kojak_2002 0 Posted May 18, 2002 I'm looking for a Surface-to-Air Missile installation, although I realise a working SAM station would be unfair - there's no electronic countermeasure equipment in OFP aircraft, so planes would drop like flies. Also, what about MLRS (Rocket launchers) and Patriot anti missile batteries? (A working Patriot that could shoot down a scud would be amazing!!! Share this post Link to post Share on other sites
dkraver 1 Posted May 18, 2002 </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (kojak_2002 @ May 18 2002,22:54)</td></tr><tr><td id="QUOTE">although I realise a working SAM station would be unfair - there's no electronic countermeasure equipment in OFP aircraft, so planes would drop like flies.<span id='postcolor'> Not really because the seek/tracking part of the game isnt that well so a turn could loose the missile. If you look a little back you will find a post about a hawk battery. So something is in the work Share this post Link to post Share on other sites
peeps 0 Posted May 19, 2002 THIS IS MY 100th POST HORRAH FOR ME HORRAH FOR ME DO DA DO DA DAY the hawk looks awesome but its still got a long way 2 go if u read the threat. I don't no if its possible, but could u have a SAM battery that is buried in a metal thing and when a plane flys over it rises up and shoots. Also i don't no if it is possible but could u have an unmanned station? Share this post Link to post Share on other sites
Scorpio 0 Posted May 19, 2002 Well, i saw something about a SAM BMP. Somebody can just rip off the bottom and put the top on the bottom and the top will then be the bottom, so the bottom will shoot the su-25 in no effort. Well, maybe you wouldnt like a top of a BMP for a sam site, but its just a thought. Share this post Link to post Share on other sites
jawk2 1 Posted May 19, 2002 counter-measure... I m still searching how to do it in 1.46 config.bin. But i once did a battery of detecting Locking for plane and chopper... thought plane wouldnt need it because AI and player cannot lock a plane that is not "reveal". AI didnt use (or rarely use) the locking ability of AA missile *do a mission with a chopper and full of AA guys u ll see all the missile going into a straight line*. Instead the AI use blank range targetting, see: class AA: CarlGustav { hit=300; indirectHit=60; indirectHitRange=2.500000; minRange=50; minRangeProbab=0.500000; midRange=400; midRangeProbab=0.950000; maxRange=1200; maxRangeProbab=0.300000; airLock=1; The AI will decide to fire on you at a RangeProbab of 0.1 (100%).The way to dodge AA missile from AI is easy, just dont do a straight fly. For the bullet that s another thing, because AA track u very well *damn shilka i m down everytime* If u want i can send u a script *unfinished because i have to pass an adminstrativ concourse* that is a threat detector, i hope to meet one time a guys that could explain me the line about the lock in the config.bin and help me doing a fine detector and counter-measure like chaff *i know it can be done*.The actual coding i m trying to figure out is this: class CfgInGameUI class Cursor { aim="W_weapon"; weapon="W_lock"; outArrow="UI_sipka.paa"; select_target="target_active.paa"; lock_target="target_locked.paa"; me="circle"; meColor[]={0.800000,0.800000,0.800000,0.800000}; dimmMe=0.000000; dimmMeStartTime=5; dimmMeEndTime=10; dimmCmdStartTime=5; dimmCmdEndTime=10; select="circle"; selectColor[]={0.000000,0.600000,0.000000,0.800000}; leader="circle"; leaderColor[]={0.000000,0.600000,0.000000,0.800000}; mission="M_mission"; missionColor[]={0.800000,0.600000,0.000000,0.800000}; tactical="T_tactical"; move="T_basic"; selected="T_select"; attack="T_attack"; getIn="T_getin"; watch="kurzor_scroll"; color[]={0.800000,0.800000,0.800000,1}; colorBackground[]={0,0,0,0.600000}; colorLocked[]={0.700000,0.100000,0.000000,1}; dimm=0.150000; class Sign { height=0.015000; widthSector=0.020000; widthGroup=0.010000; widthUnit=0.010000; }; activeWidth=0.600000; activeHeight=0.800000; activeMinimum=0.050000; activeMaximum=0.100000; enemyActiveColor[]={0.700000,0.100000,0.000000,0.700000}; }; }; Well this is the cursor used to show the lock, but how to detect it? How to modify it so that it can lock during the flight on another thing? I m trying to figure out now I m not an addon-maker, just a little tinker about the coding of OPF *i started just 3 week ago and i m still learning in various tutorials, i ve done a 1st script that's all, modify several mission to do they as practice* Share this post Link to post Share on other sites