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Posted

Hi I'm trying to set up an ambush scenario. But I can't for the life of me get infantry to shoot at the convoy, kind of defeating the purpose.

 

It's a stryker patrol, I've set ROE for the insurgent inf as WEAPONS FREE :helpsmilie:

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Posted

Infantry AK soldiers won't attack armored targets (at least from my experience, they seem to be very picky about what they hit). RPG infantry will however.

 

See mission example. Both stryker types but also a hmmv at the end, watch as the AK soldiers engage the hmmv. Remove the hmmv and they wont engage. Or add RPG infantry, and watch them take out stryker.

 

Put a hmmv with your convoy, it's a work around at least i guess...

 

I made red group invisible so they wouldn't get annihilated...lol

stryker-infantry.miz

Posted (edited)

Played arround some more with it, convoy is immortal, not invis. The HMMV thing worked. But I narrowed it down to pretty much being a Detection range issue, because if I put 1 unit close to the convoy. They would all fire from much further away, any ideas how I can increase the detection range?

 

 

On a related note, where can i find detection range

Edited by luza

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Posted

I wanted to do mission today with Infantry vs infantry. They fired only under 100m distance..... One more ME/AI epic fail...

In my squadron we are all completely discouraged to create missions... It need hours of tests to finally have 80% of what you intended to do not working / feasible.

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Posted
mortars dont seem to be working, and artillery units work but they take around 3 minutes to start shooting...so ctrl+z to around 3min and see if they fire.

 

Got Paladin to work.

 

Mortars dont seem to.

 

Nor can I get ships to fire at point.

 

 

any Ideas? Just curious :thumbup:

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Posted

Put infantry units next to the mortars (have them in the same unit group), give them fire at point orders. As with other artillery solutions they take a few minutes to start firing

Posted (edited)

On a side note, you can sort of work around the detection range problem by giving your ambushing infantry order to move toward the convoy. Once they're within range they'll crouch and start firing.

 

You can even simulate IED attack to disable a couple vehicles in the convoy by using the explosion at point trigger function :)

 

In pseudo-code:

Condition: 
   Part of group (Convoy-grp) in zone (Ambush zone)
Actions:
   Explosion in zone (Ambush zone)
   Group activate (Ambushers)

Edited by mjeh
Posted (edited)

Cheers will try with the mortars.

 

Any luck with naval artillery mjeh?

 

 

Edit: No luck with the mortars :-/

Edited by luza

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Posted
Cheers will try with the mortars.

 

Any luck with naval artillery mjeh?

 

 

Edit: No luck with the mortars :-/

 

Right you are! I just did some testing, mortars seem to be broken now. Used unit templates that have been working before in situations where they've been working before and I could not for the life of me get them to fire, no matter what I tried (quite easy to get superstitious when you're testing something in DCSW).

 

As for naval artillery, it worked and it didn't work. I tried with cg-60 normandy, and when given fire at point order within 3 km it quite happily pelted the assigned area with its guns. When ordered to shoot much farther away, it proceded to launch its tomahawks about 500 meters away and straight into the water. I'm going to submit a bug report about it; it was fun to watch but not very effective :)

 

edit: If you're interested, I've attached the mission I used for testing

Artillerytest.miz

Posted

For an IED there are landmines available, IIRC. You may create a minefield, but it is a lot of work (one by one), because they are "building" objects and can't be grouped.

Shagrat

 

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Posted (edited)
For an IED there are landmines available, IIRC. You may create a minefield, but it is a lot of work (one by one), because they are "building" objects and can't be grouped.

 

Yeah, that is right -- these landmines are useful too. They need to be added to the "mobile" unit list as 'fortifications', similar how to armed house, blockpost and watchtower were implemented. They won't move, obviously, but they can be grouped that way on your ME map -- and they can be activated & deactivated, etc. Hadn't thought of this, but it would allow a mission builder to simulate army sappers/engineers going out there and setting and/or clearing minefields, to allow or prevent troops from passing thru, and so forth. This probably needs to be added to the wishlist for CA.

Edited by Ripcord

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Posted
...They need to be added to the "mobile" unit list as 'fortifications', similar how to armed house, blockpost and watchtower were implemented. They won't move, obviously, but they can be grouped that way on your ME map -- and they can be activated & deactivated, etc...

 

Good idea, that would also mean you could save them into templates and use for later missions as well

Posted
Good idea, that would also mean you could save them into templates and use for later missions as well

 

Yes, I would like to have a handful of different patterns, for example. Then I could mix and match them.

 

Gotta think this would be a really simple thing to implement.

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