defined as transmitter via scripting.
# Is the vehicle the unit is in set to be a transmitter via scripting
# The vehicle the unit is in has to be defined as transmitter via scripting.
# Is the unit leader of its group
# The unit has to be leader of its group.
# Has the unit a radio backpack
# Has the unit a radio backpack
# Is the vehicle the unit is in a tank. Tanks always have radios
# Is the vehicle the unit is in a tank. Tanks always have radios

Revision as of 17:49, 16 August 2023

The content of this page was generated by script. Manual edits might get lost.

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.

When caught by an incoming artillery barrage, your best friends are - hardcover, keeping your head down, and distance.

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.

Red aiming helpers visible on the screen while holding an action can also be displayed via the "T" key.

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:

[ "_unit getVariable ['SPE_IFS_Transmitter',false]", "(vehicle _unit) getVariable ['SPE_IFS_Transmitter',false]", "_unit isEqualTo (leader _unit)", "((toLower (backpack _unit)) in SPE_IFS_AcceptedRadioBackpacks)", "[_unit] call SPE_fnc_IFS_hasRadio", "(vehicle _unit) isKindOf 'Tank_F'", "((crew (vehicle _unit)) findIf {((_x getVariable ['SPE_IFS_Transmitter',false]) or {((toLower (backpack _x)) in SPE_IFS_AcceptedRadioBackpacks) or {[_x] call SPE_fnc_IFS_hasRadio}})} >= 0)", "((_unit nearEntities [['Tank_F'],((vehicle _unit) getVariable ['SPE_IFS_ArtyAvTransmitterDst',SPE_IFS_ArtyAvTransmitterDst]) select (missionNamespace getVariable ['SPE_CDA_currentDifficulty',difficulty])]) findIf {((side _unit) getFriend (side _x)) >= 0.6}) >= 0", "((_unit nearEntities [['CAManBase'],((vehicle _unit) getVariable ['SPE_IFS_ArtyAvTransmitterDst',SPE_IFS_ArtyAvTransmitterDst]) select (missionNamespace getVariable ['SPE_CDA_currentDifficulty',difficulty])]) findIf {(_x isEqualTo (leader _unit)) or (((toLower (backpack _x)) in SPE_IFS_AcceptedRadioBackpacks) and {(((side _unit) getFriend (side _x)) >= 0.6) and {not ((side _x) in [civilian,sideFriendly,sideLogic])}})}) >= 0", "((_unit nearEntities [['CAManBase','LandVehicle'],((vehicle _unit) getVariable ['SPE_IFS_ArtyAvTransmitterDst',SPE_IFS_ArtyAvTransmitterDst]) select (missionNamespace getVariable ['SPE_CDA_currentDifficulty',difficulty])]) findIf {(_x getVariable ['SPE_IFS_Transmitter',false]) and {(((side _unit) getFriend (side _x)) >= 0.6) and {not ((side _x) in [civilian,sideFriendly,sideLogic])}}}) >= 0" ]

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.

🚧
TODO: This needs to get updated

Conditions:

  1. The unit has to be defined as transmitter via scripting.
  2. The vehicle the unit is in has to be defined as transmitter via scripting.
  3. The unit has to be leader of its group.
  4. Has the unit a radio backpack
  5. Is the vehicle the unit is in a tank. Tanks always have radios
  6. Does one of the units that is in the same vehicle as the unit either a transmitter (1.) or has a radio backpack (4.) or has a simple radio
  7. Checks if a friendly vehicle is in reach of the unit. Distance is based on difficulty
  8. Checks if a nearby friendly unit can be used to relay as 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.

// Make actions available if player has one of the radio backpacks set in the module missionNamespace setVariable [ "SPE_IFS_artyAvailability_specific", [ "((toLower (backpack _unit)) in SPE_IFS_AcceptedRadioBackpacks)" ], true ];

// Make actions available if player is in a specific vehicle missionNamespace setVariable [ "SPE_IFS_artyAvailability_specific", [ "vehicle player isEqualTo MHQ" ], true ];

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.

Example Scenario

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