AvgeekJoe Posted November 4, 2021 Posted November 4, 2021 I've got this mission where I've got two sets of four Tu-22Ms and they don't fire all their KH-22s all at once but only a few at a time, then they orbit, wait for the USS Porter (a Burke-class AEGIS) to shoot them down, and then fire a few more KH-22s. Any chance to get the Tu-22M Backfires to fire all their missiles upon acquiring the USS Porter? Thanks.
Grimes Posted November 4, 2021 Posted November 4, 2021 With normal tasking AI only fire enough weapons within their own flight to destroy a given target. This can be rectified by assigning an "Engage Unit" or "Attack Unit" task and specifying the expend value to "All" and allowing group attack. 1 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
AvgeekJoe Posted November 4, 2021 Author Posted November 4, 2021 46 minutes ago, Grimes said: With normal tasking AI only fire enough weapons within their own flight to destroy a given target. This can be rectified by assigning an "Engage Unit" or "Attack Unit" task and specifying the expend value to "All" and allowing group attack. Thanks I'll give this a shot. Because AI's idea of enough forgets the AEGIS defenses...
AvgeekJoe Posted November 5, 2021 Author Posted November 5, 2021 9 hours ago, Grimes said: With normal tasking AI only fire enough weapons within their own flight to destroy a given target. This can be rectified by assigning an "Engage Unit" or "Attack Unit" task and specifying the expend value to "All" and allowing group attack. Thanks @Grimes this did the trick. Thanks for the tech support.
Grimes Posted November 5, 2021 Posted November 5, 2021 No problem. It mostly only impacts SEAD and anti-ship tasking where self defense against missiles can play a role. If it was a lower explosive anti-ship missile you might've seen more expected behavior of launching several at the target. But again its just rounding up maxHP/weaponDamage to figure out how many in that group can be launched. You also see it with ship launched anti-ship missiles but there isn't really any control over that at the moment. 1 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
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