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Posted

I'm putting a mission together part of a larger campaign which requires a specific trigger to be implemented. It is very crucial to be able to achieve this as it is the basis of many parts of the mission. There are some "roundabout" ways to achive it however maybe someone knows of a way to do it properly without faking it ...

I want an AI aircraft to lock on to the user but not shoot . Instead continue to retain the radar lock until a trigger either ends it or makes the AI shoot.
This , both with BVR having the AI achieve lock from a distance but not fire just keep the lock as well as with IR , constantly chase the user aircraft locking on to it ,  but not actually shooting until some trigger activates it

Any ideas ? Have played around with the alarm states etc but it's either no action or full on action !

Thanks for any advice !

Posted (edited)

No good way to do it imo but the way i did this with ships was by cycling some commands on and off every few seconds (for ships i did it by cycling AI on/off but thats a bad idea with planes, try emissions for example, on for 3 seconds and off for 1 seconds etc) because the RWR reacts with some delay it would appear the enemy has a lock on all the time while in reality you are breaking the lock before he can get a missile off and then he can lock you again. For in range you might need to take the gun ammo away or put training ammo in. Another way i'm thinking is force the AI to only attack with a gun and then have a trigger that makes the AI disengage whenever he is close enough to actually shoot the gun, that way he keeps the radar lock until he is close enough for guns then he disengages and re-engages soon after.

Wish we had more commands, makes one lose sanity thinking in some other editors you could just simply write "unit1 dotarget unit2; unit1 fireAtTarget [unit2, "Hellfire"]" but in DCS things are slightly harder heh.

Edited by Grodin

Fighting for peace is like screwing for virginity.

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