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PatrickAWlson
Posted

In the Normandy release we got radar units.  Any tips on how to use them?  Do you just drop them down?  Do you have to do something with them to make them operable?

 

Thanks.

GSHWK_Houndstone_Hawk
Posted

I was really hoping you were going to get a reply or two to this very intersting question ?

Posted

I guess they are just objects. What you can do with them easilly, is to use them as spotters, but that is not too attractive and you need map icons. Much better would be to build some logic with checkzones to spawn more obscure markers in the map, but that is a big job.

But for example I've been Freyas (fumg401) as temporary spotters (activate / deactivate to make them look like bit more real) but also I've linked for example Wurzburg Gun-laying (Fuse65) radars to "Command:Behaviour" thus way that AI level of nearby AAA-guns is set to "Low" when "OnKilled" triggers. They are still damn good, but hellish when set to high for example. I've been using warning zones in the map as long as Wurzburg's are active.

Posted

@Hanu Salute,

 

I understood that when you set the Command Behaviour to "low" for a AAA unit or artillery piece that makes the guns very active, i.e stop doing nothing and pay attention, is that correct? or have I got it the wrong way round, and that HIGH is very active?

ITAF_Airone1989
Posted

 

 @PatrickAWlson 
I'm testing a radar system inspired by (copied ?) the one made by @ACG_Cassfor Combat Box.
I have introduced some spherical check zones in order to give you some tips about enemy altitude as well, but on the other hand it is a little "heavier" so not sure how many of them can be present in a mission.
If you are interested I will let you know if everything is working correctly

Posted (edited)
19 minutes ago, DD_Friar said:

@Hanu Salute,

 

I understood that when you set the Command Behaviour to "low" for a AAA unit or artillery piece that makes the guns very active, i.e stop doing nothing and pay attention, is that correct? or have I got it the wrong way round, and that HIGH is very active?


It more about accuracy IMO than activity, but spotting is improved also; thus "High" level AAA guns are very dangerous.

Edited by Hanu
Posted
1 hour ago, ITAF_Airone1989 said:

I'm testing a radar system inspired by (copied ?) the one made by @ACG_Cassfor Combat Box.

Plagiarism!!!!11!! You will hear from my lawyers.

 

But seriously I really welcome people adding in functionality as I unfortunately don't have the time at the moment - feel free to reach out if you any questions on it.

 

1 hour ago, DD_Friar said:

I understood that when you set the Command Behaviour to "low" for a AAA unit or artillery piece that makes the guns very active, i.e stop doing nothing and pay attention, is that correct? or have I got it the wrong way round, and that HIGH is very active?

If you've got an AI unit set to attack a specific unit, the high-med-low is used to determine whether the AI will attack just that unit or is allowed to attack others (high will attack only the unit, low gives the AI more autonomy in who to attack)

 

With attackareas, I think the high setting traps the AI into scanning for the enemy so they aren't able to attack. I've found the most effect way to have AAA attack aircraft quickly is to trigger an Attack Area MCU at high priority and then have a delayed (1-2 seconds) Force Complete at low priority trigger afterwards. You can have a barage of guns almost immediately aim and start firing at an aircraft.

 

I have a group that I can share if you'd like.

  • Haha 1
ITAF_Airone1989
Posted
7 minutes ago, ACG_Cass said:

I have a group that I can share if you'd like.


I would like, so I'll be in touch with your lawyers a little bit longer

Posted (edited)

@Hanu DOH! I have just realised I am thinking about Force Complete where low is better than high...

 

from @coconut "The side activity of land lights is to be switched on (during night-time). Assign it a ForceComplete low, and it will switch itself on. Assign it a ForceComplete high and it will be fully dedicated to its command, which is to do nothing. Same thing with artillery units. Their side activity is to shoot at anything they can shoot at. Tell them to do nothing with a low priority, and they will shoot at anything they can shoot at."

 

I will leave your thread in piece and go back to where I crawled from.......

Edited by DD_Friar
Posted
6 hours ago, DD_Friar said:

@Hanu Salute,

 

I understood that when you set the Command Behaviour to "low" for a AAA unit or artillery piece that makes the guns very active, i.e stop doing nothing and pay attention, is that correct? or have I got it the wrong way round, and that HIGH is very active?

 

Yes, it's basically a "do your thing" command.

It allows the gun to scan and fire autonomously.

 

  • Thanks 2
Posted
21 hours ago, Hanu said:

e and you need map icons. Much better would be to build some logic with checkzones to spawn more obscure markers in the map, but that is a big job.

 

I dislike moving map icons for a WWII flight sim too.

For Single player missions (career, quick missions, Vanders EMG)  I am using for BoX maps  "Radar"  groups that report the map location (not the direction / range) of enemy flights via SUBTITLES.

For eastern front 41-43 missions when Radar was normally not used I reduce the random that a subtiltle is displayed to ca. 25% (MCU_Timer) as if it is just a sghting of enemy planes by other units.

For Rheinland 44/45, Normandy and late Kuban when Radar was more realistic I use Random of ca. 90%.

Because there are many Checkzones required (one for each map grid) for the big Normandy / Rheinland maps I use Radar groups of a smaller section of the map.

For Normandy / Channel area I am using this for example:

All Normandy Checkzones / Subtitles are in Radar-Normandy.Mission-v01.zip

The Subtitles can be changed with find/replace from german to other languages and the coalitions to be reported can be changed too.

The whole thing is primitive but it works. I use it since some years for most single player missions.

And in Vanders EMG It is possible to put it in the Radar group of the mission template and no further mission editing is required.

 

MCU_CheckZone
{
  Index = 5;
  Name = "Trigger Check Zone";
  Desc = "";
  Targets = [7];
  Objects = [];
  XPos = 366857.066;
  YPos = 95.967;
  ZPos = 35268.880;
  XOri = 0.00;
  YOri = 0.00;
  ZOri = 0.00;
  Zone = 4000;
  Cylinder = 1;
  Closer = 1;
  PlaneCoalitions = [1];
}

 

MCU_TR_Subtitle
{
  Index = 7;
  Name = "Translator Subtitle";
  Desc = "";
  Targets = [];
  Objects = [];
  XPos = 366859.464;
  YPos = 102.931;
  ZPos = 37253.341;
  XOri = 0.00;
  YOri = 0.00;
  ZOri = 0.00;
  Enabled = 1;
  SubtitleInfo
  {
    Duration = 5;
    FontSize = 20;
    HAlign = 0;
    VAlign = 0;
    RColor = 255;
    GColor = 255;
    BColor = 255;
    LCText = 3;
  }
 
  Coalitions = [2];
}

 

Radar-Normandy.Mission-v01.zip

  • Like 2

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