NakedSquirrel Posted October 4, 2017 Share Posted October 4, 2017 Has anyone found a smooth/convenient way to make infantry firefights last longer than a few minutes in DCS? I would like to make scenarios where ground troops are engaged with enemy, but if I place or move an enemy group to a friendly unit, they destroy them within a few minutes. Is there way to significantly reduce their skill, or to have them fire wildly at each other? Modules: A10C, AV8, M2000C, AJS-37, MiG-21, MiG-19, MiG-15, F86F, F5E, F14A/B, F16C, F18C, P51, P47, Spitfire IX, Bf109K, Fw190-D, UH-1, Ka-50, SA342 Gazelle, Mi8, Christian Eagle II, CA, FC3 Link to comment Share on other sites More sharing options...
Ghostrider142 Posted October 4, 2017 Share Posted October 4, 2017 (edited) Distance will slow down the kill rate as it reduces accuracy as well as setting them all to 'average' skill. You could use a trigger to spawn reinforcements on top of the existing unit after it suffers a certain amount of damage or dies altogether, or just put it on a set time after a flag. Edited October 4, 2017 by Ghostrider142 i7-4770K @3.50GHz; EVGA 1070 8GB Superclocked; 16GB Ram; MSI Z97 Gaming; two Samsung 500GB SSD's in RAID; TrackIR; 32" 2560x1440 Samsung Link to comment Share on other sites More sharing options...
Igneous01 Posted October 4, 2017 Share Posted October 4, 2017 I worked around this by just respawning the group when it died using moose. There would be a few minutes where there would be nothing happening (because the spawned troops are moving to the engagement zone) but for the most part you saw consistent tracer rounds and a firefight from above. Developer of Kaukasus Insurgency - a customizable Dynamic PvE Campaign with cloud hosting and stats tracking. (Alpha) http://kaukasusinsurgency.com/ Link to comment Share on other sites More sharing options...
Ignition Posted October 4, 2017 Share Posted October 4, 2017 An accuracy % and a multiplier to the HP of the unit in the ME would be very nice. Link to comment Share on other sites More sharing options...
Chicki Posted October 6, 2017 Share Posted October 6, 2017 Shoot, I can't get troops to fight at all. How's it done? Link to comment Share on other sites More sharing options...
NakedSquirrel Posted November 2, 2017 Author Share Posted November 2, 2017 I worked around this by just respawning the group when it died using moose. There would be a few minutes where there would be nothing happening (because the spawned troops are moving to the engagement zone) but for the most part you saw consistent tracer rounds and a firefight from above. Did you find a script to keep a group dead after players start engaging? The trouble is, even on low skill, firefights only last a few minutes. (I also try my best not to move ground units, because it murders MP servers.) Modules: A10C, AV8, M2000C, AJS-37, MiG-21, MiG-19, MiG-15, F86F, F5E, F14A/B, F16C, F18C, P51, P47, Spitfire IX, Bf109K, Fw190-D, UH-1, Ka-50, SA342 Gazelle, Mi8, Christian Eagle II, CA, FC3 Link to comment Share on other sites More sharing options...
MeerCaT Posted November 4, 2017 Share Posted November 4, 2017 I'm really no expert at mission editing/scripting etc, but one idea that comes to mind is to artificially 'simulate' the battle until such a time that you're ready for units to start getting killed, and so allowing the battle to eventually come to an end. This can be achieved by making the opposing groups 'invisible' to each other (so they won't actually shoot each other), and also assign each group a waypoint action of firing at a point in the vicinity of the opposing group - (making it appear like they are actively firing at each other). Wait of course, even more simple: how about making both opposing groups immortal? (which probably ought to be done in the idea above too). They can then happily fire at will at each other but nobody dies until the almighty judge (you) flips the switch and turns them into mere mortals again. Advanced (Waypoint Actions)->Perform Command->Immortal Advanced (Waypoint Actions)->Perform Command->Invisible Advanced (Waypoint Actions)->Perform Task->Fire at Point Trouble is, this is all configured at design-time within the mission editor. I'm not yet sure whether these attributes can then be changed at runtime via scripting. I know I've seen some code in MIST for manipulating waypoints. In theory I reckon it's possible to simply delete those waypoints/actions thus removing the unit's immortality...? Link to comment Share on other sites More sharing options...
