Drongo's Air Operations

for Arma 3
by Drongo

version 0.395
10 April 2026

Discord for my mods: https://discord.gg/XSRHPEd


REQUIREMENTS
Arma 3
CBA for Arma 3

RECOMMENDED:
IADS Coordinator by Jenkins (better use of SAMs and AA)

https://steamcommunity.com/sharedfiles/filedetails/?id=3670705586


OVERVIEW
Drongo's Air Operations (DAO) places AI aircraft, SAMs and radars under player control. It works in SP, local hosting and dedicated servers.

Open the system with your H key (can be changed under Options>Controls>Configure Addons).


FEATURES
Player control over AI aircraft, radars and SAMs
Vastly improved CAS code (aircraft agressively use cannons, rockets, bombs and missiles against vehicles and infantry)
Assign CAP, CAS, SEAD, loiter, take off and land orders
Support for vanilla craft and most mods (tested with Firewill, RHS, CUP, USAF and Unsung)
Optional JTAC dialog
Bomb, gun and rocket runs
Gunship support (player control or AI targeting scripts)
Transport support (Vehicle in vehicle, helos insertions, paradrops, supply drops and slingloading)
Intuitive interface with ACE menu integration
Give orders with mapclicks or more realistic manual coordinate input
Units communicate (current orders, launching missiles, detecting enemies)
Radar-based information sharing (AI aircraft and SAMs are more dangerous)
Radar targets are shared with aircraft and SAMs
Markers for friendly assets and detected enemy assets
Terrain, altitude, range and radar cross section affect a radar's ability to detect aircraft
Control AI aircraft altitude, loiter area and engagement radius
Gun camera
Switch to gunner option
Control radar and datalink status for all units in the system
Control SAM and aircraft ROE
Land at any airfield
Upgraded gunship
Virtual Airfield Management: Send aircraft back to base to refit
Improved SAMs and AAMs (proximity warheads work properly)
(WIP) Carrier Ops: properly configured aircraft can operate from the USS Freedom


NOTES
Press H to open the menu (change under Options>Controls>Configure Addons; key is saved every time the DAO menu is opened)
Blacklist users by setting daoAvailable=false; on their client or using the built-in CBA server option
Set a player to JTAC mode by setting daoJTACmode=true; on their client
Force a player to use manual input (no mapclicks) by setting daoManualInput=true; on their client
Give altitude orders before move orders
Viewdistance can affect engagement range
Terrain blocks radar (place your radars and SAMs in elevated areas)
All groups using this system must contain only a single vehicle (eg. 2 planes in a group may cause errors)
Fixed wing craft that start on the ground in careless mode will go onto standby until given orders
Aircraft that start airborne with no waypoints will loiter in place until given orders
Groups, vehicles and vehicle classes can be excluded by adding them to the array daoIgnore=[];
daoEvacThreshold is the gVar that determines how much damage an aircraft will take before evac (default is 0.3)


LANDING
Aircraft that land will be despawned and added to Virtual Airfield Management (see below).


SUPPORTED UNITS
The default BIS units are supported. Mods that use standard inheritance should also work.


EXCLUDING UNITS
Put this in the unit's init:

(group this)setVariable["daoExclude",TRUE,TRUE];

You can also add classes, groups or units to the array daoIgnore.


ATTACK RUNS

DEFAULT BOMBING:
To order a bomb strike (the same process applies to gun and rocket runs):
1) Select an aircraft from the aircraft list (it must have bombs/guns/rockets)
2) Click the "BOMB" (or GUNRUN/ROCKETS) option in the orders list 
3) Enter how many bombs to drop
4) Select a bomb from the magazines list
5) Click the target location on the map
6) Click the Final Attack Heading (FAH) position. This position must be outside the yellow circle.

The aircraft will now move to the FAH position, then move towards the target. At a range depending on speed and altitude, the craft will release the selected bomb. Note that cluster bombs will deploy most of their submunition behind the target position, so plan accordingly.

If more than one bomb is dropped, the next target will be 50m beyond the first position. The aircraft will drop the selected bomb type first, then switch to others until the desired number of bombs has been dropped.

