Reflected Posted June 5, 2020 Posted June 5, 2020 How would you go about programming hard deck for training missions? I have my own ideas, but maybe there is a better/ simpler way and I could use some advice. The first problem is that I cannot tell the AI not to go below, say, 5000 feet. So I have to set a hard deck of maximum 1000 feet or even less so that every engagement doesn't end by the AI breaking it. OK, the AI breaks the hard deck, then what? 1v1 is easy. I make them disengage. But what if it's a 4v4? That AI unit gets a weapons hold, and push to waypoint to bugout, but the enemy fighters will still engage him, they don't know he's "dead", thus messing up the whole fight. The best workaround I've found so far is to make the explode a few seconds after breaking the hard deck. That way they're surely out of the game. Is there a better way? Facebook Instagram YouTube Discord
Sedlo Posted June 5, 2020 Posted June 5, 2020 What about a switched condition to make that group invisible? My Youtube Channel MY DCS MISSIONS
Sedlo Posted June 5, 2020 Posted June 5, 2020 Well, that might not work if you have a flight of 4, because I “think” the invisible command only works for a group. Might be wrong. I guess you could make the enemy flight 4 groups of 1 that are clones of each other and have a follow command so they stay in formation until the fight? My Youtube Channel MY DCS MISSIONS
Reflected Posted June 6, 2020 Author Posted June 6, 2020 Yes, I already set them up as individual groups - same goes for the blue fighters too. I think that's inevitable in such a scenario. I could make them invisible - even despawn them. But think about it this way: what would feel better/worse? You're chasing a bandit, he proceeds below 1000 feet and all of a sudden, he a) explodes, or b) disappears into thin air. (You can't even hear anything, becaues they're on a different frequency. Facebook Instagram YouTube Discord
dolfo Posted June 6, 2020 Posted June 6, 2020 ...disappears into thin air.... I was under the impression 'invisible' affects the AI but is still visible to the client?
Reflected Posted June 6, 2020 Author Posted June 6, 2020 I was under the impression 'invisible' affects the AI but is still visible to the client? Really? That’s new to me! If so, that’s the solution Facebook Instagram YouTube Discord
Sedlo Posted June 6, 2020 Posted June 6, 2020 Yeah, it will make the AI think they've disappeared and, in theory, they should abandon the chase. My Youtube Channel MY DCS MISSIONS
Reflected Posted June 6, 2020 Author Posted June 6, 2020 Awesome, thanks! Facebook Instagram YouTube Discord
Sedlo Posted June 7, 2020 Posted June 7, 2020 Let me know how it goes! My Youtube Channel MY DCS MISSIONS
chromium Posted June 7, 2020 Posted June 7, 2020 Following this, it might help me in a couple of things! Author of DSMC, mod to enable scenario persistency and save updated miz file Stable version & site: https://dsmcfordcs.wordpress.com/ Openbeta: https://github.com/Chromium18/DSMC The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.
feefifofum Posted June 7, 2020 Posted June 7, 2020 +1, push invisible to the "dead" bandits as well as ROE and waypoint switches and it should do the trick. This is how I've programmed AI not to attack enemies who are bugging out in "The Georgian War." Invisible only affects whether other AI detect the unit. THE GEORGIAN WAR - OFFICIAL F-15C DLC
Reflected Posted June 7, 2020 Author Posted June 7, 2020 Thanks! I’ve tested it and it works like a charm. Facebook Instagram YouTube Discord
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