diveplane Posted January 31, 2014 Posted January 31, 2014 figured a thread for combined arms mission building only, any of you guru script kings would try a mission with more ground units options, nice to see example with bmp tanks, to have the option to add troops inside deploy them on the map. ........good luck. https://www.youtube.com/user/diveplane11 DCS Audio Modding.
ENO Posted February 2, 2014 Posted February 2, 2014 I am so, so very sick of AI armor activity I can't even put down anything. I've stripped most CA potential out of just about every mission I have because it is SO MUCH WORK for a GC to just get armor from A-B it's futile. They were insisting on groups of no more than 4 and by the time I'd made 30 groups with associated triggers for 2 sides only to load the mission and see a stack of vehicles 5 stories tall at a bridge... Forget it. CTTS is a good script, there's a suppression script that works well... basically the only thing good about anything to do with CA at this point are the guys who have made scripts to help us salvage what little function it has in the game. Sorry to be so negative about it- but I am at my wits end trying to incorporate it into my missions and CTTS and JTAC function is the only reason I even look at it. "ENO" Type in anger and you will make the greatest post you will ever regret. "Sweetest's" Military Aviation Art
Wrecking Crew Posted February 2, 2014 Posted February 2, 2014 The missions on Hollo Point often involve Combined Arms features. Many missions are designed where Combined Arms is set up such that a good Ground Commander can win it. I have separated out the air defense from the armor and other units so that the ADA doesn't hold up the rest of the convoy. When an ADA unit goes into a Red state it may stop to engage and that will screw up the convoy's travel. So I will have an armor group followed by a different group of air defense. To help lessen the stuck on bridges problem I will route around the big long bridges on secondary roads or use Off Road waypoints, and will set Disperse on Attack to False/Off to keep the vehicles from trying to avoid fire and driving up onto the bridge railings and getting stuck. My vehicle convoys are typically maxed out with ~8 units per group. If a group does get stuck, then I can get into the vehicle with a GC and drive it away from the hang up and then exit the vehicle and it will most always get back on track -- if the vehicle is very stuck then a quick press of the 'C' Autopilot key will get the unit going again. I have no qualms about using CA in my missions. Sure, vehicle travel could be a bunch better. One thing I have never done is to use scripting to spawn a group. All my late start groups are defined in the ME as on the map and triggered on with an event or by setting the group's starting time to a point after mission start. WC Visit the Hollo Pointe DCS World server -- an open server with a variety of COOP & H2H missions including Combined Arms. All released missions are available for free download, modification and public hosting, from my Wrecking Crew Projects site.
Speed Posted February 2, 2014 Posted February 2, 2014 I am so, so very sick of AI armor activity I can't even put down anything. I've stripped most CA potential out of just about every mission I have because it is SO MUCH WORK for a GC to just get armor from A-B it's futile. They were insisting on groups of no more than 4 and by the time I'd made 30 groups with associated triggers for 2 sides only to load the mission and see a stack of vehicles 5 stories tall at a bridge... Forget it. CTTS is a good script, there's a suppression script that works well... basically the only thing good about anything to do with CA at this point are the guys who have made scripts to help us salvage what little function it has in the game. Sorry to be so negative about it- but I am at my wits end trying to incorporate it into my missions and CTTS and JTAC function is the only reason I even look at it. Personally, I just avoid bridges and road travel as much as possible. You need good, open battlefields without a lot of obstructions for the best ground AI behavior and CA experience. We're working on getting the bugs reported, but there are a lot of them still. 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.
diveplane Posted February 6, 2014 Author Posted February 6, 2014 I am so, so very sick of AI armor activity I can't even put down anything. I've stripped most CA potential out of just about every mission I have because it is SO MUCH WORK for a GC to just get armor from A-B it's futile. They were insisting on groups of no more than 4 and by the time I'd made 30 groups with associated triggers for 2 sides only to load the mission and see a stack of vehicles 5 stories tall at a bridge... Forget it. CTTS is a good script, there's a suppression script that works well... basically the only thing good about anything to do with CA at this point are the guys who have made scripts to help us salvage what little function it has in the game. Sorry to be so negative about it- but I am at my wits end trying to incorporate it into my missions and CTTS and JTAC function is the only reason I even look at it. sure with future updates we will have better ai route. 1.5 will bring in some nice new features. https://www.youtube.com/user/diveplane11 DCS Audio Modding.
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