jollyjack Posted January 16, 2022 Posted January 16, 2022 (edited) In ME experimenting with Destroyers attacking Battery Todt only the smaller ship-guns seem to fire at Todt. How can you get the main ones to shoot? Atlantic Wall guns test v9a P47.zip Edited January 16, 2022 by jollyjack
[DBS]Tx_Tip Posted January 16, 2022 Posted January 16, 2022 First of all, let me restate that the Firing-point objects are not ordinary vehicles, artillery or blocks. You've already been shown correctly how to attack, destroy and have the Firing-point objects operational in the ToDT Firing Point Objects Primer. What I'm seeing in your mission here does not follow that logic stream correctly. I'm not sure what exactly you are trying to test here. First of all move the Destroyer sections and the ToDTs/272s Cmd:Attack Ground areas out to the middle of sector 0704 so the ToDTs can actually depress and rotate their guns enough to aquire them as targets. I would elevate all these areas to 500m. Your CMD:Attack logic is incorrect in that its' (target(s) along with the Priority: Attack Group checked) are individual ToDTs and 272's which: A) Will not be attacked via direct attack logic by AI. This is why in the ToDT Firing Point Objects Primer I use a Fake Vehicle as the Entity being attacked. Additionaly you are using a Trigger:Timer to target the CMD:Attack itself. I would suggest directly targeting a corrected CMD:Attack logic stream via the waypoint. Unless of course you are switching targeting and use a Force Complete 'High' within the attack logic stream to target the CMD:Attack via a Trigger:Timer such as in the Primer. I would also suggest you visit JimTM's manual for how to correctly set up linked groups and the use of the CMD:Attack in attacking those groups. Good Luck in your mission designing Tip 1
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