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Posted

I'm spending some time in the ME working with the CTTS functions and while loading blue soldiers I'm finding they're very limited in their capability. I realized it's because blue (stock units anyway) only have M4 and M249- but no anti tank capability.

 

This has caused a bit of of a problem because it has left the troops unable to really engage any form of vehicle whatsoever even in the absence of any tangible armoured threat.

 

Any chance we might see the introduction of some heavier equipment on the infantry side of things?

"ENO"

Type in anger and you will make the greatest post you will ever regret.

 

"Sweetest's" Military Aviation Art

Posted

Even something more akin to the RPG (in the sense that it's a straight shooter) like a M72 (a pea shooter in some respects, I get it... but not bad for trucks and light light (light) armour like BRDMs etc.)

 

At least that way getting it out the door may be easier as there are less complicated aspects of guidance etc to have to program.

"ENO"

Type in anger and you will make the greatest post you will ever regret.

 

"Sweetest's" Military Aviation Art

Posted (edited)

For now I would recommend supporting US infantry with Georgian RPG infantry. As long as you don't want Georgia on the red team, this should work fine.

 

edit: Just pretend they are from Atlanta, Georgia.

Edited by VincentLaw

[sIGPIC][/sIGPIC]

Posted

I'll have to look into CTTS and see if I can adjust something somewhere to do so. That would be a sufficient work around.

 

currently it's just a generic group in a certain number... but perhaps if I look closer into the .lua I will find where he actually has it set up.

 

Thanks Vincent! I'll advise.

"ENO"

Type in anger and you will make the greatest post you will ever regret.

 

"Sweetest's" Military Aviation Art

Posted

for i = 1,count do

local angle = math.pi * 2 * (i-1) / count

local xofs = math.cos(angle) * radius

local yofs = math.sin(angle) * radius

 

local unitType = "Soldier AK"

 

if groupside == 2 then

unitType = "Soldier M4"

if i <= 2 then

unitType = "Soldier M249"

end

elseif groupside == 1 then

unitType = "Infantry AK"

if i <= 4 then

unitType = "Paratrooper RPG-16"

end

if i <= 2 then

unitType = "Paratrooper AKS-74"

end

end

 

 

 

I suspect this is where I can fix that. Anyone have any suggestions?

"ENO"

Type in anger and you will make the greatest post you will ever regret.

 

"Sweetest's" Military Aviation Art

Posted

for i = 1,count do

local angle = math.pi * 2 * (i-1) / count

local xofs = math.cos(angle) * radius

local yofs = math.sin(angle) * radius

 

local unitType = "Soldier AK"

 

if groupside == 2 then

unitType = "Soldier M4"

if i <= 2 then

unitType = "Soldier M249"

end

elseif groupside == 1 then

unitType = "Infantry AK"

if i <= 4 then

unitType = "Paratrooper RPG-16"

end

if i <= 2 then

unitType = "Paratrooper AKS-74"

end

end

 

I suspect this is where I can fix that. Anyone have any suggestions?

To be honest, I don't know where that code came from, but it is using the unit GT.Name in the logic statements. So something like this should give the blue team something more like the red team:

 

for i = 1,count do

local angle = math.pi * 2 * (i-1) / count

local xofs = math.cos(angle) * radius

local yofs = math.sin(angle) * radius

 

local unitType = "Soldier AK"

 

if groupside == 2 then

unitType = "Soldier M4"

if i <= 4 then

unitType = "Soldier RPG"

end

if i <= 2 then

unitType = "Soldier M249"

end

elseif groupside == 1 then

unitType = "Infantry AK"

if i <= 4 then

unitType = "Paratrooper RPG-16"

end

if i <= 2 then

unitType = "Paratrooper AKS-74"

end

end

  • Like 1

[sIGPIC][/sIGPIC]

Posted

That program logic can be interesting to make realistic infantry squad. But need model more infantry units (and weapons to carry them) DCS: World countries (USA, Russia, Spain, England. futures australia).

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Posted (edited)
To be completely honest you're not going to find a lot of infantry vs tank engagements anymore anyway. The vast majority of combat AT-4 shots are against light vehicles, troops behind cover (removing their cover), machine gun emplacements/bunkers, and the like. Were we to actually find a live and operating enemy tank on a battlefield most likely it's going to be found and killed by air or a CAAT Team before a grunt ever gets a chance to put an AT-4 on his shoulder against a tank.

 

 

I'm calling it anti tank but really what I'm meaning is "bigger than 5.56."

 

The scenario that got me thinking about it was basically an infantry squad retreating from an incoming convoy of light skinned vehicles- no armour at all. I think there were some armoured transports and that's it.

 

I have ample respect for what you're saying here and the experience from which it was substantiated- but I do maintain that the US forces need something a little heavier in the quiver.

 

 

And Vincent- you make a solid point. I guess when we're choosing sides, as long as the soldier type I want (RPG for example) is found SOMEWHERE in the coalition then it will just use that soldier. Should be easy enough to implement.

 

For some reason I was thinking the blue would only be US troops- since that's sort of what I'm thinking the M4 / 249 selection came from. If I wanted to put troops with AKs down, I could just as easily do that if they're found in the coalition.

 

Oh and for reference that was from the Combat Transport Troop Script (CTTS)- discussed in the mission builder's corner.

Edited by ENO

"ENO"

Type in anger and you will make the greatest post you will ever regret.

 

"Sweetest's" Military Aviation Art

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