IRRE_Golgoth21 Posted April 23, 2018 Posted April 23, 2018 I'm trying to force artillery to shoot some ships... they remain quiet while the ships snipe them easily... any clue ? tThanks in advance.
Gambit21 Posted April 23, 2018 Posted April 23, 2018 I haven't tried it yet...did you use an attack or attack area MCU?
IRRE_Golgoth21 Posted April 24, 2018 Author Posted April 24, 2018 Thx for your reply. Yes i have Attack area linked to the Artillery. Mission begin>>>>Attack area >>>>artillery = nothing Ship 1.5 km far from the artillery. The boat, without any trigger snipes the artillery while it remain silent.
Nocke Posted April 24, 2018 Posted April 24, 2018 artillery, to become active, sometimes seems to need a kick in the butt in the form of a "force complete" command, did you try that?
IRRE_Golgoth21 Posted April 24, 2018 Author Posted April 24, 2018 Nice ! I'll give it a try.... and i'll tell you.
TP_Silk Posted April 24, 2018 Posted April 24, 2018 If this is just for the visual effect then the Attack Ground command could be used. This would not target the actual ships, but the general area they are in and may result in some hits. I suspect that the problem you're facing is that ships may not be a valid 'target type' for artillery. Some MCUs will have different commands for detecting planes or vehicles or whatever, but I don't recall anything specifically for ships.
JimTM Posted April 24, 2018 Posted April 24, 2018 (edited) Try an attack area command set to attack ground targets. Make sure to trigger the command. If that setup is unsuccessful, try elevating the command icon to improve the line of sight to the ships. Also, the ships may need to be closer. In my test, the artillery destroyed two ships quickly, which is not ideal. Edited April 24, 2018 by JimTM 2
IRRE_Golgoth21 Posted April 24, 2018 Author Posted April 24, 2018 (edited) Hello, Much better when i set the attack area trigger higher (20 meters) but unfortunately, despite many direct hits, the PAK 35, 38 and 40 were unable to sink large cargo ships. And, they have to be reallly close (below 1km) to be targeted. Beyond, they remain silent. Edited April 24, 2018 by -IRRE-golgoth21
JimTM Posted April 24, 2018 Posted April 24, 2018 (edited) I tried using three lefh18 guns and they blew two ship up very quickly, using attack area high and medium (I haven't tried low). The ships had to be close, under 1km I think. I tried using a force complete command, set to low, without an attack area command, but I got no response, despite the ships being close. Force complete seems to work only with AAA rather than artillery, as far as I can see. Edited April 24, 2018 by JimTM
Nocke Posted April 24, 2018 Posted April 24, 2018 well the force complete should not replace, but follow the area attack command, enforcing it to be executed. At least thats my thinking and way of using it. But I am also really new to mission building...
Gambit21 Posted April 24, 2018 Posted April 24, 2018 Force Complete is object linked (green) to the units themselves, guns, vehicles etc.
IRRE_Golgoth21 Posted April 24, 2018 Author Posted April 24, 2018 i give up.... artillery activated by a check zone the activate triggers the attack area the artillery appears once the boats arrive but nothing happens. The attack area is 20 meters above sea level, visible from the artillery. Set onto Attack ground target. but nothing... Boats are in a row, from 200 meters to 1km far from the shore..... nothing
JimTM Posted April 24, 2018 Posted April 24, 2018 1 minute ago, -IRRE-golgoth21 said: i give up.... artillery activated by a check zone the activate triggers the attack area the artillery appears once the boats arrive but nothing happens. The attack area is 20 meters above sea level, visible from the artillery. Set onto Attack ground target. but nothing... Boats are in a row, from 200 meters to 1km far from the shore..... nothing You cannot trigger anything with an activate MCU. Have the check zone trigger the activate MCU and a 2s timer. Then have the timer trigger the attack area command. 1
Gambit21 Posted April 24, 2018 Posted April 24, 2018 (edited) golgoth, any time you target link (red) an MCU to another MCU, it's "activating" it. The "Activate" MCU is for entities (Aircraft/vehicles/ships/artillery) that have the "enabled" box unchecked in the properties. So you can "activate" the 'Attack Area' with a mission begin plus timer, from a waypoint, with a check zone, etc. The Check Zone needs to be told to function/activate. You can do this with a Mission begin, or use a waypoint, etc. The Force Command also needs a target link from something. It's best to daisy-chain related groups. The only MCU (or nearly the only one, cant' think of another exception right now) that's active just sitting there by itself and doesn't need a target link to wake it up is the Complex Trigger. Edited April 24, 2018 by Gambit21
NETSCAPE Posted April 25, 2018 Posted April 25, 2018 6 hours ago, -IRRE-golgoth21 said: i give up.... artillery activated by a check zone the activate triggers the attack area the artillery appears once the boats arrive but nothing happens. The attack area is 20 meters above sea level, visible from the artillery. Set onto Attack ground target. but nothing... Boats are in a row, from 200 meters to 1km far from the shore..... nothing I use 500 or 1000m for my arty fire coordinates height. I just don't take any chances of them "not seeing it" - I got REALLY tired of arty not working when I first got into the mission editor. As Jim has mentioned, make sure you have a timer delay of 2-4 seconds placed as a buffer from the moment the arty battery is activated to the time that the attack mcu is triggered! If they are both fired from the same "source" - the arty may very well not fire. (seriously, when in doubt add a buffer timer!) Set the attack area mcu to attack the ground, not targets (just to rule out if the arty AI are not targeting ships) . Make sure the the arty you are using are within range. The devs did a great job at using realistic arty ranges, look up the specific gun/rocket system you are using on wikipedia ect) You could post up your mission and one of us will find the issue or solution I am sure.
IRRE_Golgoth21 Posted April 25, 2018 Author Posted April 25, 2018 I try once or twice more and if it's unsuccessful i'll post my template. Thanks for your help guys... Feel less lonely in front of my editor.
IRRE_Golgoth21 Posted April 25, 2018 Author Posted April 25, 2018 Many thanks folks.... It works far beyond my expectations. You can reach a ship 2.5km far with a LEFH18. Other Artillery model have a smaller range. You were right, i had to use a trigger on spawn to activate the attack area. And elevate the icon up to 400m. Thanks again. 2
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