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Posted

As per title - is it possible to have a script that would detect when player gives a specific order to the wingman? Like "engage bandits' or "engage my target"?

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Posted

Specifically, we would like to set a flag to true after the player has issued the "flight, engage bandits", "flight, engage my target", "wingman 2, engage bandits", or "wingman 2, engage my target" command to an AI wingman.

 

It is important that this is able to be built into a switched condition; if it is possible to detect this command, a separate trigger will turn the flag off after 10 seconds.

Posted

Well ... the only thing that I can think of is making specific "add radio item" calls. And have that set to a AI Push Task or something (and have the task set to attack unit or whatever) That would defiantly make a lot of busy work for you to set up the triggers in Mission Editor.

 

There's just no way that I can think of to force the custom radio option. If the player decide to do the in game comm, then the mission wouldn't sequence correctly

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Posted

unfortunately I don't believe there's a way to do it for different aircraft within the same flight :( You might have to make a "make-shift flight" by just having your wingman, as a different flight of course, just fly close in formation with you. That's what I had to do in my campaign.

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Posted
unfortunately I don't believe there's a way to do it for different aircraft within the same flight :( You might have to make a "make-shift flight" by just having your wingman, as a different flight of course, just fly close in formation with you. That's what I had to do in my campaign.

 

Via script you can.

 

Which task do you want him to do?. I know how to put a task, more less, but when I cancel it, the aircraft return home. Probably for a wingman, he will just join up.

Posted

You may not be able to push a normal task via triggers to a group with a player in it, but you should be able to create a mission task for the specific unit. Afterall its basically the same thing as giving orders to AI.

 

Alternatively depending on the action you could always measure the end result. Of course that might not be what you are looking for.

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Posted

Basically we're looking to split a player - controlled 2-ship flight into two elements attacking different targets.

While simple to get the AI to engage the bandits, where I am encountering issues is finding a way to incorporate comms properly.

 

If we use UNIT OUTSIDE MOVING ZONE to trigger the message, then, should the player abandon their wingman prematurely, the message could go off at the wrong time.

 

My thought was to use two flags to check this:

 

One flag goes true when player is ordered to split their flight

Second flag goes true whenever player issues the engage order to wingman, amd turns itself off after 10 seconds using another trigger.

 

Then, when both flags are true AND the wingman is a certain distance away, we can start the comms.

 

Without the hypothetical "flag 2" which detects whether the player has issued the command I am envisioning a few scenarios where it is possible to break the mission.

 

I'm open to issuing a custom command via the F10 menu as opposed to using the standard radio menu if that's an option...Grimes could I impose on you to expand on creating a unit - specific mission task?

Posted
Grimes could I impose on you to expand on creating a unit - specific mission task?

 

Aircraft and helicopters can be controlled at either a group or unit level depending on however you get the controller. You can then push a new task or set options for each individual unit as you desire. All of those tasks listed are just like the tasks you see in the mission editor. The mission task is also in the editor but it is literally the flight plan so there is only one available, with scripting you can modify it however you like. Bear in mind I haven't tested it at all with AI in a player controlled flight. The player could very well "fight" the AI orders by giving a different order. Also I don't remember what happens with the -4 flight member if you give an order to -3. Whether it inherits -3's task, sticks with the main element, or just follows -3.

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