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RKSL Flares and Core System for ArmA2:CO 2.0.4

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About This File

This addon is required by all RKSL aircraft. It provides a new Chaff and Flare simulation for RKSL aircraft in the ArmA2CO environment.

It differs from the BIS flare system in several different ways:

  1. Each flare object is lockable and as such can be used to provide better coverage over an area.
  2. The system does not deflect missiles at silly angles only breaks the lock and forces it onto  the nearest flare object.  You still need to manoeuvre to avoid being hit or damaged.  We feel this is a more accurate simulation of real countermeasures.
  3. AI react to the flares being launched where as with the BIS system there is no reaction.


Installation:
Extract the contents of the RAR file into your C:\Program Files\Bohemia Interactive\ArmA folder. Then either use a mod folder launcher or modify your start up link include the @RKSL Mod folder eg:

"C:\Program Files\Bohemia Interactive\ArmA\beta\arma.exe" -mod=@RKSL -nosplash

For more information about how to use and maintain mod folders check our FAQ.

Included files:
rksl-radarsys.pbo
rksl-system.pbo

Features

 Adding the RKSL FLare system to custom addons:

This version of the Flare System works differently than any of the previous versions.  We have moved all the configuration variables into the addons config.

        //Configure the RKSL Flares
        memoryPointCM[]    = {"flare_start1","flare_start2","flare_start3","flare_start4","flare_start5","flare_start6"};
        memoryPointCMDir[] = {"flare_end1","flare_end2","flare_end3","flare_end4","flare_end5","flare_end6"};
        rkslflarecount     = 120;

It now uses the same memory point commands as the stock BI flares and a flare count variable.

The system then needs to be initialised via a script run from the init eventhandler. Below is the Typhoon's init file:

//////////////////////////
// This Script By UNN V1.0
//////////////////////////

private ["_vehicle","_callXEH"];

_vehicle=_this select 0;

////////////////////////////////
// Start the RKSL system scripts
////////////////////////////////

_callXEH = false;

//Initialize the all the required RKSL System scripts
//See if the Extended Init Event Handler is installed
//If it is then we will exit and let it call this script
//See if rksl-radarsys.pbo is installed
if (isClass (configFile >> "CfgPatches" >> "RKSL_RadarSys")) then
{
    _callXEH = call compile preProcessFile ((Localize "STR_RKSL_RADARSYSSCRIPTPATH")+"RKSLConfigInit.sqf");
};

///////////////////////////////
// End the RKSL system scripts
///////////////////////////////

//See if we can continue or run through the XEH
if !_callXEH then
{
    //////////////////////////////////////////////
    // Call the rest of the init scripts from here
    //////////////////////////////////////////////

    [_vehicle] execVM '\rksl\rksl-typhoon\s\rksl_init_debris.sqf';
    [_vehicle] ExecVM "\rksl\rksl-typhoon\s\typhoonwarnings.sqf";
    [_vehicle] ExecVM "\rksl\rksl-typhoon\s\aircraftvapour.sqf";
    [_vehicle] ExecVM "\rksl\rksl-typhoon\s\afterburner.sqf";

    ////////////////////////////////////////
    // End the rest of the init scripts here
    ////////////////////////////////////////
};

 If you have any problems please use the RKSL Support Forums and we'll try to help you.

 


Mapping a manual Flare Launch key:

In game goto:

  1. Option
  2. Controls
  3. In the dialog drop down menu select 'Custom Controls'
  4. Scroll down and click 'Use Action 20'
  5. Map the key or joystick button you want to use.
  6. Click Save.

 


Credits & Thanks:
Project Coordinators: UNN,Rock
Modeling: UNN
Textures: n/a
Cpp File: UNN,Rock
Scripting: UNN
Beta Testers: UNN,Rock & VXR
Documentation: UNN
Producer: RKSL Studios

Changelog

Change log:

2.04 - Final ArmA2 Version
BETA 2.03 - First ArmA2 Version.
Beta 1.01- Improved performance and the ability to disable via Description.ext
Beta 1.0A- Language Fix
Beta 1.0- First Release

Notes

Notes:
Please report all bugs via the forums:




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