firefly2442 Posted May 19, 2014 Posted May 19, 2014 How can I prevent ground units from stopping when they are attacked? I have a convoy of enemy tanks and vehicles that I want to continue to their final waypoint, regardless of if they get attacked. Right now, I can attack the lead unit and they'll just scatter and not move any more. Thanks :)
Zaz0 Posted May 19, 2014 Posted May 19, 2014 In the first WP you want they had this propiety: (at route start if you want allways) Advanced Waypoint Actions > ADD > Set Option > Disperse Under fire > Unckeck (OFF)
ENO Posted May 19, 2014 Posted May 19, 2014 Actually- to add to that... some people were finding they still dispersed when set like that. Their solution was to leave it checked but have the dispersal set for 0 seconds. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
Flagrum Posted May 19, 2014 Posted May 19, 2014 I'd like to add a question here: assuming that the group now continues on their route even if attacked, how can I now change the speed of the group? I want them to "get the hell outta Dodge" when they come under fire and my first idea was to use a triggered action that does a "perform command" or "set option" ... but of course there is no "set speed" available in the ME. So I guess, one has to use scripting? Any pointers how to archive that?
Zaz0 Posted May 19, 2014 Posted May 19, 2014 I didnt try it but I think you can use "switch to wp" with the condituon of flag X is true (and make a trigger that turn on that flag when group will be damage, and set the desired speed at the wp switched.
Exorcet Posted May 19, 2014 Posted May 19, 2014 I'd like to add a question here: assuming that the group now continues on their route even if attacked, how can I now change the speed of the group? I want them to "get the hell outta Dodge" when they come under fire and my first idea was to use a triggered action that does a "perform command" or "set option" ... but of course there is no "set speed" available in the ME. So I guess, one has to use scripting? Any pointers how to archive that? Expanding on what Zazo said, make your normal waypoints. At the last waypoint put a trigger zone and make is so when the units cross the zone they stop. Now add duplicate waypoints with high speeds next to the old waypoints. Use a switch waypoint trigger to set the group to follow the fast waypoints. Awaiting: DCS F-15C Win 10 i5-9600KF 4.6 GHz 64 GB RAM RTX2080Ti 11GB -- Win 7 64 i5-6600K 3.6 GHz 32 GB RAM GTX970 4GB -- A-10C, F-5E, Su-27, F-15C, F-14B, F-16C missions in User Files
Flagrum Posted May 19, 2014 Posted May 19, 2014 Nice idea, but does not work for ground units. Switch to WP is not available for those.
ENO Posted May 19, 2014 Posted May 19, 2014 Getting them to didi out of there at high speed might be easy with the mist group to random zone or distance from self- It's getting them back on track I'm not sure about. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
Flagrum Posted May 20, 2014 Posted May 20, 2014 Getting them to didi out of there at high speed might be easy with the mist group to random zone or distance from self- It's getting them back on track I'm not sure about. Yes, thought so as well. But I want them to continue their original route. So I figgured, I would have to "extract" the current route and modify one or more waypoints and then "inject" the new, modified route back. I can read LUA quite well, but writing something like this is still ... erm, yeah. :o) I wish, we could have a library of functions that allows access such properties in a more direct way (ideally directly in the ME, but, well ...). Like getUnit("bla").getNextWP().setSpeed(30)
ENO Posted May 20, 2014 Posted May 20, 2014 Then in addition you run into the likely convoy issue... Now may not be the time to work too hard on this. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
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