The current bomb code is WIP. Aircraft at high altitude or on erratic courses will have problems. The distance at which bombs can be modified by changing the value daoReleaseDistance. For example:

daoReleaseDistance=100;

will make the bombs drop 100 meters earlier. This variable is just for testing purposes, not as a solution to accuracy problems.

MANUAL INPUT BOMBING:
1) Enter FAH coordinates
2) Enter Target coordinates
3) Click the desired bomb in the weapons list


TWEAKING BOMB GUIDANCE
These variables can be adjusted by script to tweak bomb guidance:

daoBombSpeedModifier=.3;
daoBombSpeed=0;
daoBombExitDistance=10;
daoBombExitAlt=10;

daoBombSpeedModifier can be altered to make dropped bombs less like missiles. It is based on the speed of the plane that drops the bomb. If daoBombSpeed is set above zero, it will be applied across all aircraft, regardless of speed. daoBombExitDistance is how far from the target the bomb will stop guiding. daoBombExitAlt is the altitude at which the bomb will stop guiding. Both of these can be altered to remove the bomb "zig zag" problem.


COMBAT AIR PATROL
Only non-helo units with guns or AAMs can go onto CAP orders. They will engage any detected air units within their combat radius. They will engage detected air units when enroute to the CAP location.


DENYING/ALLOWING ACCESS
By default, the system is available to all players. You can place a Restrict Users module to control this. This module allows specifying the minimum rank that can access the dialog. Also, if any units are synced to the module, only units of those classes will be able to use the dialog.

Alternatively, place a Whitelist User module. Only clients with units synced to this module will be able to access the system.

To restrict by script:
To whitelist a specific client, execute daoWhitelisted=true; on their machine.
To blacklist a specific client, execute daoWhitelisted=false; on their machine.


SHARE TARGETS
A player can share his known targets with the currently selected air group. This will help them with CAS missions. The button to share targets is under the "RADAR ALL" option.


VIRTUAL AIRFIELD MANAGEMENT (VAM)
VAM is a solution to the problem of housing and refitting aircraft when they are not required in the air. Doing this in-engine is almost impossible given certain hard-coded behaviours. VAM handles this virtually, by deleting aircraft after they land and storing them virtually. Players can then access VAM via the "Airfields" button in the DAO dialog. This allows them to browse the virtual aircraft at each airfield, to select their loadout and spawn them on the runway.

In addition, to storing landed aircraft, it is possible to add virtual aircraft to any runway with this code:

[airfieldIndex(integer),side,[arrayOfClassnames]]call dao_fnc_AddToVAM;

For example:

[1,WEST,["B_Plane_Fighter_01_F","B_Plane_Fighter_01_F","B_Plane_CAS_01_dynamicLoadout_F"]]call dao_fnc_AddToVAM;

will add two Black Wasps and one Wipeout to the WEST side at airport 1. The index for each airfield is given on its marker.

The delay between being stored for refit and becoming available is 60 seconds by default. This can be changed by setting this variable:

daoVAMrefitTime=60;

VAM can be toggled for an individual craft using the button on the lower right of the tablet or this code:

_aircraft setVariable["daoUseVAM",FALSE,TRUE];

Aircraft that don't use VAM will land, and once they are off the runway, they will be refitted and stop moving. Note that aircraft that land on carriers will always go into VAM.


RADAR
Radar hints can be turned off by setting daoShowRadar=FALSE on each client.


ENEMY AI
Enable a very enemy simple AI commander with:
WEST call DAO_fnc_SimpleAI;
EAST call DAO_fnc_SimpleAI;
RESISTANCE call DAO_fnc_SimpleAI;

This will turn on radars and put enemy air groups on CAP orders.


CALLING BY SCRIPT
[_group,_targetPos]remoteExec["DAO_fnc_AICAS"];
[_group,_targetPos]remoteExec["DAO_fnc_AIBomb"];
[_group,_targetPos]remoteExec["DAO_fnc_AIGunRun"];
[_group,_targetPos]remoteExec["DAO_fnc_AIRockets"];

For bombs, guns and rockets, you can optionally use: [_group,_targetPos,_startPos]remoteExec...


CARRIER OPS (WIP)
Carrier ops are Work In Progress. The launch process is very janky and sometimes results in crashes. A future patch will improve reliability.


