Beebop Posted June 7, 2021 Posted June 7, 2021 (edited) A new issue has raised it's ugly head in relation to my earlier "Command Attack Question" post. Although I got the initial results I wanted, in the process of fleshing out the mission (and possibly several Resaves) now when the car bomber approach's the dock he is killed by the sub. This wasn't happening before. (they are opposing coalitions so the player doesn't get a "fired on friendly" when they kill the car). Is there a way to keep the sub from firing at all? I don't want it defending itself. This is a recreation, as best as possible given the game limitations, of the Orzel Incident. In the actual incident when the Orzel arrived in port in Estonia, being a 'Neutral' port and following Geneva Conventions, the Estonian government took all it armament off it. I have looked through the manual but cannot find a way to make the sub "Empty" as there is no 'loadout' options like a plane. Will making the AI level 'Low' do any good or just make him a worse shot? The car is literally 2 seconds and ~ 100 meters away from getting on the dock and triggering it's detonation when the sub kills it. Side note, I also have a small armor column attacking the sub but those tiny conning tower AA guns demolish the tanks. (which begs the question why then are they so hard to kill with a 23mm VYa)? Edited June 7, 2021 by Beebop
Beebop Posted June 7, 2021 Author Posted June 7, 2021 So I went to bed and dreamt about it.......and had a thought.... I put in a 'command Behaviour' MCU and Target Linked from the first waypoint where the sub can see him LOS (line of sight) and object linked the MCU to the car and changed the Coalition to the same as the sub. I'm hoping that the sub will now not fire at the car and it can reach the 'Detonation Waypoint'. The "detonation logic" is not coalition specific so the only thing that could go "wrong" is if the player kills the car as it's approaching the sub. Since I just got up I need some coffee and breakfast before running tests. Is there a better or more efficient way? I'll report back later.
Gambit21 Posted June 7, 2021 Posted June 7, 2021 You can make the vehicle non-engageable in it’s settings. 1
Beebop Posted June 7, 2021 Author Posted June 7, 2021 55 minutes ago, Gambit21 said: You can make the vehicle non-engageable in it’s settings. I hadn't thought about that. Since the car has no weapons that should work and I don't need logic for that. Thanks! However there's still the issue of the armor column. Obviously changing their coalition will also keep them from attacking the sub. If they were made non-engageable would they shoot at the sub?
Beebop Posted June 7, 2021 Author Posted June 7, 2021 (edited) Making them non-engageable works. Thank you. Now I need them to shoot at the sub when they arrive. They will do that if the right logic is applied, right? I'll consult the manual on setting that up. If I use the 'Attack Command' MCU would I need to object link it to all objects in the Armor Column or would a link to the formation leader "send" the command to all linked units? Nevermind. I just Edited June 7, 2021 by Beebop
Beebop Posted June 7, 2021 Author Posted June 7, 2021 Just tested the logic. * Sub is Linked Entity * Armor Column is Linked Entity, opposite coalition as sub. * Armor Column Advanced Properties 'Enagaeable' box not ticked. Command Attack MCU; * Target Linked to the sub * Object linked to the Armor Column * Priority set to 'High' * 'Attack Group' not ticked. Results; Column approaches sub and begins firing. Continues until sub is sunk. Sub does not fire back. I know you veterans already know all this but I decided to post the results for anyone who is having similar questions or is wondering how to do this or what the "Enageable" box does. I hope it helps someone. Again, thanks Gambit for that tip.
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