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Posted

Hi. How does one get wingmen to attack a surface object other than enemy vehciles, etc? Like a bridge or house etc. Doesn't seem to be a selection for that in the coms menus.

 

thanks.

 

apoll

Posted

Unfortunately, for an object to be recognised as attackable, it has to be placed and classified as such in the ME. The player can destroy bridges at will -- and it's very satisfying -- but unless you use an ME trick of placing an invisible enemy unit under the bridge and naming it "Bridge", it cannot be a tactical goal in a mission. For me this is unfortunate, as bridges affect infantry and armor mobility and are very tactical.

Posted
The player can destroy bridges at will -- and it's very satisfying -- but unless you use an ME trick of placing an invisible enemy unit under the bridge and naming it "Bridge", it cannot be a tactical goal in a mission. For me this is unfortunate, as bridges affect infantry and armor mobility and are very tactical.

 

This is not true. I created a script that allows you to detect a destroyed map object. I released it in beta 4 and an updated version for release should be out sometime soon (within a few days, probably). However, it causes the game to minimize 1 time (if run in full screen mode) when it is unpaused.

Intelligent discourse can only begin with the honest admission of your own fallibility.

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Posted

Sounds great, Speed, but how does this enable the player (i) to get his wingman to target a bridge and (ii) set bridge as tactical object in the ME?

Posted (edited)
Sounds great, Speed, but how does this enable the player (i) to get his wingman to target a bridge and (ii) set bridge as tactical object in the ME?

 

Negative, which is why I cut off the first sentence when I quoted you, but perhaps you can use the mission editor if you want the wingman to attack the bridge. I've never flown with an AI wingman before so I don't know how it's done (I've never flown a lonely player mission). If one set a "attack point" triggered action, and then a F10 radio options trigger to trigger that attack point, could one make the wingman attack that point?

 

Also, I don't know what "tactical goal" means to you, but to me means that if you kill the map object, then a trigger can go off, which is what the script I made allows one to do.

Edited by Speed

Intelligent discourse can only begin with the honest admission of your own fallibility.

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Lua scripts and mods:

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Now includes remote server administration tools for kicking, banning, loading missions, etc.

Posted

Well I'd love to play with this script of yours and report back on its adaptability to SP. If it makes it possible to task either the player or AI flight members onto a bridge named in the ME and receive credit for destroying it, it'll broaden my range of mission objectives for SP greatly.

Posted

Order him attack all available ground targets (first option in radio menu). If the bridge is a mission target it will be attacked.

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Posted

page 134 in the GUI manual -> "Attack Map Object"

 

i did not test if you can add triggered actions to a PLAYER or CLIENT flight with a wingman, but if you can, it should work.

 

define the "attack map object" as a triggered action, and activate that trigger with a flag you rise.

rise the flag by adding a entry to the radio menu and set that flag when selecting that radio entry...

 

like i said, never tested, but may work for some easy "wingman, destroy that bridge!" commands. no feedback if target is destryed involved tough...

Democracy is choice, not freedom...

Posted

Ok. Im jumpin into this one (see my query Wingman Commands).I think Bahger is like me. Just trying to get thru a Quick mission and use the wingman commands. I've just gotten nowhere and have read up and fiddled with the radio settings (VHF set to 251 mhz.) I see it's listed as a keyboard command in options, so why aint it workin???

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Posted
Ok. Im jumpin into this one (see my query Wingman Commands).I think Bahger is like me. Just trying to get thru a Quick mission and use the wingman commands. I've just gotten nowhere and have read up and fiddled with the radio settings (VHF set to 251 mhz.) I see it's listed as a keyboard command in options, so why aint it workin???

 

You were told in your other thread by RodBorza (1st reply) ;)

 

I'll repeat:

 

Select your UHF Radio.

 

HOTAS Command - Mic Switch Down

 

Keyboard - [LAlt] + [Num-]

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Posted

I can't comment on (i) Speed's script, (ii) multiplayer or (iii) anyone's misunderstandings of radio procedures but I am very well-versed in the Mission Editor and, unless Viper or another dev corrects me, I think I can say the following with some confidence: The AI cannot be made to recognise a bridge per se as a target. The only objects that can be made to function as targets for AI in mission planning are those selected from a long list in the Editor, assigned ownership (i.e. Red/Blue) and placed on the map. Obviously this does not apply in MP, when you can identify a bridge as a target and get a human wingman to destroy it but in SP you have to "cheat" it in the ME as I wrote above to get the sim to acknowledge a bridge as a target (i.e. place an invisible Red unit under it and name it "Bridge" so that it shows up as such in debriefs) because permanent objects on the map, like bridges, cannot be assigned as Blue or Red, or owned by a coalition. The frustrating thing about this is that destroying a bridge still has the desired effect, i.e. slowing ground forces down and/or causing them to take a longer route to their objective, but to address the OP's question directly, in my experience, no, you cannot task AI to attack a bridge or any permanent object on the map whose ownership cannot be assigned in the ME.

Posted
This is not true. I created a script that allows you to detect a destroyed map object. I released it in beta 4 and an updated version for release should be out sometime soon (within a few days, probably). However, it causes the game to minimize 1 time (if run in full screen mode) when it is unpaused.

 

 

 

...War Eagle!!!

Posted

Still looking to solve this problem. I wonder if they dealt with it in the patch?

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Posted

There is no problem. As I keep on telling you, you cannot get an AI wingman to attack a bridge. It's not a bug, it's a design feature, whether you like it or not.

Posted
There is no problem. As I keep on telling you, you cannot get an AI wingman to attack a bridge. It's not a bug, it's a design feature, whether you like it or not.

The bridge was never the object. It was the AA. As in 'Attack Air Defenses.'

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Posted

Ell

The bridge was never the object. It was the AA. As in 'Attack Air Defenses.'

Then why doesn't it say that in the title of the thread?? I give up.

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