STRAFE HEIGHT EXIT
By default, aircraft doing gun or rocket runs will exit if their altitude drops below 50. This can be adjusted with the variable daoStrafeHeight.


REFIT
Sync the module to an object, this object will have an option to open the aircraft refit menu. Specify the radius (the radius must be the same on all modules. Any landed aircraft with their engine off within this radius can have their loadouts adjusted. When "Ready" is pressed, the aircraft will also be completely refueled and repaired.


HELO REFIT
Any units synced to this module will become refit points (if no units are synced, the module itself will be used). Refit points will scan in their set radius at the set cycle. Any helos or VTOLs that are landed with their engine off in the radius of a refit point will be fully repaired, rearmed and refuelled after the set delay. Aircrew will also be fully healed.


AIR CORRIDOR MODULE
Air corridors are essentially virtual airfields that can be placed anywhere (even over water). Their markers appear as arrows instead of airfield icons. Their index is listed as normal. The direction of the module will determine the direction aircraft are moving when they spawn. The spawn height (ASL) can be specified in the module. When told to land at an air corridor, the aircraft will despawn (and move into VAM) at 500m or less).


PREFERRED AIRFIELD MODULE
This module tells an aircraft to land at the closest airfield to the closest one of these modules on the aircraft side (regardless of egress position).

EVAC
If an aircraft is damaged, low on fuel or has no more weapons, it will abort current orders and fly to the closest airfield (favouring Preferred Airfield modules) and attempt to land (or despawn at an Air Corridor). Note that aircraft that start with no weapons will not evac if the system detects they have no weapons.


EVAC RULES MODULE
This module changes the rules by which aircraft will evac. The thresholds are:

Damage: 0-1 (checked with the getDamage command)
Fuel: 0-1 (checked with the getFuel command)
Check gun ammo: If TRUE, the aircraft must have a gun/cannon and some ammo for it to not be considered out of ammo (winchester). If FALSE, only guns/cannons are not counted for a winchester check (an aircraft is only considered armed if it has bombs, missiles or rockets).


DEFAULT POSTURE MODULE
Allows setting the default posture of all aircraft on a side.


PROXIMITY FUSES
This option makes SAMs and AAMs (not MANPADS) explode when in proximity to an air unit. Vanilla SAMs require a direct hit to do damage. Proximity fuses make missiles more likely to inflict damage, especially against aircraft piloted by skilled players.


EXCLUDE (Tablet F button to the right of F6)
This will disable most DAO scripts on the aircraft, cancel current orders and give a move order to the aircraft's current position. Giving a new order will cancel this condition.


GUNS FOR CAP
Aircraft can use their guns for CAP. Note that significant aim assist is used. By default, guns will be used on targets in a 60 degree cone in front of the craft out to 900 meters. This arc can be adjusted with:

missionNamespace setVariable["daoCAPgunAngle",60,TRUE];

Change 60 to the desired value. In testing, values lower than 60 led to frequent failure to engage.


EXCLUSION BY SIZE
By default, aircraft smaller than a sizeOf return of 5 will be excluded (intended to exclude small drones from the system). This can be changed with:

waitUntil{!(isNil"daoMinSize")};
missionNameSpace setVariable["daoMinSize",999,TRUE];

See: https://community.bistudio.com/wiki/sizeOf


KNOWN BUGS
Numerous issues with Unsung bombs (this is being worked on)
Gun and rocket runs have a janky transition before firing
Intermittent accuracy issues with gun and rocket runs
Sometimes bombs drop at weird angles due to guidance script
Bombcam is very jagged
Bombcam does not work in MP


FUTURE PLANS
Anti-ship missions
Proper AI commander for air, radar and SAM units
Audio reports ("Fox 1", etc)


LICENSE
You must receive my permission to use any of the scripts, configs, expressions of concepts or designs of this addon in the development of other projects.
You may not reverse engineer this addon.
You may not use any part of this mod as the basis for a project.
You may not distribute altered versions of this addon.
You may not use this addon or any derivatives thereof in any way for monetary gain.
You may not port this addon to any other game (it may ONLY be used with Arma 3).
You may not use this addon with VBS, VBS2, VBS3 or any similar product.
You may not re-upload to Steam.
This addon may only be used for private recreational purposes.
This addon may not be used for any commercial or professional purpose.
This addon may not be used as a tool by any government department or military, law enforcement or security organisation.

