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majorexperimental

Stop Opfor choppers from attack Blufor armor in waiting positions

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I have Blufor armoured units standing idle some distance, quite long, from the real mission area and have problem with those getting attacked and destroyed by Opfor choppers/jets before those Blufor armoured units is meant to be sent into battle.

What solutions can be used to solve this? One thing that complicate the whole thing may be that those armoured units at game start, spawn randomly on a numbers of markers (that's to create variation and unpredictability) and I want to keep that factor.

Is there for example a way to to make those Blufor armoured units sort of invisible to Opfor choppers/jets until the move away from their spawn zones?

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That sounds as a way to go! I'm no hacker so I have problem to do this all the way. Anyway; I typed as init "this setCaptive true; and it turned the Blufor vehicle neutral from the Opfors perspective BUT how do I activate them again when the Blufor vehicles leave the spawn area?

I tested with a trigger like this..

expCond="this && {setCaptive; _x && side _x == WEST} count thisList > 0 ";

expActiv="{_x setCaptive true;} foreach thisList;";

Nothing happend... I really don't know how to to do this; can a get a hint from a hacker? ;)

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Just attach setcaptive true to each tank's waypoints. If they are not grouped, this should be very simple.

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The tanks has no predefined way-points; the commander give orders live in game where they should go so some kind of trigger-solutions is what I can imagine solve the problem....

In my experiment above I did understand how to make vehicles neutral and now is the challenge how to switch them back no normal non-neutral.

Edited by Moonbus

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I guess the choppers are placed flying?

Try to place them on the ground behind a hill with no line of sight to the blufor armor, should do the trick.

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No they are on ground to begin with, in idle waiting state, a little bit as the tanks very far away, but starts hunting when "recon troops" has discovered Bluefor in different hot areas. And I have placed them behind masking landscape cover and also some placed walls.

If it was possible to force the choppers to go not that high could also get those tanks a better chance to survive... Is it?

Edited by Moonbus

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I'm not sure how to script this myself, but you could change the tanks' captive status once they spot the choppers (knowsabout) or become alarmed (combatState).

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