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Posted

If you damage a runway AI flights will no longer be allowed to taxi or takeoff.

 

How does the scripting engine determine the status of the runway?

 

Thanks ~

Posted

Airbases appear to have a "life" value associated to them in the table returned with getDesc(). However there is no getLife() function associated with airbases, so I am not sure what the purpose of that value is. Farps and ships will have a life value.

 

There is a dead event that will occur whenever the airbase is declared "dead" with AI stopping in place and ATC communications ceasing. It appears that all it takes is a single bomb to kill a base. May need to test around with bomb placement and possibly size of munitions. My quick test used the FAB-250 and attacking a runway. Haven't tested taxiways, unused taxiways, spawn and non-spawn tarmac areas, or even cratering near a runway.

 

I seem to recall around FC2 came out that you could disable parts of an airbase by taking out relevant world objects around it. For instance killing the ATC tower would cease communications. No clue if this is still a thing though.

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Posted

This would be great info if you could set up missions where you could disable certain runways to make the completion of said mission much more difficult.

 

Or you have to destroy certain structures to disable the runway.

 

More info please!

"Yeah, and though I work in the valley of Death, I will fear no Evil. For where there is one, there is always three. I preparest my aircraft to receive the Iron that will be delivered in the presence of my enemies. Thy ALCM and JDAM they comfort me. Power was given unto the aircrew to make peace upon the world by way of the sword. And when the call went out, Behold the "Sword of Stealth". And his name was Death. And Hell followed him. For the day of wrath has come and no mercy shall be given."

Posted
Airbases appear to have a "life" value associated to them in the table returned with getDesc(). However there is no getLife() function associated with airbases, so I am not sure what the purpose of that value is. Farps and ships will have a life value.

 

There is a dead event that will occur whenever the airbase is declared "dead" with AI stopping in place and ATC communications ceasing. It appears that all it takes is a single bomb to kill a base. May need to test around with bomb placement and possibly size of munitions. My quick test used the FAB-250 and attacking a runway. Haven't tested taxiways, unused taxiways, spawn and non-spawn tarmac areas, or even cratering near a runway.

 

I seem to recall around FC2 came out that you could disable parts of an airbase by taking out relevant world objects around it. For instance killing the ATC tower would cease communications. No clue if this is still a thing though.

 

Indeed!

 

The slightest collision between two planes halts an airbase.

You can bomb a base, or planes can crash at the base, as long as they aren't happening

above a runway or taxiway.

 

That being said, till dcs 1.2.6 there was a remedy. The trick was to destroy the objects right before they would be dead. By catching the S_EVENT_CRASH or S_EVENT_DEAD, of planes, vehicles, bombs etc, you could ensure that airbases were kept clean...

 

That trick does not work anymore in DCS 1.5 and DCS 2.1.

During the event handling, if you destroy the initiator object, the object won't be removed anymore... So an explosion will happen and the airbase will halt.

 

There is a crappy solution however that I created within MOOSE.

It is the CLEANUP class, which did initially as described above, but since DCS 1.5 I worked around the DCS engine problem by "preventing that any unit can drop on the runway".

It is not a 100% safe solution, but had good coverage keeping runways clean...

 

Let me post here a solution for your guys when i am back behind my laptop.

 

FC

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Posted

If you like, you can try out this CLEANUP process in a demo mission here:

 

https://github.com/FlightControl-Master/MOOSE_MISSIONS/tree/release-2-2-pre/ACL%20-%20Airbase%20Cleaner/ACL-001%20-%20Airbase%20CleanUp

 

The module is in pre-release, but you can include the moose.lua file in your missions which is located here:

https://github.com/FlightControl-Master/MOOSE/blob/release-2-2-pre/Moose%20Mission%20Setup/Moose.lua

 

The include process is the same as you would do with MIST, using a trigger.

 

The following sets up a airbase cleaning for Batumi:

Clean = CLEANUP:New( AIRBASE.Caucasus.Batumi )

 

This would do the same:

Clean = CLEANUP:New( "Batumi" )

 

This will setup for 2 airbases:

Clean = CLEANUP:New( { AIRBASE.Caucasus.Batumi, AIRBASE.Caucasus.Kutaisi }  )

 

Note that this module is pre release. Detailed documentation is in process.

 

Let me know what you think of this.

 

Fc

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Posted

Thanks for the info guys. As for how bomb placement affects the airfield, I've found that it has to be within the path of the aircraft. So runway, centerline taxiway, etc. A hit on the ramp/taxiway that isn't in line with the pathfinding doesn't seem to close it.

 

That said, I haven't tested this extensively...

Posted
Thanks for the info guys. As for how bomb placement affects the airfield, I've found that it has to be within the path of the aircraft. So runway, centerline taxiway, etc. A hit on the ramp/taxiway that isn't in line with the pathfinding doesn't seem to close it.

 

That said, I haven't tested this extensively...

 

 

As I explain, the class and mission that i posted below handles all of this stuff!

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Posted
Thanks for the info guys. As for how bomb placement affects the airfield, I've found that it has to be within the path of the aircraft. So runway, centerline taxiway, etc. A hit on the ramp/taxiway that isn't in line with the pathfinding doesn't seem to close it.

 

That said, I haven't tested this extensively...

 

Check this video:

 

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