If you need an exception, contact me.


THEFT OF MY WORK
My artillery mod was stolen, edited and re-released in violation of the license by BlackAlpha of tier1ops.eu. Here is a video showing my original work and his stolen edit:

https://www.youtube.com/watch?v=Oe7G6WwxQVU

Please share this video and let the community know that BlackAlpha and tier1ops.eu are thieves.


CREDITS
Drongo:		Development and scripting.
Chops:		Technical and general support.
James:		Good advice.
CBA team:	For expanding the possibility of modding and making things easier for modders.
sn0whusky:	Dedicated server access, testing.
MadMonkey:	Testing.
Rimmy:		Help with getting the bomb detection and dropping code working more reliably, help with SOG PF compat

Special thanks to VedKay for a lot of behind the scenes stuff.

A huge thanks to my Patrons and supporters:
Ahmad Fadhil Mohamed
Alexander Isaksson Norum
Alex Lacy
Andreas Nilson
Ave Sum
Azza
B. Hinton
Beags and Jam
Ben_at_Arms
Berl Ancell
Bretto1945
Bret Bothelio
Bruno Roberto Corrêa
Bullrich von Salz
Cedric Oliver
Chris Hall
Daniel Selby
David Catley
David Husa
David Kudýn
Declan Emery
Desmond Abrams
Doctor
Elliot Taylor
EO
Fearmonger
Fetus114
Ferdinand
Frédérick Milhomme
Frosties
Gary Jackson
Gordon
gsg94490
Haakon Longbeard
Hogosha
Ian Schonely
Its_the_Jonah
James tribbles
Jason Dotson
Jason Kieft
Jayrad
Jessica Ferguson
JimmyJamJams
Jonathan Harris
Karol Zaczek
Kelvin P
Kenneth Kilvington
Kevin Kelly
Logan Scott
LONEWOLF352
Longbeard
Marshall Bouldin
Matt Henderson
Magoo
MoonGuy
Nam
Nicholas Auger
Nicholas Odgers
Nick Gregory
Ole Petter Johnsen
Owen Siegfried
Paramarine Task Force
Paul T
Pernox
PHILLIP HARRIS
Proxno
Pusu npt
Ryan
Rolly uk
Roman Martinez
Sean Martin
sebastiaan reedijk
SETH BARCELLO
Sly
Slav_Man_Shae
Sonny Hermansen
Stuart Burling
swagggenius
Terrance
The One on the Rock
Timothy Hill
Tim O’Ceallaigh
Totem
tunou xiong
VedKay
ViperBAT46 DTF46
Wulf
WW3andMe
YonV
Zakuaz

Thanks also to the guys who post encouragement, bug reports and suggestions.


CONTACT
Check my YouTube channel for trailers, WIP etc:
https://www.youtube.com/channel/UCrZtKPYPS9iYzu1EAzTLYgg

I am not on the BIS forums. I can be emailed at drongomods@gmail.com.


CHANGELOG
v0.395
Added:		Compatability with IADS Coordinator
Fixed:		Bug in exclusion code
Changed:	Aircraft can be excluded by size (checked by sizeOf command)

v0.394
Improved:	CAP orders
Improved:	AI aircraft can use guns for air combat

v0.393
Fixed:		Various bugs

v0.392
Improved:	SAM sideChat when engaging targets
Improved:	Air to air sideChat when engaging targets
Improved:	Helos using insert orders should stay grounded until all troops are out
Fixed:		Fixed-wing drones not taking off

v0.391
Added:		Exclude aircraft button to dialog
Fixed:		Altitude changes now apply to Gunship orders

v0.39
Added:		AGM strike order for fixed-wing craft

v0.38
Added:		Optional proximity fuses to SAMs and AAMs
Added:		Options module

v0.37
Added:		daoVAMpending array to help with persistent saves

v0.36
Fixed:		VAM always spawned in air

v0.35
Fixed:		RHS helos not firing rockets
Improved:	Aircraft refit module
Improved:	Helos doing an insertion will be set to allowFleeing 0
Improved:	Rocket accuracy

