Gambit21 Posted October 8, 2016 Posted October 8, 2016 So I have the player landing his Ju52 (using the He111 as a substitute for now in the flight) at a base near the front, but in the distance I want tracers, explosions, etc. I want the appearance of combat. Before I start experimenting and placing units, and exiting and entering the mission again over...and over...and over... From experience are there certain types of units that you've found work best, opposing each other, for the effect I'm after at a distance? The place group, exit, test, fire up ME again cycle takes longer than I wish it did, so any pointers to get me started in the right direction here appreciated.
Jade_Monkey Posted October 8, 2016 Posted October 8, 2016 I use a mix of artillery and MGs. The MG tracers are the most visible ones, so it's a good trick. Here is a group I created. It's kind of sloppy but it works. The reason I have them attack the ground is that they don't take out the enemy and the firefight lasts much longer. Ground firefight.zip
Gambit21 Posted October 8, 2016 Author Posted October 8, 2016 That's exactly what I'm looking for, a fight that lasts a while. I'll take a look - thank you! Is there a reason I should use the complex trigger instead of a check player?
coconut Posted October 8, 2016 Posted October 8, 2016 Rocket artillery gives more bang than howitzers, I use those a lot for the visual effect.
Gambit21 Posted October 8, 2016 Author Posted October 8, 2016 Any particular mission I should take a look at Coconut?
Jade_Monkey Posted October 8, 2016 Posted October 8, 2016 Is there a reason I should use the complex trigger instead of a check player? Probably not, that's just how I learnt the ME. I think that the check zone applies to any unit in a faction while the complex trigger can be used for the player only (e.g. if you name the player's unit "Player" and used the name as the trigger in the complex trigger).
TP_Jacko Posted October 15, 2016 Posted October 15, 2016 Thanks Jade_Monkey, I have added this to my tool box. It would be nice to have a set of these with say tank v tank and maybe a convoy being shot up. p.s. is it worth adding the gunfire group to the groups section for future easy reference
Gambit21 Posted December 9, 2016 Author Posted December 9, 2016 I need a group that shows more visual indication of front line carnage. I want some genuine 'pucker factor' from the player when the realize they have to get close to this area. Monkey, anything you'd add to that group? I tested, but not quite as visually intensive as what I'm looking for. More tracers maybe?
Jade_Monkey Posted December 9, 2016 Posted December 9, 2016 In my experience, the MGs are the best. Rockets are cool but the rate of fire is very slow, so chances are you wont even see them when flying by. I have some AT and artillery in there but if what you want is pure flash use all MGs. MGs create rapid flashes of tracers constantly. I'd use the Mg34 and DSHK.
Gambit21 Posted December 9, 2016 Author Posted December 9, 2016 OK, added a rocket group to the rear for grins, and changed some of those units out as you suggest. I'll test and see what's what. Thanks
TP_Silk Posted December 9, 2016 Posted December 9, 2016 (edited) You may also want to set the ammo for the 'marker' units to unlimited so that it continues beyond the time of a normal load out. This is something I found handy recently when I wrote a mission involving a couple of sorties over the front line. You should only probably do this for units set to 'Attack Ground' though as if you accidentally apply it to AAA you could end up in a world of hurt when flying above the line Edited December 9, 2016 by TP_Silk
TP_Jacko Posted December 9, 2016 Posted December 9, 2016 For the ground target I set a vehicle to not be destroyed and the enemy keeps firing at it because it can't be destroyed. It might be worth putting in a fandom time to interrupt the stream of trace fire.
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