jollyjack Posted May 5, 2021 Posted May 5, 2021 (edited) Can of worms? Now what do you prefer for bombing a city area. Use Attack with specified (linked entry) targets, or a more general approach with AttackArea, and then Ground or/and GroundOjects. Objects probably set to linked entry, enemy? Edited May 5, 2021 by jollyjack
AEthelraedUnraed Posted May 5, 2021 Posted May 5, 2021 Attack Area with Ground as its meant for level bombing, as opposed to the other options which will result in a shallow dive or dive bombing. 1 1
PatrickAWlson Posted May 5, 2021 Posted May 5, 2021 To add to what @AEthelraedUnraed said: Attack Area with Ground ... but I put the drop point over a target so they hit something.
jollyjack Posted May 6, 2021 Author Posted May 6, 2021 (edited) Hi Pat, Thanks, do you mean a BingoBombs pointing at something? i just set attackarea over a location with set height as waypoints, and range. NADA, maybe the last waypoint is too close, however i set it's direction. Like Gambit said once on cover behavior: they seem a group(ed) flock of flies, maybe i should set formation to loose instead of safe. Edited May 6, 2021 by jollyjack
jollyjack Posted May 7, 2021 Author Posted May 7, 2021 (edited) Hi, still strugglin'. 6x ju 87, formation safe, Leader targets last waypoint set attack cmd, direction and height OK. There are 6 linked-entity city blocks active with on-killed triggering city fires. Ju87 flight only once hits one block OK, and then fly off. Counter set to 5x, reset off, triggering Force Complete and RTB (2sec delay) RTB waypoint. Bingo bombs to subtitle only. City blocks on killed triggering the Ju87 5x counter does not work. Edited May 7, 2021 by jollyjack
AEthelraedUnraed Posted May 7, 2021 Posted May 7, 2021 On 5/6/2021 at 6:05 AM, jollyjack said: Hi Pat, Thanks, do you mean a BingoBombs pointing at something? i just set attackarea over a location with set height as waypoints, and range. NADA, maybe the last waypoint is too close, however i set it's direction. Like Gambit said once on cover behavior: they seem a group(ed) flock of flies, maybe i should set formation to loose instead of safe. I usually do an OnBingoBombs on the leader, followed by a Force Complete to force the other formation members to drop their bombs, and a waypoint after a short delay. Regarding the cover; what I do is just create a second flight with its waypoints at the same location and speed (or slightly faster) but a bit higher than the bombers'. Make the waypoints of the bombers trigger the cover waypoints, so that the cover only proceeds to the next waypoint once the bombers have caught up. 3 hours ago, jollyjack said: Hi, still strugglin'. 6x ju 87, formation safe, Leader targets last waypoint set attack cmd, direction and height OK. There are 6 linked-entity city blocks active with on-killed triggering city fires. Ju87 flight only once hits one block OK, and then fly off. Counter set to 5x, reset off, triggering Force Complete and RTB (2sec delay) RTB waypoint. Bingo bombs to subtitle only. City blocks on killed triggering the Ju87 5x counter does not work. Triggering a new waypoint (or whatever) just on all targets destroyed is usually a bad idea. If one of the Ju-87s misses the target, or one of the targets proves tougher than it seems, the OnKilled might never be triggered and hence your next waypoint will never be triggered either. Hence the OnBingoBombs, which completes as soon as the leader drops his bombs, regardless of if they hit anything. Also, six Stukas destroying five whole city blocks? What're they carrying? Tallboys? 1
jollyjack Posted May 7, 2021 Author Posted May 7, 2021 (edited) just came across this set of posts, quite some food for thought! I'm just trying a setup suggested by @jaegermeister ....without the counter triggering the RTB timer. ----------------------------------------------- ADDED: AND THEN IT WORKED (partly) .. The Secret is: the leader only targets the Attack CMD, this targets several linked entity city blocks. These city blocks have an onkilled linked to the plane's counter mentioned here after and also to a city fire at that location. EACH plane in the formation has it's own onbingobombs pointing to a counter SET to 2 (thanks @PatrickAWlson), reset counter off. Don't use this counter for a timed RTB waypoint, thanks @AEthelraedUnraed ------------------------------------------------------------ Now i have to figure out the same for an AtackArea ... BTW we need a manual extension for 4.601 regarding bombing and covering, seems there were changes made ... And then the new effects .... but that's a piece of cake. Edited May 7, 2021 by jollyjack
AEthelraedUnraed Posted May 7, 2021 Posted May 7, 2021 Good to hear that it works. One piece of advice I can give you is that you always need to have a backup plan for messages such as OnKilled or OnBingoBombs. A target may never be killed due to sheer luck, or an aircraft might drop its bombs much too soon if someone attacks it. Always make sure your logic can deal with similar situations. One other little trick that I use in a mission I'm making, is to just script everything. I need some bombs to drop at exactly the right position while the player is a couple of km away at the point, purely for cinematic reasons. I figured the player is too far away to see the bombs, so I've actually given the bombers their default loadout (so no bombs at all!), and put a waypoint right on top of the target. Once this waypoint is reached, it triggers a couple of scripted explosions on the ground. Also, the bombers start out as invulnerable, so that none of them is accidentally shot down by flak and only 4 bombers reach the target while 5 explosions show up... IMO it looks really good and believable, while it gives me complete control over what happens. 4 hours ago, jollyjack said: BTW we need a manual extension for 4.601 regarding bombing and covering, seems there were changes made ... And then the new effects .... but that's a piece of cake. I don't think there were changes in 4.601 regarding bombing and covering? 1
jollyjack Posted May 7, 2021 Author Posted May 7, 2021 Me's a stupo dumbo; dunno no nothing 'bou' them scripts ... jus' wanna blow up (virtual) thangz éh?
DN308 Posted May 8, 2021 Posted May 8, 2021 18 hours ago, AEthelraedUnraed said: Good to hear that it works. One piece of advice I can give you is that you always need to have a backup plan for messages such as OnKilled or OnBingoBombs. A target may never be killed due to sheer luck, or an aircraft might drop its bombs much too soon if someone attacks it. Always make sure your logic can deal with similar situations. One other little trick that I use in a mission I'm making, is to just script everything. I need some bombs to drop at exactly the right position while the player is a couple of km away at the point, purely for cinematic reasons. I figured the player is too far away to see the bombs, so I've actually given the bombers their default loadout (so no bombs at all!), and put a waypoint right on top of the target. Once this waypoint is reached, it triggers a couple of scripted explosions on the ground. Also, the bombers start out as invulnerable, so that none of them is accidentally shot down by flak and only 4 bombers reach the target while 5 explosions show up... IMO it looks really good and believable, while it gives me complete control over what happens. I don't think there were changes in 4.601 regarding bombing and covering? Do you have an example of this logic? Would you share such a scenario with us? 1
jollyjack Posted May 10, 2021 Author Posted May 10, 2021 (edited) i discovered at last where the dummy explosions for Arras and Stalingrad mapemitters are: use those? They look great, especially on the ground in a tank etc: ..... \1C Game Studios\IL-2 Sturmovik Great Battles\data\LuaScripts\worldobjects\mapemitters: Edited May 10, 2021 by jollyjack
AEthelraedUnraed Posted May 10, 2021 Posted May 10, 2021 On 5/8/2021 at 12:51 PM, DN308 said: Do you have an example of this logic? Would you share such a scenario with us? Yes, I do and yes, I would. Just remove the .txt extension (the Forums don't allow the .mission extension). bombcinematics.Mission.txt 1
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