draconus Posted October 22, 2020 Posted October 22, 2020 I tested Iranian Silkworms (4 units + radar in one group) attacking ship @5nm and it worked. I think it was automatic detection and attack but I set it to attack the unit anyway. If I remove the ship and set "fire at point" at the same place @5nm it doesn't fire. How to force it? I tried both trigger task and adv. waypoint task. Also tried other Iranian artillery with no success and waited a few minutes every case. Win10 i7-10700KF 32GB RTX4070S Quest 3 T16000M VPC CDT-VMAX TFRP FC3 F-14A/B F-15E CA SC NTTR PG Syria
toutenglisse Posted October 22, 2020 Posted October 22, 2020 I've noticed some artillery units accept "fire at point" and some don't. They just don't react at all to the task.
Grimes Posted October 23, 2020 Posted October 23, 2020 The silkworm isn't something that you can just tell it to blindly fire at a point, at present it requires a target. As for artillery, as long as the target point is between the min range and max range of the unit it should engage. If the target point is outside the range of motion of the turret/launcher the unit should move itself to get into firing position. If it doesn't could always try changing the orientation of the unit to see if it shoots. 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
toutenglisse Posted October 24, 2020 Posted October 24, 2020 Thanks Grimes I gave a second look and on my side it was due to minimal range of some MLRS that are much higher than others, causing no reaction (and no visible mark/clue as it was external scripting and not in M.E.).
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