ENO Posted June 8, 2019 Share Posted June 8, 2019 Eh guys. I'd like to work on a concept of intercepting a potential threat and causing that threat to return to "base" if it is escorted from a certain proximity for a certain time. If it's not intercepted then it will carry on its mission- which may or may not include shooting at a carrier. The potential issue is I'd like to randomly generate the aircraft... which I can do using the MOOSE random air traffic functions. I'll create base templates of the aircraft and have them spawn in random areas... that part I'm okay with. The templates will be different- some armed, some not armed. I'll set up some zones in which these aircraft can be spawned and give them a zone they can go to and return to... The trickier part is the code involved in the intercept- I think I can do a unit in zone around the template aircraft... I'll create the zone so that our heroes can get within a certain distance and once "in the zone" a timer will start counting down. Let's say it's 2 minutes. THAT'S the trickier part. Once that 2 minutes is up, the aircraft will divert to its despawn zone far away to evaporate into nothingness. Our heroes will be ready and waiting for the next aircraft. Is there an easy way to do the whole concept in one script using MOOSE, MIST, or just ME .lua? Any insights on the most efficient way to go about it? Thanks in advance as always. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art Link to comment Share on other sites More sharing options...
Emmy Posted June 9, 2019 Share Posted June 9, 2019 Part Of Coalition In Zone (You) Flag # True Time Since Flag # (120s = 2min) Flag #n True (where flag #n is a condition to “Go To Waypoint” where you could put a de spawn zone?) Just spitballing [sIGPIC][/sIGPIC] http://www.476vfightergroup.com/content.php High Quality Aviation Photography For Personal Enjoyment And Editorial Use. www.crosswindimages.com Link to comment Share on other sites More sharing options...
ENO Posted June 9, 2019 Author Share Posted June 9, 2019 Hey Emmy that’s a pretty easy and straightforward way to do what I’m thinking about actually. I thought I could put a zone around a unit in the ME but scrolling through the action options I don’t see it? I’ll have to look at it again. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art Link to comment Share on other sites More sharing options...
Kang Posted June 9, 2019 Share Posted June 9, 2019 Put up a trigger zone and then go to the triggers settings. In the list of conditions there are varieties of 'inside zone' and 'inside moving zone'. When you select the latter you can select a unit it is to move along with. Link to comment Share on other sites More sharing options...
ENO Posted June 9, 2019 Author Share Posted June 9, 2019 OOOOOOOOOh right... okay I was looking in Actions. d'uh. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art Link to comment Share on other sites More sharing options...
Zayets Posted June 10, 2019 Share Posted June 10, 2019 Part Of Coalition In Zone (You) Flag # True Time Since Flag # (120s = 2min) Flag #n True (where flag #n is a condition to “Go To Waypoint” where you could put a de spawn zone?) Just spitballing Does "Go To Waypoint" is a valid action for aircrafts? I know it works for helis and ground units though. [sIGPIC]OK[/sIGPIC] Link to comment Share on other sites More sharing options...
alt.sanity Posted June 10, 2019 Share Posted June 10, 2019 I have done the exact scenario you describe in the Mission Editor. I expanded a bit on it though. I have the task run in two phases. First phase you need to be within 750 feet of the target for a minute for it to start diverting. The second phase you need to stay within 5000ft to keep it from changing course and running away. The Intercept Target is also escorted by fighters and I have them go Weapons Free on random chance once the divert is started. Unfortunately I did this all using ME triggers, and the whole process takes 4 flags, and 8 triggers to pull off. I also made it work in multiplayer with any one of multiple client slots Link to comment Share on other sites More sharing options...
RED Posted June 10, 2019 Share Posted June 10, 2019 Put up a trigger zone and then go to the triggers settings. In the list of conditions there are varieties of 'inside zone' and 'inside moving zone'. When you select the latter you can select a unit it is to move along with. But you can only do that for a units in the ME, right? Is there a good solution to check for coalitions for MP scenarios? Link to comment Share on other sites More sharing options...
ENO Posted June 10, 2019 Author Share Posted June 10, 2019 Probably easier to do that with a MIST “unit in moving zone” script since it’s much easier and more flexible to define. I’d still like to figure out if there’s a more efficient way to do this with a script but sadly I just don’t know how to put it together. I’m okay with the individual sections it’s just putting them together that’s confusing. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art Link to comment Share on other sites More sharing options...
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