Galwran Posted July 6, 2015 Posted July 6, 2015 I'm frustrated that we don't currently have mobility kills in game. I understand that a health based system without proper location damage is not perfect for it, but could mobility kills be modeled with some clever scripting? For example: a unit that has only 10% of health left will stop moving but will continue firing. A unit with 5% of health left will stop functioning but will not explode. The benefit is that you cannot tell, so you (or the AI) would have to waste some ordnance just to be sure :) I know, this is not a super realistic solution, but might be better than nothing. Even with this solution it would be rare to get a mobility kill (because mavericks etc tend to destroy the vehicle) but it would still add some variance at least when doing rocket runs or missing with bombs. Any proficient scripters here? :)
vicx Posted July 7, 2015 Posted July 7, 2015 (edited) Something could be scripted but you script a solution and create a new problem in many cases. There is a basic solution to emulate mobility kills and other mods to unit capability during a mission. It would be possible to track customised alternate units definitions for each and to define in the alternate unit definition, it's new capabilities. Then during a mission substitute unit for unit under certain conditions. Downside is that such a mod would NOT be general. The Mod would only work within a supported mission framework. It is not a bad idea but nothing is known about scripting support for DCS 2.x. and so perhaps it is better to wait. --- Curiously Naval units DO have a limited form of zone based damage that does affect their capabilities. Info here -> http://forums.eagle.ru/showthread.php?t=135689 Edited July 7, 2015 by vicx more positive idea
Galwran Posted July 8, 2015 Author Posted July 8, 2015 Something could be scripted but you script a solution and create a new problem in many cases. There is a basic solution to emulate mobility kills and other mods to unit capability during a mission. It would be possible to track customised alternate units definitions for each and to define in the alternate unit definition, it's new capabilities. Then during a mission substitute unit for unit under certain conditions. Downside is that such a mod would NOT be general. The Mod would only work within a supported mission framework. It is not a bad idea but nothing is known about scripting support for DCS 2.x. and so perhaps it is better to wait. --- Curiously Naval units DO have a limited form of zone based damage that does affect their capabilities. Info here -> http://forums.eagle.ru/showthread.php?t=135689 Ok, thanks. Sure, Mbot made something similar (http://forums.eagle.ru/showthread.php?t=107635) but that does not account the level of damage.
vicx Posted July 8, 2015 Posted July 8, 2015 Mbots suppression script disables unit from 'thinking' (AI disabled) which is OK if that is what you want. I mention the damage model for Naval units because it does exactly what you want right now but it only works for ships. For ships the weapon stations have separate zones so if you hit the main gun then it will be disabled but the ship will still be able to manouver and target with it's other weapons. In addition to this if you destroy the radar section of a ship then all weapon stations dependent on that radar section are disabled. It is actually pretty cool. It is just a shame that the AI for ships is so basic that they don't do anything interesting other than sink and launching everything that they have at a threat. (Maybe that IS realistic) Ground vehicles and structures don't have a damage modelling system. Maybe in DCS 2.0 ... so you see it might be best to wait ... and make a wish.
Galwran Posted July 8, 2015 Author Posted July 8, 2015 Ground vehicles and structures don't have a damage modelling system. Maybe in DCS 2.0 ... so you see it might be best to wait ... and make a wish. Yeah, wish the same :)
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