ESAc_matador Posted November 5, 2017 Share Posted November 5, 2017 (edited) you ll run out of ammo quite fast... I did not do it but I had an Idea... thorugh event handler... or something. When they start firing... after 10 secs, they stop firing (and the opponents too). after 30 secs... you activate them again... and so.. I may be give a try. Edited November 5, 2017 by ESAc_matador Link to comment Share on other sites More sharing options...
funkyfranky Posted November 5, 2017 Share Posted November 5, 2017 There is a script by MBot. If a unit gets hit, the group stops firing for a certain time before it starts shooting back. Maybe that can help. https://forums.eagle.ru/showthread.php?t=107635 A warrior's mission is to foster the success of others. i9-12900K | MSI RTX 3080Ti Suprim X | 128 GB Ram 3200 MHz DDR-4 | MSI MPG Edge Z690 | Samung EVO 980 Pro SSD | Virpil Stick, Throttle and Collective | MFG Crosswind | HP Reverb G2 RAT - On the Range - Rescue Helo - Recovery Tanker - Warehouse - Airboss Link to comment Share on other sites More sharing options...
MeerCaT Posted November 5, 2017 Share Posted November 5, 2017 you ll run out of ammo quite fast... Hehe, quite right; I just tried it and it lasted a whopping 1m 30s! :) (Is there no resupply mechanism available for infantry units?) Link to comment Share on other sites More sharing options...
feefifofum Posted November 5, 2017 Share Posted November 5, 2017 If you place an M818, Ural-375, or Ural-4320T in the group they should rearm when they run dry. Takes a couple minutes but if you have 2 or 3 groups with staggered ROEs you can light it up pretty well. THE GEORGIAN WAR - OFFICIAL F-15C DLC Link to comment Share on other sites More sharing options...
NakedSquirrel Posted November 6, 2017 Author Share Posted November 6, 2017 I could have sworn there was a way to give AI vehicles unlimited ammo in a checkbox or something... The "fire at point" command for a waypoint seems like it might do the trick for this sort of thing. I'm a little annoyed that the units don't actually shoot anywhere in the radius (they shoot directly at the point even when you give a radius.) so I need to cue or manipulate waypoints... so they look a little more convincing and shoot at more than one spot. I had trouble getting the units to re-arm. Is there a scripting function you have to add to the ural? Modules: A10C, AV8, M2000C, AJS-37, MiG-21, MiG-19, MiG-15, F86F, F5E, F14A/B, F16C, F18C, P51, P47, Spitfire IX, Bf109K, Fw190-D, UH-1, Ka-50, SA342 Gazelle, Mi8, Christian Eagle II, CA, FC3 Link to comment Share on other sites More sharing options...
feefifofum Posted November 7, 2017 Share Posted November 7, 2017 Nope...though it takes them ~10 minutes if memory serves so you'll need a couple staggered groups but just having the truck, as a part of the group, within 200m should suffice. THE GEORGIAN WAR - OFFICIAL F-15C DLC Link to comment Share on other sites More sharing options...
doodenkoff Posted November 7, 2017 Share Posted November 7, 2017 I've used a large zone and activated/de-activated the AI depending on whether or not an aircraft of the right type was present. I was building scenarios where medevac helos were landing very close to hot LZs. I gave up on actual foot soldier type infantry; they simply run at each other until they're thoroughly mixed up. I kept light armor engagements sorta dynamic with a mixture of balanced opponents, range, and respawn when dead at a certain percentage. They would turn on and off repeatedly and maintain a fun level of 'splosions, tracers, and fire. Win 10 | i7 4770 @ 3.5GHz | 32GB DDR3 | 6 GB GTX1060 Link to comment Share on other sites More sharing options...
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