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Posted

Hey,

Apologies as I am sure its been asked plenty of times before.

How do I get units to attach static objects?

I am creating a mission with the objective being the destruction of two buildings (structures, workshop A to be precise) but I cannot get AI to attach the structures. I assume I have to turn the buildings into ground units somehow? 

Any help appreciated. 

Stiggie

 

Posted

I'd say that rather depends upon which static object you want attacked, and what coalition that static object is of. In the miz I attacked, I put a red (AI) leo and a blue (static) Watchtower in the field. When the mission starts, the Leo proceeds to destroy the watchtower within 30 seconds without any special orders. What is not working in your miz?

 

statAttack.miz

Posted

Hey. 
 

thabka for responding. 
 

I think that’s because a watch tower is a ground unit so it’s seen as a target but a workshop is a static object so is not classed as a target no matter which side it’s on. 
 

when you open the mission it doesn’t show as a ground target, it’s this that I want to change. 

Posted (edited)
16 hours ago, stiggie said:

that’s because a watch tower is a ground unit so it’s seen as a target but a workshop is a static object

Aplologies for being unclear. When I hear 'static object' in DCS, I think of a 3D object that is placed with the "Static Object" tool 

image.png

in ME, i.e. a 3D model without AI attached -- they never move or defend themselves.  "Units" to me are placed with the ME 'group' tools (helicopter, tank, ship, fighter) that place much of the same 3D models, but also attach AI to it. So the difference between static objects and units to me is if they have AI attached. Since the only difference between a "unit" and "static object" is the AI that is attached, that leads me to believe that the AI looks at the surroundings, and inspects any potential enemy's object attributes to decide to attack or not

In the miz I placed a static object (no AI) that is of type 'house2arm' (aka "Watch tower armed"). If we compare this to a Workshop A's description, I can see that the Watchtower has a lot of attributes that the Workshop lacks. In other words, I think that if you want to have AI units to attack a workshop, you'll have to resort to a script, and spawn the workshop with additional attributes that would mark it as a viable AI target. 

I'll see if I can get this to work - but it would require some form of scripting.

Edited by cfrag
Posted (edited)

OK, after some more exploration, it seems that DCS ties the description's typeName/type to the fact if something can/should be attacked or not. 

So it seems to me that you currently cannot make the workshop A a target that is automatically attacked (as it is not on the list of attackable types), while other static objects like a house2arm will be automatically attacked (fire at point of course will still work on workshops, but that's hardly automatic). 

Edited by cfrag
Posted
3 hours ago, cfrag said:

Aplologies for being unclear. When I hear 'static object' in DCS, I think of a 3D object that is placed with the "Static Object" tool 

image.png

in ME, i.e. a 3D model without AI attached -- they never move or defend themselves.  "Units" to me are placed with the ME 'group' tools (helicopter, tank, ship, fighter) that place much of the same 3D models, but also attach AI to it. So the difference between static objects and units to me is if they have AI attached. Since the only difference between a "unit" and "static object" is the AI that is attached, that leads me to believe that the AI looks at the surroundings, and inspects any potential enemy's object attributes to decide to attack or not

In the miz I placed a static object (no AI) that is of type 'house2arm' (aka "Watch tower armed"). If we compare this to a Workshop A's description, I can see that the Watchtower has a lot of attributes that the Workshop lacks. In other words, I think that if you want to have AI units to attack a workshop, you'll have to resort to a script, and spawn the workshop with additional attributes that would mark it as a viable AI target. 

I'll see if I can get this to work - but it would require some form of scripting.

 

Thanks you for the great response. 
 

yes I believe it needs some scripting. I am looking into this also. 
 

Thanks 

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