Jump to content

Recommended Posts

Posted

If you set a country to neutral, you know you cannot add units to it anymore, right? Just try it out on a new mission. Add a country to neutral, then try to place a group. You cannot select that neutral country anymore.

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.

Posted

Yep, was trying to lay my SA-3 template from Russia (whom I set as neutral). Wouldn't set. I wanted the ambiance of being tracked by semi-hostile forces that wouldn't fire. Kind of an ominous feeling.

 

Was actually hoping to activate them if I crossed the border or something. Suggestions?

Posted

Set a trigger zone 50-100 miles centered on the group, then make it so if any part of the opposing coalition is *out* of the zone, set group AI to off.

 

That way if any of your side wanders in, the radars activate.

Posted

Excellent, thanks Hornet. However, this wont set the radars to sweep beforehand will it? Its kind of an all or nothing sort of situation.

Posted

You can also use the unit ai enable/disable to good effect with some of the SAM systems, particularly if they have a separate search and tracking radars. If you disable the unit AI for the tracking radar, the search radar will still ping you, but they won't be able to launch on you. You can of course use the trigger zone method NPOSuperhornet suggested to enable the tracking radar if they stray too close.

 

You might also get good results by disabling the unit ai for the launchers themselves. Not sure if I've actually tried that, though. In theory it might mean they track you but won't actually launch anything.

Posted (edited)
Yep, was trying to lay my SA-3 template from Russia (whom I set as neutral). Wouldn't set. I wanted the ambiance of being tracked by semi-hostile forces that wouldn't fire. Kind of an ominous feeling.

 

Was actually hoping to activate them if I crossed the border or something. Suggestions?

 

I don't believe that you can get RWR spikes from non-enemy ground forces anyway (remind me to post a bug report on that one, too), so forget about it. Well... I suppose you could put isolated Lowblow radars around, without missile launchers in their group, set them to "invisible" so the friendly AI cannot see them (and kill them), and they will never shoot because they don't have missile launchers in their group- even if you have missile launchers right beside them. Would achieve the same effect, really.

Edited 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.

Posted
You can also use the unit ai enable/disable to good effect with some of the SAM systems, particularly if they have a separate search and tracking radars. If you disable the unit AI for the tracking radar, the search radar will still ping you, but they won't be able to launch on you. You can of course use the trigger zone method NPOSuperhornet suggested to enable the tracking radar if they stray too close.

 

You might also get good results by disabling the unit ai for the launchers themselves. Not sure if I've actually tried that, though. In theory it might mean they track you but won't actually launch anything.

 

Much easier to just place the radars and missile launchers in separate groups.

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.

Posted

Would be nice to have additional coalitions for assigning countries and to set various allegiances which can be modified mid mission.... cause its damn difficult to do that with just 2 coalitions. :music_whistling:

The right man in the wrong place makes all the difference in the world.

Current Projects:  Grayflag ServerScripting Wiki

Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread)

 SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum

Posted
Unless you do actually want to allow them to engage in certain circumstances.

 

You could use a trigger zone that replaces the two groups by one propper working one. That one would then open fire.

[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

Posted
Much easier to just place the radars and missile launchers in separate groups.

 

Like Jabo said, I think the radars and launchers need to be in one group for them to fire anything.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...