v0.341
Changed:	Aircraft doing airdrops will slow before the drop and return to full speed after the drop

v0.34
Fixed:		DAO will only show up in the ACE menu if the player has access

v0.339
Added:		Default posture module
Improved:	CAP functionality
Changed:	Units enroute to a CAP order will engage contacts on the way
Changed:	Aircraft on Loiter orders will engage aircraft that come within 3000m
Fixed:		Various issues

v0.338
Added:		Air Corridor module
Added:		Preferred Airfield module
Added:		Evac Rules module
Added:		Helos can use bombs for CAS

v0.337
Fixed:		Script error with friendly SAM launches

v0.336
Added:		Aircraft can be excluded from VAM through the tablet
Improved:	Fixed wing CAS (big overhaul)
Improved:	Weapon detection
Fixed:		Bug where grounded aircraft given orders sometimes failed to take off

v0.335
Added:		Unique key
Added:		Support for SOG PF aircraft
Added:		Module: allow carrier-launched aircraft to spawn airborne
Added:		Module: helo refit point
Fixed:		Double entries in the order list
Changed:	Helos will favour rockets over guns against infantry
Improved:	Carrier launch
Improved:	Helo CAS

v0.334
Added:		Module option to disable ACE menu integration

v0.333
Added:		ACE menu integration
Fixed:		Paradrops did not give players a parachute
Fixed:		Paradrops did not work with helos
Changed:	Helo paradrops now wait until the aircraft is moving slowly
Improved:	Aircraft should stay straight and level until a paradrop is complete

v0.332
Added:		Helos and VTOLs that land within 200m of an airfield marker will go into VAM
Changed:	Aircraft that land at an airfield will dump all cargo, passengers and attached objects before going into VAM

v0.331
Fixed:		Bug with change side code
Fixed:		Bug with group names in dialog
Changed:	Minimum drop altitude is now 80

v0.33
Added:		Vehicle transport aircraft can now load, unload and airdrop cargo
Added:		Slingloading
Added:		Infantry transport
Added:		Infantry paradrops
Improved:	Helo insertions
Changed:	GUI
Improved:	Altitude control (flyInHeight and flyInHeightASL are broken commands)

v0.321
Fixed:		Debug chat with CAS orders
Changed:	Release distance factor changed from 2 to 1.5

v0.32
Fixed:		DAO_fnc_MilitaryVehicle was missing

v0.31
Fixed:		DAO_fnc_Time was missing

v0.3
Added:		Limited support for some Prairie Fire aircraft/weapons
Added:		Backpack radios now supported
Improved:	Bomb guidance

v0.29
Added:		Module to allow refitting non-VAM aircraft

v0.281
Fixed:		Bug with INDEP AA markers

v0.28
Fixed:		Aircraft trying to use AGMs when they have none
Fixed:		Script error when firing missiles in some situations

v0.279
Fixed:		Aircraft trying to use AGMs when they have none
Fixed:		Script error with the Share Targets command
Fixed:		Error preventing DAFS from using aircraft

v0.278
Added:		Aircraft can now ripple multiple bombs
Added:		Gun and rocket run will attack laser targets
Fixed:		Issue with Firewill A-10 guns not working on gun runs
Changed:	Some CARELESS behaviour to AWARE (trying to get faster ingress)

v0.277
Fixed:		Keybind issue

v0.276
Added:		AN/MPQ-105 radar and Defender SAM to AAF
Improved:	Buffed V-44Z weapons
Fixed:		Script error with gunships

v0.275
Added:		Ability to turn off radar reports
Added:		"Share targets" option to tablet
Improved:	Helicopter CAS script

v0.274
Added:		Module to only whitelist certain players
Added:		Module to make VAM spawn aircraft airborne
Added:		10-digit map grid overlay to assit with manual input
Improved: 	CAS AI is now much deadlier
Improved: 	Helos prefer to engage from stand-off ranges
Improved:	CAS use of AGMs
Improved:	Detection of who can/can not access the system
Changed:	Only those with access to the system receive comms
Changed:	Various minor fixes

v0.273
Added:		daoStrafeHeight gVar to set the altitude at which aircraft will exit a strafing run.
Changed:	CAS has been completely overhauled. Aircraft are much more aggressive and accurate. Helicopters attempt standoff attacks.
Fixed:		Issue with changing orders in SP.

