Cik Posted September 27, 2018 Posted September 27, 2018 how the fug do you do this no seriously, even with "fire at point" (no recon required) they refuse to fire at targets less than 100nm when the encyclopedia says it has a range of 1200+km i just cannot get the ticonderogas to provide support, and normally i would just add more F/A-18C but they can't deal with SAMs so this is what i am left with. please help me as i have spent over an hour working on something that should be ESSENTIALLY TRIVIAL:mad:
Grimes Posted September 28, 2018 Posted September 28, 2018 Did you assign weapon type and number of shots to expend per target? The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Hardcard Posted September 28, 2018 Posted September 28, 2018 Fire at point task should work with those ticonderogas, do what Grimes suggested. If you need proof, this demo mission provides ticonderoga tomahawk support for the blue coalition using "fire at point" task. Just hop in a blue aircraft, enable the test via F10 menu and keep flying straight towards Novo, you'll soon enter a trigger zone. Then you'll receive a message and new F10 menu items will be available. You'll be able to call in the fleet and request naval support via F10 menu. When you do, the ticonderoga cruisers will start firing their tomahawks and cannons at the red vehicles. Hope this helps. [sIGPIC][/sIGPIC]
Cik Posted September 28, 2018 Author Posted September 28, 2018 Did you assign weapon type and number of shots to expend per target? yes. i've tried every weapon type (auto, guided, missile, etc.) in particular i'm using a start condition flag number 1 value 1 with a radio menu with a number 1 flag = true setting. shouldn't this trigger fire on the target once the message is flipped? granted even without the start condition it doesn't work. i've tried both fire at point / group with no success, in addition i put a invisible UAV over the target figuring that perhaps it had to be being observed by something but no dice on that either.
Cik Posted September 28, 2018 Author Posted September 28, 2018 OK, so after a little more experimentation it does work if you 1. put the fire order on a steerpoint in the future of the ship(s) 2. have the condition be true when the ships arrive (if you flip the switch AFTER they depart the fire steerpoint they don't fire) is there any semi-trivial way to get them to just fire on call? user flips the switch and they just release the missiles at pre-planned targets without bothering with the waypoint system which may be finicky (players may arrive too early or too late to trigger the tomahawk fires) thx
feefifofum Posted September 28, 2018 Posted September 28, 2018 Add fire at point to triggered actions instead of advanced waypoint actions and use AI TASK PUSH to initiate the attack. THE GEORGIAN WAR - OFFICIAL F-15C DLC
Cik Posted September 28, 2018 Author Posted September 28, 2018 ah, my thanks. i was looking at triggered actions earlier as a solution but after looking through the triggers menu i didn't see anything that references "triggered actions" so i dropped that avenue. thanks sir.
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