makosch Posted December 8, 2020 Share Posted December 8, 2020 Hi Guys I am starting to build more complex missions for a buddy and myself. I would like to create the following scenario. 2 Player controlled FA18 are escorting a C2A Greyhound back to the Carrier. Enroute Neutral AI (Russians) are trying to intercept and harrass the Greyhound. Our task would be to intercept the Bogeys and force them to RTB after a brief non hostile BFM session. Now I would like to somehow have the AI Disengage and RTB once we lock them up and get within 1 or 2 Miles of them. Any ideas how best to achieve this scenario in a relatively realistic non imersion breaking way? any tips and hints appreciated Rampart Link to comment Share on other sites More sharing options...
Mr_sukebe Posted December 8, 2020 Share Posted December 8, 2020 I don't know if this will work, but in the Mission Editor there's a "Reaction to Threat" option for AI, with a response that includes abort mission. Only spotted it yesterday and haven't as yet tested it, but it would be good to give it a go. System: 9700, 64GB DDR4, 2070S, NVME2, Rift S, Jetseat, Thrustmaster F18 grip, VPC T50 stick base and throttle, CH Throttle, MFG crosswinds, custom button box, Logitech G502 and Marble mouse. Server: i5 2500@3.9Ghz, 1080, 24GB DDR3, SSD. Link to comment Share on other sites More sharing options...
makosch Posted December 8, 2020 Author Share Posted December 8, 2020 Thanks for your reply .I saw this as well but have not yet gotten this to work. I will give it another go and have this action triggered by a zone. Link to comment Share on other sites More sharing options...
makosch Posted December 8, 2020 Author Share Posted December 8, 2020 (edited) So the reaction to threat did not really work. I finally went with the following solution. Set a moving trigger and as soon as I get inside that trigger it sets off a flag. Once that Flag is plus 60 Seconds I have the AI change its ROE, Pop Flares, Send me a knock it off on guard and then make it switch Waypoint to Landing. I also set the AI to only use Guns and then made his Ammo count 0. So what you get is a merge, nice 60 Second Furball but does not shoot you, popping Flares and a Knock it Off Message. Pretty happy with that workaround Cant wait to see my buddy react to this...he will be shitting his pants for sure Edited December 8, 2020 by makosch 1 Link to comment Share on other sites More sharing options...
dorianR666 Posted December 9, 2020 Share Posted December 9, 2020 perhaps this function could be used. it should return what entity is being tracked by radar. i havent tested it though. https://wiki.hoggitworld.com/view/DCS_func_getRadar CPU: AMD Ryzen 5 1600X GPU: AMD RX 580 Link to comment Share on other sites More sharing options...
makosch Posted December 9, 2020 Author Share Posted December 9, 2020 2 hours ago, dorianR666 said: perhaps this function could be used. it should return what entity is being tracked by radar. i havent tested it though. https://wiki.hoggitworld.com/view/DCS_func_getRadar Hey thanks...I am still trying to use the inbuilt available functions, Flags and Triggers. The whole script thing is still a little bit like black magic. I would not even be sure how to apply this. I will have to look into this... Link to comment Share on other sites More sharing options...
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