-Ice Posted June 23, 2011 Posted June 23, 2011 Has anyone found a way to be able to designate buildings for destruction and be able to record said destruction? What I want to do is basically have A10s perform a surgical strike on a building in the middle of a city. The building should ideally be an office building, one that the pilots will not be able to pick out from the air if not lased by JTAC or perhaps WP-ed. I want to be able to show in the debrief the "accuracy" of the attack by showing if the target was destroyed or not and if the surrounding buildings were harmed/destroyed or not. I know there is an option of putting infantry on buildings/bridges and putting a trigger so that if they're dead, the building is considered destroyed but if the infantry lives, the building is considered intact. One problem with that though is that with a big bomb, a near-hit may be enough to kill the infantry on the building but the building may still be intact. I am looking for an option that would only come on once the building is a smoking ruin. Is it possible to put a tank on top of or inside a building? Any help greatly appreciated :book: - Ice
VFA41_Lion Posted June 23, 2011 Posted June 23, 2011 If you select "attack map object" in the perform tasking and put the triangle on the building you want dead, the a/c should attack that specific one. Well, it's supposed to, but, heh, you know the mission editor... :p Unfortunately, I don't know how to designate a building for the player to blow up. :< Maybe if you can enter custom coordinates for a GPS strike?
HiJack Posted June 23, 2011 Posted June 23, 2011 The building should ideally be an office building, one that the pilots will not be able to pick out from the air if not lased by JTAC or perhaps WP-ed. I want to be able to show in the debrief the "accuracy" of the attack by showing if the target was destroyed or not and if the surrounding buildings were harmed/destroyed or not. Place a ground mounted AAA together with soldiers on the building that is in same GROUP. Spread the soldiers on roof and on ground around around the building. Trigger on group damage to set the target as dead and use the AAA to instruct JTAC for lasing. I know there is an option of putting infantry on buildings/bridges and putting a trigger so that if they're dead, the building is considered destroyed but if the infantry lives, the building is considered intact. One problem with that though is that with a big bomb, a near-hit may be enough to kill the infantry on the building but the building may still be intact. I am looking for an option that would only come on once the building is a smoking ruin. Using soldiers and ground mounted AAA is by far the best alternative for now. Choose the building with care and planning ;) (HJ)
SmokeyTheLung Posted June 23, 2011 Posted June 23, 2011 Try it! I know that if your attempting to place infantry on a building and your not careful about where they're placed, they will be at ground level but inside the building. Haven't tried yet, but will some trial and error, I can't see why you couldn't do it Edit: Sniped :D ...sort of System specifications: Computer, joystick, DCS world, Beer
HiJack Posted June 23, 2011 Posted June 23, 2011 (edited) Here are the mission that shows how to do it. EDIT: JTAC not working, I'l fix and upload mission again. ;) Edited June 23, 2011 by HiJack
-Ice Posted June 23, 2011 Author Posted June 23, 2011 Thanks for the help guys, will give it a try. - Ice
HiJack Posted June 23, 2011 Posted June 23, 2011 Edited mission with working JTAC at frequency 30 FM.Test - Bombing building.miz
-Ice Posted June 26, 2011 Author Posted June 26, 2011 JTAC doesnt seem to be giving me a target. The only option that seems to work is putting soldiers on the roof. Putting structure objects on the building puts the object on ground level (thus invisible from the air), however, destruction of the building does not = destruction of the object, thus necessitating two attacks on the site which is not what I want. - Ice
Speed Posted June 27, 2011 Posted June 27, 2011 (edited) Currently, what you asking is not that hard to do through Lua scripting, in fact, back in beta I made a Lua script that could do this- detect destroyed map objects. Furthermore, after patch 1.1.0.8, all the events in a mission, including what map objects were destroyed, are accessible though memory, so you don't even have to go to hard drive anymore or mod anything at all (in fact, much to Moa's chagrin, you can't access the events through the hard drive anymore... that's broken). However, this is a very new capability, and the enabling Lua variables and functions, which ED is including for their own purposes, could change at any time in any patch. So no, I don't feel inclined to spend the time required to make this script, when this script could very well be broken 1-2 weeks from now in the 1.1.0.9 patch. After 1.1.0.9, I'll see what is possible and if we can still access all the events that have occurred in a mission, I will consider re-making a destroyed map object script. I just wish ED would provide us a stable (as in, not changing) and capable Lua interface so I could really make what I want to make. Edited June 27, 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.
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