v0.272
Fixed:		Unsung weapons are now detected
Improved:	CAS behaviour
Improved:	Radio detection

v0.271
Removed:	Virtual airfield object (takeoff issues)
Changed:	Most orders now instruct planes to turn off collision lights
Fixed:		VAM bug with virtual airfields

v0.27
Added:		Support for Firewill, RHS, USAF mod and CUP
Added:		Custom AI script for USAF mod AC-130 and CUP AC-47
Added:		Virtual airfield (under Structures (Altis) > Airports)
Added:		Ability to toggle collision lights
Improved:	Detection of non-vanilla weapons
Improved:	Gunrun accuracy for specific planes
Improved:	Reliability and accuracy of firing
Fixed:		Aircraft circling into space
Fixed:		Loitering after egress
Fixed:		Aircraft with no guns or AAMs can not be given CAP orders
Fixed:		Various small bugs
Changed:	The loiter command now uses move and cycle waypoints due to an Arma bug causing loitering aircraft to endlessly ascend
Changed:	Improved carrier functionality for some aircraft (still WIP)

v0.265
Tweaked:	Bomb force-fire code

v0.2641
Added:		daoEvacThreshold gVar

v0.264
Minor fixes

v0.263
Added:		Module to restrict dialog access by rank or synced classes
Added:		Various 3D markers to help debug accuracy
Improved:	Dropping bombs is much more reliable
Improved:	Gunrun accuracy
Improved:	Rocket accuracy
Removed:	CBA whitelist option
Fixed:		Rocket option no longer appears when rocket ammunition is exhausted

v0.262
Fixed:		Script error when calling a bomb run by script

v0.261
Fixed:		CAP craft not engaging properly

v0.26
Fixed:		Radars not detecting properly

v0.259
Changed:	VAM aircraft now spawn on the runway to overcome taxiing problems at some airfields
Fixed:		Aircraft not being added to VAM in MP

v0.258
Changed:	All loiter points are now reversed
Changed:	Aircraft have all attachments deleted before being stored in VAM

v0.257
Changed:	Any groups given orders in DAO will be excluded from DAFS
Fixed:		V-44X was not being detected as a gunship

v0.256
Changed:	The "has radio" check will now always pass if the player is in a vehicle

v0.255
Changed:	Player-piloted craft will no longer be listed

v0.254
Fixed:		Unlimited aircraft spawn in VAM

v0.253
Added:		Module to easily set debug
Added:		Module to easily set manual input
Added:		daoTargetAdjust gVar for adjusting gun and rocket runs
Changed:	Gun and rocket run target scripts

v0.252
Added:		daoExclude variable to groups
Added:		Module to exclude groups
Added:		Module to add aircraft to VAM
Fixed:		Cargo showing up as an air unit
Removed:	Out of ammo check (until a proper solution can be found)

v0.251
Fixed:		_orders related script error

v0.25
Fixed:		General overhaul and improvement of Manual Input

v0.241
Changed:	Further attempts to improve bomb guidance scripts
Added:		Gvar to help tweak bomb guidance (daoBombSpeedModifier)

v0.24
Changed:	Further attempts to improve bomb guidance scripts
Added:		Gvars to help tweak bomb guidance (daoBombSpeed, daoBombExitDistance, daoBombExitAlt)

v0.23
Added:		Hover option for helos
Changed:	Orders will only appear for an aircraft if it is capable of that order
Changed:	Helos now use "Move" instead of "Loiter"
Changed:	Helos now return to their starting point and land when given an Egress order

v0.222
Fixed:		Bug with rocket runs

v0.221
Fixed:		VAM infinite planes bug
Changed:	By default all pylons in VAM are empty

