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Posted

I have a map that has a naval convoy that runs past 3 way points. I tell each way point to do an area strike. WP 1, area 1, WP 2, area 2, etc. However, when they get to WP 1, and they launch the attack, they go all out. When they get to WP 2 and 3, they have nothing left.

 

My question is - Can you limit how much they fire, or tell them "Hey, you have two more locations to fire at. Don't shoot everything now!"?

B. "Swany" Swanberg

Gigabyte Designare, Intel i9 9900KF (3.6, OC'd to 5.0)

32GB Patriot Viper Steel (black, non-RGB)

OS installed on a Samsung Evo 970 1TB SSD

DCS installed on a Samsun Evo 860 1TB SSD

EVGA 2080Ti 11GB

EVGA Supernova 720p 750w PS

3 Dell S2716DG monitors in Surround mode (7680x1440)

Oculus Rift S VR

Thrustmaster Warthog Throttle and Stick

Thrusmaster Rudder Pedals

assorted button boxes/Arduino boards

All drivers always kept up to date (30 days old, max)

Posted (edited)

Never played with that - I'll take a look - Anything special to note about them? Or a particular way to use for this? Was just peeking at it and am going to give the Duration 0:0:30/0 a try

 

**edit

Well, the duration feature can do it. Wondering if there's a better way to get this to happen. Outside of MiST or MOOSE, is there a natural (read that as Mission Editor) way to get it to start and continue as they travel through the way points?

 

I guess what I'm asking for is a "At point A, start firing, until you reach Point B". The end result being, if A and B are 500 meters apart, they fire at a rapid pace. If they are 10,000 meters apart, they will fire at a much slower pace?

 

Only other way I can see to do this and get the results I'm after is by using a lot of way points, and just do a duration of a few seconds at each WP

Edited by Swany

B. "Swany" Swanberg

Gigabyte Designare, Intel i9 9900KF (3.6, OC'd to 5.0)

32GB Patriot Viper Steel (black, non-RGB)

OS installed on a Samsung Evo 970 1TB SSD

DCS installed on a Samsun Evo 860 1TB SSD

EVGA 2080Ti 11GB

EVGA Supernova 720p 750w PS

3 Dell S2716DG monitors in Surround mode (7680x1440)

Oculus Rift S VR

Thrustmaster Warthog Throttle and Stick

Thrusmaster Rudder Pedals

assorted button boxes/Arduino boards

All drivers always kept up to date (30 days old, max)

Posted

The way a naval strike works in RL is with a specific tasking order that equates to a triggered event in the ME. I've made it look like the Normandy is conducting Naval Gun Fire Support by creating a triggered event for Fire At Point and placing the aim point triangle over the target, then creating an 'AI Push Task' trigger to get it started.

 

 

How you trigger the AI Push Task is up to you. I've done it with a 'Time Since Flag' with the flag set at the beginning of the mission and by the player aircraft entering a trigger zone.

 

 

The Fire At Point action allows you to specify weapon type and the number of rounds.

 

 

That method allowed me to set up a mission where the Normandy steams back and forth along the gun line three miles off the beach and periodically fires a single round or two, then ten or twenty rounds, just like it's done in RL.

 

 

The same method works with Tomahawks.

Very Respectfully,

Kurt "Yoda" Kalbfleisch

San Diego, California

"In my private manual I firmly believed the only time there was too much fuel aboard any aircraft was if it was fire." --Ernest K. Gann

 

Posted (edited)

If you don't like those options you can always use a "run script" on an advanced waypoint action to flip a flag for the stop condition.

 

So, at wp 1 you start a fire at point with a stop condition of 'check' is user flag [1] is 'check'

 

Then at wp 2 (where you want them to stop shooting) you use run script;

 

trigger.action.setUserFlag(1,true)

 

That will satisfy the stop condition and cause the the fire at point to stop.

 

You can flip the flag back with another run script if you want to re-use the same flag at the next firing position;

 

trigger.action.setUserFlag(1,false)

 

Then repeat it all at the next area.

 

Pretty sure, without testing it, that would work.

 

The ME is pretty good. There is almost always more than 1 way to make something happen. You could also do it with trigger zones, and triggers, as well. It comes down to what gives you the desired result with the least amount of configuration.

Edited by Paganus
Posted

thanks guys, really appreciate the information - Playing around with stuff now :)

 

One other question, what are the attack ranges on the DD, CC (USA)? It seems no matter what weapon I pick, they will not fire at anything further than 4nm, regardless if it's cannons, missiles, etc

B. "Swany" Swanberg

Gigabyte Designare, Intel i9 9900KF (3.6, OC'd to 5.0)

32GB Patriot Viper Steel (black, non-RGB)

OS installed on a Samsung Evo 970 1TB SSD

DCS installed on a Samsun Evo 860 1TB SSD

EVGA 2080Ti 11GB

EVGA Supernova 720p 750w PS

3 Dell S2716DG monitors in Surround mode (7680x1440)

Oculus Rift S VR

Thrustmaster Warthog Throttle and Stick

Thrusmaster Rudder Pedals

assorted button boxes/Arduino boards

All drivers always kept up to date (30 days old, max)

Posted

I suspect that your 4NM limitation is because that's as far as DCS will allow the ship itself to detect objects ashore with its own sensors.

 

Instead of designating a target unit, fire at a point. That's actually how it's done in RL.

Very Respectfully,

Kurt "Yoda" Kalbfleisch

San Diego, California

"In my private manual I firmly believed the only time there was too much fuel aboard any aircraft was if it was fire." --Ernest K. Gann

 

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