-Ice Posted April 16, 2011 Posted April 16, 2011 I would like to create a mission wherein the flight has to bomb a particular building in a populated area. Well, maybe not populated since this is a war zone... Anyway, the idea could be that friendly ground forces have established that the enemy was holed up in said building and are requesting A10s to come and blow it up. The building may be laser-designated or WP marked... What I'm wondering is how to determine the building's destruction? I know about the "infantry-on-a-bridge" trick, but I want a more solid target, the idea being a direct hit required for a "kill." With the infantry trick, a near-hit may be enough to kill the infantry but not damage the building, but the "building" still counts as destroyed since the soldiers are wiped out ---- I do not want this effect, thus I am looking for a different method. One idea is to part a T-80 on the roof but then that would be a dead giveaway.... :music_whistling: - Ice
Bahger Posted April 16, 2011 Posted April 16, 2011 I'm not sure that persistent objects in the terrain are identifiable as targets by AI in the sim. In my experience -- I'd be happy to stand corrected -- you're better of selecting a user-placed object as the target. The inability to strike bridges -- without the workaround you mention -- is the most obvious deficiency of this system.
-Ice Posted April 16, 2011 Author Posted April 16, 2011 I would place a user-selected object but in this case I wanted the target to be an ordinary-looking city building, indestinguishable from surrounding buildings if not marked or lased. - Ice
Nate--IRL-- Posted April 16, 2011 Posted April 16, 2011 Try putting a bunker on the building? Nate Ka-50 AutoPilot/stabilisation system description and operation by IvanK- Essential Reading
Speed Posted April 18, 2011 Posted April 18, 2011 (edited) I created a script back in Beta 4 that could detect when you destroyed a map object. I haven't updated it for release yet. The main issue with the script is that it causes the game to minimize (for the host/single player only), if run in full screen mode, when the mission is first started. If you are interested, I can make a release version. If there's a lot of buildings you want to detect destroyed, it can be a pain to use (it will take a while to figure out what the IDs are of all the buildings) but for just a couple buildings, it's pretty easy. Edited April 18, 2011 by Speed Intelligent discourse can only begin with the honest admission of your own fallibility. Member of the Virtual Tactical Air Group: http://vtacticalairgroup.com/ Lua scripts and mods: MIssion Scripting Tools (Mist): http://forums.eagle.ru/showthread.php?t=98616 Slmod version 7.0 for DCS: World: http://forums.eagle.ru/showthread.php?t=80979 Now includes remote server administration tools for kicking, banning, loading missions, etc.
HiJack Posted April 21, 2011 Posted April 21, 2011 Wanted: A flat invisible square that reacts on bomb drops and is a “unit” that can be placed on bridges and buildings. (HJ) PS! Tanks and trucks must be able to drive over it!
Cibit Posted April 21, 2011 Posted April 21, 2011 Invisible targets in Arma/ofp. Would a setpos command do it? or does that not work in DCS If it did then you could setpos so only top of bunker showed above the building:) i5 8600k@5.2Ghz, Asus Prime A Z370, 32Gb DDR4 3000, GTX1080 SC, Oculus Rift CV1, Modded TM Warthog Modded X52 Collective, Jetseat, W10 Pro 64 [sIGPIC][/sIGPIC] Adding JTAC Guide //My Vid's//229th AHB
Laud Posted April 21, 2011 Posted April 21, 2011 Are tanks placed on the roof-top? I once did a test with beta1 or 2, where I put a UAZ into a building to let blue infantry fire at it with their rifles. That worked pretty well. [sIGPIC][/sIGPIC] Asus ROG STRIX Z390-F Gaming, Intel Core i7 9700k , 32gb Corsair DDR4-3200 Asus RTX 2070 super, Samsung 970 EVO Plus M2, Win10 64bit, Acer XZ321QU (WQHD) TM HOTAS Warthog, SAITEK Rudder Pedals, TIR 5
WRFirefox Posted April 21, 2011 Posted April 21, 2011 Here is my way: I placed an UAZ in front of the building - the JTAC is set to guided bombs - in the building i placed the structure "Container white" (it is small and you won´t see it) - the JTAC make buddy-lasing at the UAZ (like in the movie "Clear and Present Danger") - you only have to fly in and to release your GBU - trigger "Unit dead" with a message to the container - and you got an easy way to destroy buildings. 1
jeffyd123 Posted April 21, 2011 Posted April 21, 2011 how about a soldier on top of the building? i7 8700K @ 4.4Ghz, 16G 3200 RAM, Nvidia 1080Ti, T16000 HOTAS, TIR5, 75" DLP Monitor
WRFirefox Posted April 21, 2011 Posted April 21, 2011 I´ll try it - but maybe the laser blow him away:lol:
HiJack Posted April 21, 2011 Posted April 21, 2011 (edited) how about a soldier on top of the building? He will just run when he sees the incoming bomb :smilewink: Seriusly i think that will work fine with buildings. Bridges with more than two bridge elements will be a problem if the middle element is taken out. Placing trucks and tanks on the bridge is not an option IMO because they block the bridge for other traffick. Edited April 21, 2011 by HiJack
WRFirefox Posted April 21, 2011 Posted April 21, 2011 The soldiers are to big - they fall through the roof into the building and the JTAC can´t see them.
AKA_Clutter Posted April 22, 2011 Posted April 22, 2011 I created a script back in Beta 4 that could detect when you destroyed a map object. I haven't updated it for release yet. The main issue with the script is that it causes the game to minimize (for the host/single player only), if run in full screen mode, when the mission is first started. If you are interested, I can make a release version. If there's a lot of buildings you want to detect destroyed, it can be a pain to use (it will take a while to figure out what the IDs are of all the buildings) but for just a couple buildings, it's pretty easy. Speed - I would like to see the base code as I am trying to learn Lua and scripting. I would also like to learn how to ID the map object ID, e.g a certain bridge or runway. TIA :pilotfly: :book: :joystick: ---------------- AKA_Clutter Win 10 Pro, Intel i7 12700k @4.6 GHz, EVGA RTX 3080 FTW, Ultra 64 GB G.Skill DDR4 3600 RAM, Acer 27" flat screen, HP Reverb G2, TM Warthog HOTAS with Virpil warBRD base, MFG Rudder Pedals, Virpil TCS Rotor Base with AH-64Dcollective, TrackIR 5 Pro w/Vector Expansion, PointCTRL.
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