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PatrickAWlson
Posted

I am trying to develop a free hunt ground attack mission.  The concept is simple - the planes fly a route and attack any ground targets that they see.

 

To make the mission I did the following:

1. Make the planes fly a path, all WPs low prioroty

2. Add enemy ground units in path

3. Add an Attack MCU high priority

4. TL all enemy ground units to Attack MCU

5. OL all friendly planes to attack MCU

 

Here's what happens ...

Enemy ground units are noted - leader calls out targets on radio

Enemy ground units are on map with a red circle around them

Leader starts to think about attacking (based on how he is flying)

Leader changes his mind and just flies the waypoints.  Hits last WP in test file and just circles.

 

Desired behavior: Dumbass obeys orders and priorities and attacks the bleepin targets.  Pretty much exactly like a fighter would react to an enemy plane.

 

My guess is that the WP is triggered and voids the attack MCU,  What I want is for the WP and Attack MCU to compete, with the Attack MCU winning because it is a higher priority.

 

Mission file attached.

 
Posted

I guess that it could be that the timer for next waypoint kicks in before the time for attack area expires?

  • Upvote 1
Posted

The mission file is not attached.

Posted

Yep - something is kicking in and diverting the leader from the attack MCU, another timer pointing to the next waypoint as Silk said.

Posted

I would insert a timer (1 sec) after a WP (several of them??? - dunno) and that 1sec-timer is to hit Attack MCU. So the Attack "calls" a plane after WP did.

Posted

Waypoint to attack or any other trigger to attack is functionally the same thing - the timer in your example serves no purpose other than a delay.

PatrickAWlson
Posted

Seems to me that this is a case where the AI doesn't do what I wish it would.  Not a bug, just a want.  No question the WP is being triggered after the Attack.  The mission is specifically built to make that happen.  I was hoping that the ground attack AI would behave like fighter AI - take on targets of opportunity in preference to completing a low priority WP.  

 

The result that I was trying to achieve was a ground attack mission that flew like a patrol.  No defined targets at a specific location.  Instead,just fly the route and attack what you see.  Could be anything.  You have no idea where the target is.

Posted

Yeah you have to tell them what/where to attack and when.

You can use a random switch 3 way, 4 way, 16 way whatever and only activate (via the switch) the attack area MCU that is associated (and part of) that randomized result. This will, from the end user perspective, get you exactly what you're after I think.

 

I personally don't use random switches much because such missions become difficult to test properly (I like total control over the experience) However 'free hunt' is the exception - in your case as well I think making use of them is appropriate.

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