Wolf8312 Posted March 18, 2017 Posted March 18, 2017 I like to make my missions exciting by using some form of time limit, for example in the best mission I have made so far SAM sites are offline due to a nearby AT unit in the area, and helicopters are incoming. In order to dispatch of the helicopters you have to destroy the AT units after which the sam sites will reactivate and the helicopters will get shot down. It works pretty well and for now I am done with that mission. For my second mission however I am kind of lacking inspiration. I have an idea and want to use a similar time limit kind of deal that will ratch up the tension and make things more fun. I am considering a ridiculous kind of SPEED (the movie) mission where there is a bomb on the AC rigged up to the altimeter and flying over a certain height will result in setting the bomb off but I dont want to go cartoon if I can help it! What I want to do is to make a mission where you must stop a convoy from reaching a nearby town and failure to do so will result in death either because of reinforcements arriving (SAM activations etc) or because I will just have the AC auto-detonate my AC for some ficticious reason. The point is, stop the convoy before you explode and I believe this will create a great amount of tension, and perhaps combined with the SPEED plotline could be alot of fun. The trouble is the convoys when attacked all go off road and sit there like lemmons. So is there a way to make sure that a convoy will continue moving towards its mission objective, or next waypoint, without stopping no matter what? ------------ 3080Ti, i5- 13600k 32GB VIVE index, VKB peddals, HOTAS VPC MONGOOSE, WARTHOG throttle, BKicker,
feefifofum Posted March 18, 2017 Posted March 18, 2017 Hey Wolf, easy fix! In ADVANCED WAYPOINT ACTIONS, go to ADD -> SET OPTION -> DISPERSE UNDER FIRE and uncheck the box. You can also set a custom time if you'd still like them to scramble for, say 15 or 20 seconds so it's not a turkey shoot. The default timer is 10 minutes. THE GEORGIAN WAR - OFFICIAL F-15C DLC
Wolf8312 Posted March 18, 2017 Author Posted March 18, 2017 Hey Wolf, easy fix! In ADVANCED WAYPOINT ACTIONS, go to ADD -> SET OPTION -> DISPERSE UNDER FIRE and uncheck the box. You can also set a custom time if you'd still like them to scramble for, say 15 or 20 seconds so it's not a turkey shoot. The default timer is 10 minutes. Oh right thanks man, I didnt realize that was something that could be unchecked! One more question I've been meaning to ask, if lets say I have 4 waypoints and I want them to attack me, or disperse (or whatever) along all four diffrent waypoints am I supposed to set this in advanced waypoints for all 4 different waypoints, or is it enough to just set it for say number 2, after which they will attack whenever they see me along the way. I always set them to attack on all waypoints but this seems as if its probably not really needed? ------------ 3080Ti, i5- 13600k 32GB VIVE index, VKB peddals, HOTAS VPC MONGOOSE, WARTHOG throttle, BKicker,
Wolf8312 Posted March 18, 2017 Author Posted March 18, 2017 Hey Wolf, easy fix! In ADVANCED WAYPOINT ACTIONS, go to ADD -> SET OPTION -> DISPERSE UNDER FIRE and uncheck the box. You can also set a custom time if you'd still like them to scramble for, say 15 or 20 seconds so it's not a turkey shoot. The default timer is 10 minutes. Sorry dude how do I set the time? I can only see value 600 which I assume is points. ------------ 3080Ti, i5- 13600k 32GB VIVE index, VKB peddals, HOTAS VPC MONGOOSE, WARTHOG throttle, BKicker,
EasyEB Posted March 18, 2017 Posted March 18, 2017 That's the time in seconds. 600 seconds = 10 minutes.
feefifofum Posted March 18, 2017 Posted March 18, 2017 (edited) Once you've set the value it will affect all subsequent waypoints until a new value is set. :) Set the option at WP0 for the rule to apply to the convoy's entire route. Easy's got the other bit covered, 600 seconds = 60 seconds x 10 = 10 minutes. ROE works the same way; if you've set them to WEAPON FREE at WP0 they will remain that way until something deliberately changes their behavior. (they are also set to WEAPON FREE by default so if you do nothing, they will act normally) The default setting for all these options will be highlighted in yellow, a handy way to know if you need to make changes to achieve the desired effect. Edited March 18, 2017 by feefifofum THE GEORGIAN WAR - OFFICIAL F-15C DLC
Wolf8312 Posted March 18, 2017 Author Posted March 18, 2017 Doh! Well prepare yourself for more breathtaking denseness! Another thing, lets say my starting altitude is 60 and I want to set my AC to explode when I go higher than 61 (or 65 etc). How come when I imput this into my trigger options (explode higher than 61) does it never seem to work properly? I always just seem to explode no matter what! Are the trigger point options using a different measurement than the 'starting altitude' in my helicopters options panel is measured by? The two things dont seem to match up, is one above ground and the other above sea level or something? In the trigger options how much does '1' represent exactly, is it feet or meters? ------------ 3080Ti, i5- 13600k 32GB VIVE index, VKB peddals, HOTAS VPC MONGOOSE, WARTHOG throttle, BKicker,
feefifofum Posted March 18, 2017 Posted March 18, 2017 You're in luck, I know this one too... :) The altitudes for those triggers are hard coded in metric. The googles have you covered for quick conversion but if you're expecting that to be feet the trigger will be considerably higher than you were expecting. Remember also the values are expressed in MSL, not AGL. THE GEORGIAN WAR - OFFICIAL F-15C DLC
Wolf8312 Posted March 19, 2017 Author Posted March 19, 2017 (edited) You're in luck, I know this one too... :) The altitudes for those triggers are hard coded in metric. The googles have you covered for quick conversion but if you're expecting that to be feet the trigger will be considerably higher than you were expecting. Remember also the values are expressed in MSL, not AGL. You're in luck, I know this one too... :) The altitudes for those triggers are hard coded in metric. The googles have you covered for quick conversion but if you're expecting that to be feet the trigger will be considerably higher than you were expecting. Remember also the values are expressed in MSL, not AGL. Well it gives me the option to select AGL or MSL in the helicopters own options right? I thought you could choose either aas you liked? So in the the trigger options I should use meters by converting the helicopters starting AGL or MSL from feet to meters, adjusting of course for the height at which the explosion will occur? Thanks I will give it a try later! Edited March 19, 2017 by Wolf8312 ------------ 3080Ti, i5- 13600k 32GB VIVE index, VKB peddals, HOTAS VPC MONGOOSE, WARTHOG throttle, BKicker,
feefifofum Posted March 19, 2017 Posted March 19, 2017 You can set the helo's waypoints to either AGL or MSL, feet or meters depending on whether you've selected metric or imperial units...however, the UNIT'S ALTITUDE HIGHER THAN trigger is -always- expressed in meters MSL. So if your helo starts at 1400' MSL, and you wanted to detect if he was 150' off the ground, you'd need UNIT'S ALTITUDE HIGHER THAN (Unit, 473) As you may have guessed at this point, you'll need different trigger zones as the terrain elevation changes throughout the AO to monitor the helo's position AGL. THE GEORGIAN WAR - OFFICIAL F-15C DLC
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