v0.22
Added:		Virtual Airfield Management ("Airfields" button on the dialog)
Changed:	CAS now uses a script to make aircraft much more aggressive (use cannon, rockets, bombs and missiles against vehicles and infantry)
Changed:	Limited switchable gunners on gunship
Changed:	Egress positions are now namespace variables, not markers (egress markers are now local and cosmetic)
Changed:	Egress uses combat mode blue
Changed:	Radars are now on by default
Changed:	Dynamic airports now have a number assigned (as with static airports)
Fixed:		Aircraft exploding during carrier takeoffs
Fixed:		Aircraft not moving to waypoints
Fixed:		Keybind resetting every mission
Fixed:		Ejector seats and parachutes making reports
Improved:	Application of flyInHeight

v0.21
Fixed:		V-44Z was not registering as a gunship

v0.2
Increased:	Delay before startup due to script errors in large missions

v0.19
Added:		Manual input
Added:		Gunship AI scripts
Added:		V-44Z Gunship (more lethal than default gunship)

v0.182
Fixed:		Much more reliable performance in MP
Changed:	Command to force fire in gun and rocket runs (should work with most modded aircraft now)
Added:		Shortened group name to marker text

v0.181
Fixed:		CAS not working

v0.18
Changed:	Radar and SAM markers are now just a border instead of a grid pattern

v0.17
Fixed:		Aircraft could not take off from the USS Freedom

v0.16
Added:		JTAC mode (dialog with no radar/SAM info)
Added:		Gun runs
Added:		Rocket runs
Added:		Laser-guided bomb support
Added:		Clicking on a unit in the Radar/SAM list will display a hint with a quick rundown on group, unit type and magazines
Fixed:		Bombs should now hit accurately from any altitude
Changed:	Some order buttons now in a list (running out of dialog space)
Changed:	Player can designate helo landing zone
Changed:	Guncam toggle is now the F1 key at the bottom of the tablet
Changed:	Switch to Gunner toggle is now the F2 key at the bottom of the tablet
Changed:	Guncam, switch to gunner, track bombs and bombcam have been moved to the F1-F5 keys along the bottom of the tablet

v0.15
Added:		Gunships for players (AI not yet functional)
Added:		Airports on all islands now supported.
Added:		Dynamic airports now supported.
Added:		SAMs can be toggled to fire/hold fire by double clicking them in the dialog.
Added:		Combat radius for CAP: Only contacts within their radius will be reported to them.
Changed:	Another attempt at making rearming at airports work.
Removed:	CAS script. Reverted to vanilla Arma 3 Search and Destroy behaviour.

v0.14
Added:		WIP bomb runs
Added:		Switch to gunner button
Added:		Tooltips to the ROE ALL buttons
Added:		Variable to tell a craft if it is rearmed or not (daoRearmed)
Added:		Groups, vehicles and vehicle classes can be excluded by adding them to the array daoIgnore=[];
Changed:	Reduced dialog clutter	
Changed:	Double-clicking an air group in the dialog will toggle it's ROE
Changed:	Aircraft that start grounded now use setBehaviour "CARELESS" instead of setFuel 0 (thanks to F:E:N:R:I:R)
Changed:	Aircraft that start airborne with no waypoints will loiter in place until given orders
Removed:	ROE button (replaced by double-clicking groups)
Fixed:		Planes failed to rearm after landing

v0.13
Added:		CBA server option to prevent/allow grounded aircraft from auto-takeoff.
Added:		CBA server option to restrict access to dialog (whitelist a client with daoAvailable=true;)
Changed:	The take-off button has been removed. Now a STANDBY craft will take off if it is given an order (CAP, etc).
Changed:	Craft that land will be repaired, refueled and rearmed, then take off again (stopgap measure).
Changed:	Excluded helicopters from CAP orders.
Added:		The land order will tell helicopters to land at their current position.
Other:		Various small fixes

v0.12
Fixed: Drongo's Missile System cruise missiles will no longer show up in the dialog (can still be detected and engaged though)

v0.11
Added: Order weapons free/hold fire with ROE button
Added: All weapons free button
Added: All hold fire button
Added: WIP SEAD code
Added: Datalink to all aircraft, SAMs and radars
Added: Group datalink toggle
Added: All radars on/off button
Added: All datalinks on/off button
Fixed: Numerous small bugs

v0.1
First release