luza Posted February 17, 2013 Posted February 17, 2013 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: [sIGPIC][/sIGPIC]
MasterZelgadis Posted February 17, 2013 Posted February 17, 2013 Did you set the convoy invisible as a waypoint action or triggered action? Maybe the infantry doesn't have LOS to the convoy.. Can you post your miz file? "Sieh nur, wie majestätisch du durch die Luft segelst. Wie ein Adler. Ein fetter Adler." http://www.space-view.net
Quirkitized Posted February 17, 2013 Posted February 17, 2013 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...lolstryker-infantry.miz
luza Posted February 17, 2013 Author Posted February 17, 2013 (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 February 17, 2013 by luza [sIGPIC][/sIGPIC]
diditopgun Posted February 17, 2013 Posted February 17, 2013 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. [sIGPIC][/sIGPIC] Intel I7 8700K / RTX 3080 / 32Go DDR4 PC21300 G.Skill Ripjaws V / MSI Z370 Gaming Pro Carbon / Cooler Master Silent Pro Gold - 1000W / Noctua NH-D14 / Acer XB270HUDbmiprz 27" G-synch 144Hz / SSD Samsung 860EVO 250Go + 1To / Cooler Master HAF X / Warthog+VPC WarBRD / Thrustmaster TPR / Track-IR v5 + Track Clip Pro / Windows 11 64bits.
luza Posted February 17, 2013 Author Posted February 17, 2013 got it working... Now I'm having trouble with a lot of arty units not working :-S [sIGPIC][/sIGPIC]
Quirkitized Posted February 17, 2013 Posted February 17, 2013 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.
luza Posted February 18, 2013 Author Posted February 18, 2013 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: [sIGPIC][/sIGPIC]
mjeh Posted February 19, 2013 Posted February 19, 2013 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
mjeh Posted February 19, 2013 Posted February 19, 2013 (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 February 19, 2013 by mjeh
luza Posted February 19, 2013 Author Posted February 19, 2013 (edited) Cheers will try with the mortars. Any luck with naval artillery mjeh? Edit: No luck with the mortars :-/ Edited February 19, 2013 by luza [sIGPIC][/sIGPIC]
mjeh Posted February 21, 2013 Posted February 21, 2013 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 testingArtillerytest.miz
Bee_Sting Posted February 21, 2013 Posted February 21, 2013 did you set the ships,soldiers,etc to condition RED??!!
BRooDJeRo Posted February 21, 2013 Posted February 21, 2013 Yeah baby, Rambo on steroids... :gun_smilie:
luza Posted February 28, 2013 Author Posted February 28, 2013 Mortars work as for 1.2.3 [sIGPIC][/sIGPIC]
shagrat Posted March 3, 2013 Posted March 3, 2013 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 - Flying Sims since 1984 - Win 10 | i5 10600K@4.1GHz | 64GB | GeForce RTX 3090 - Asus VG34VQL1B | TrackIR5 | Simshaker & Jetseat | VPForce Rhino Base & VIRPIL T50 CM2 Stick on 200mm curved extension | VIRPIL T50 CM2 Throttle | VPC Rotor TCS Plus/Apache64 Grip | MFG Crosswind Rudder Pedals | WW Top Gun MIP | a hand made AHCP | 2x Elgato StreamDeck (Buttons galore)
Ripcord Posted March 3, 2013 Posted March 3, 2013 (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 March 3, 2013 by Ripcord [sIGPIC][/sIGPIC]
mjeh Posted March 3, 2013 Posted March 3, 2013 ...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
Ripcord Posted March 3, 2013 Posted March 3, 2013 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. [sIGPIC][/sIGPIC]
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