Mt5_Roie Posted October 22, 2011 Posted October 22, 2011 I've been looking at some of the missions on here but can't seem to find this answer. I have a tank group moving from the north to the south. At one point they have to cross a bridge. So I figured a good mission objective is to take out the bridge to slow the assualt. But looking at structure objects (which looks like a bridge) - I don't see a bridge in there as an option. Bridges seem to be built into the maps. Is there a way to designate a bridge as a mission objective? Coder - Oculus Rift Guy - Court Jester
nomdeplume Posted October 22, 2011 Posted October 22, 2011 (edited) The traditional way is to put an enemy unit (usually infantry) on the bridge, or if it's long bridge one at either end. Then have a trigger to detect if one of those units is killed. It's obviously not quite the same as 'bridge destroyed' since you can take them out with the gun and the trigger will still activate, but most players when told to destroy a bridge will do that - and the infantry being killed is just a side-effect. The other way would be to use Speed's mod, which can set a flag when particular map objects are destroyed. That would be more accurate. One thing to be aware of is that the ground unit AI will route around broken bridges, by driving through the rivers; so destroying the bridge won't actually stop the column. This doesn't apply to the really long bridges crossing large bodies of water; they only ford the small rivers. Edited October 22, 2011 by nomdeplume
Speed Posted October 22, 2011 Posted October 22, 2011 One thing to be aware of is that the ground unit AI will route around broken bridges, by driving through the rivers; so destroying the bridge won't actually stop the column. This doesn't apply to the really long bridges crossing large bodies of water; they only ford the small rivers. The exact behavior of the AI, as discovered by Grimes, is actually to reroute themselves to their last waypoint. If the unit is capable of fording small rivers, then they will cross small rivers to do so. I don't believe that all of them are capable of doing this, but I could be wrong. But the point is... one can potentially make ground forces switch waypoints a single time by exploiting this behavior on a very distant bridge that they would have never gotten to anyway due to hold position waypoint actions/triggered actions. So one can utilize this behavior to force AI from attacking into retreating, for example. Just an extremely poor man's version of the switch waypoint command for ground forces. :noexpression: 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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