RKSL Radar System V1.01 (Beta)

If you can’t be bothered reading documentation, you can leave now. The RKSL Flare System does not require any intervention from the player to function. But if you do decide this is just way to boring, then your not going to get the most out of them. Our Flare System comes fitted as default to the Puma & Lynx, if you want to use it with the default ARMA aircraft, you will need to install RKSL-Arma.pbo. Once that’s installed, all the BIS aircraft and any addon that inherits from them will be armed with flares. Flare enabled aircraft will automatically launch their decoys whenever an incoming AA or SAM missile is detected.

In addition you can toggle through the available weapons (F key) until the launcher is displayed. Once displayed, assuming you have manual control over the weapons, you can left click to launch Flares whenever you feel under threat. Alongside being able to break a launched missiles lock, partly based on probability. RKSL Flares also emit an IR target capable of confusing the average ARMA player. The Flare launcher is reloaded the same way you would reload any other weapon.

Description.ext

ValueDescription
radarflareon

Boolean value from 0 to 1. Toggles the Flares on and off for the mission.

Defaults to 1

* For the A.C.E Mod the Flares are disabled with a default value of 0. So you will have to set this value to 1 to re-enable them.

radarflareai

Boolean value from 0 to 1. Toggles the Flares on and off for AI controlled aircraft.

Defaults to 1

radarflareplayer

Boolean value from 0 to 1. Toggles the Flares on and off for Player controlled aircraft.

Defaults to 1
radarflareir

Boolean value from 0 to 1. Toggles the Flares IR targets on and off for the mission.

Defaults to 1
radarflareprob

Number from 0 to 1. Represents the probability of a missile lock being broken. A value of 0 means the lock will never be broken, a value of 1 means the lock will always be broken.

Defaults to 0.6

radarflarescan

Time represented in seconds. How often will probability checks be made against an incoming missile for each active flar.

Defaults to 1 second.
radarflaredivisor

A number representing how much deflection is applied to an incoming missile over time. The higher the value the quicker the missile is deflected.

Default 3.5

radarflaredirmax

Number representing the maximum amount in degrees, that a missile can be deflected along a horizontal plane.

Defaults to 3 degrees

radarflarepitchmax

Number representing the maximum amount in degrees, that a missile can be deflected along a vertical plane.

Defaults to 0.1 degrees
mandomissileon

Boolean value from 0 to 1. Toggles mando Flares on and off for the mission.

Defaults to 0

* For the A.C.E Mod the Mando Flares are enabled with a default value of 1. So you will have to set this value to 0 and set radarflareon to 1. To enable RKSL Flares with the A.C.E Mod.

 
Example:

class RKSL_RadarSys
    {
    radarflareon=1;
    radarflareai=1;
    radarflareplayer=1;
    radarflareir=1;
    radarflareprob=0.6;
    radarflarescan=1;
    radarflaredivisor=3.5;
    radarflaredirmax=3;
    radarflarepitchmax=0.1;
    mandomissileon=0;
    };

Example Missions

  1. rksl-arma-&-ace.Intro: A basic example mission showing how you can use rksl-arma.pbo to auto-inherit the Flare system functionality within A.C.E.
  2. rksl-description-ext.Intro: Example mission and description.ext for configuring the system settings and auto-inheritance with default Arma addons.

Functions


RKSL_RadarRemove

Removes the vehicle from the RKSL Radar System.

[Aircraft] Call RKSL_RadarRemove


 



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