Bagel 0 Posted October 30, 2002 Is there a way that I can have an Apache in a holding pattern a few kilo's behind me. Then designate targets at the front line and have the Apache fire mavericks from a stand-off position. I want to be able to do this dynamically i.e. not having named targets that I point it to and instruct to fire at. Thanks Share this post Link to post Share on other sites
whisperFFW06 0 Posted October 30, 2002 yes, just create a waypoint , speed limited, at the location you want your chopper to stay, and in the activation field, put :</span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">doStop chopper; chopper flyInHeight 50; chopper action ["HOVER"]<span id='postcolor'> With this, you're sure he's not gonna move FYI, Apache do not carry Mavericks, but AGM-114 Hellfires. Share this post Link to post Share on other sites
sgtvor 0 Posted October 30, 2002 Surprisingly enough, the Laser Designator is actually quite effective in guiding in Hellfire missiles from helicopters. They tend to see the laser rather quickly, and open fire like crazy on it, even at extreme ranges, making it work quite well for these standoff attacks. Vor Share this post Link to post Share on other sites
Bagel 0 Posted October 30, 2002 Thanks guys, Do we have any idea how far back the helo can be and still see the laserdesignated target ? I just want to make sure the helo actually uses the laser and does not target on it's own with it's own sensors. Thanks Share this post Link to post Share on other sites
Balschoiw 0 Posted October 30, 2002 assign targets with the following code in trigger on activation field. helo reveal tank1; helo dotarget tank1; helo dofire tank1; You have to play around with the distance but this should work for your needs. Share this post Link to post Share on other sites
whisperFFW06 0 Posted October 30, 2002 Hmmmm, Balschoiw, with this, the chopper will target tanks, and not laser designator. Perhaps </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Code Sample </td></tr><tr><td id="CODE">_tgt=nearestObject [player,"LaserTarget"] _chopper reveal _tgt _chopper doTarget _tgt _chopper doFire _tgt <span id='postcolor'> Could do the trick Whis' Share this post Link to post Share on other sites
Balschoiw 0 Posted October 30, 2002 sorry didnt see that he wanted to use Laser designator. Share this post Link to post Share on other sites
dinger 1 Posted October 30, 2002 The problem is that the apaches will usually fire Hellfires on an observer's Laser Target indirectly. That is, they'll be below a ridge or treeline, fire the hellfire. The Hellfire will pop up, acquire the target and kill it. The OFP Laser system works this way: a weapons platform can have the following detection modes (visual -- what humans have, IR -- vehicles at longer ranges, Maybe one for Air, and one for the Laser Target). A weapons system has specified what it can lock on to (Air, IR, and/or Laser Targets). The OFP LLD puts an object in the world called "LaserTarget" that shows up as East (I think it's shilka-class), and with a value to override other targets. If the vehicle can see the LaserTarget, it will attack it. So if you want cool indirect fire effects from laser, you have to do something really fancy. I played around with it -- it's going to take some work (since setvector doesn't really work with the shotmissile simulation). Share this post Link to post Share on other sites
sgtvor 0 Posted October 30, 2002 In tests I've run, the apaches can be holding at the south end of the main body of the desert island (not the long penninsula area) and fire at laser targets designated at the far north side of the island. The trick with pulling it off on a normal island is to make sure they have LOS with the target. The can't see the laser target through hills and terrain, and if they're hiding behind a forest, they'll see it and fire their missiles right into the trees. It's a pretty easy thing to pull off really, and you should be able to get it working without much scripting. Vor Share this post Link to post Share on other sites
Bagel 0 Posted October 31, 2002 dinger is closer to what I am trying to do. Right now if I call Apache air support and place it behind me, it reveals and targets the enemy without any need for the laser, it's own weapon systems are actually superior and it proceeds to wipe all enemy from the face of the earth!! I want the Apapche to be out of sensor range and in effect fire Hellfires based only on where the laser is pointed, without using any of it's sensors. Share this post Link to post Share on other sites
sgtvor 0 Posted October 31, 2002 The problem you'll have is that the apache won't attack the laser target if it's not in range, and if the laser target is on your intended target, then THAT target is also in range of the apache. It's almost a catch-22. Â What you really need is a super controlled window of attack from the apache (what it attacks and for how long)....hopefully the method below should give that to you. Â You could try using the new eventhandlers scripting actions that came in 1.85... Set the apache to "Never fire". Â Then set up a radio trigger that starts a script. Â In that script, set the helo to "Open fire" and then use the eventhandler "Fired". Â Once the Event becomes true, immediatly set the helo back to "Never fire". That way, you could guaruntee that every time you called for fire, only one missile would be fired per call...and since the laser target is of the highest priority the apache has, the missile SHOULD be heading towards it. Â If you make a call without the laser turned on, then the apache will fire a single missile at it's highest priority target. I don't know the exact syntax for the event handler off the top of my head, sorry...but in theory, that should give you want you want. Share this post Link to post Share on other sites
KeyCat 131 Posted September 8, 2003 [b said: Quote[/b] ]I want the Apapche to be out of sensor range and in effect fire Hellfires based only on where the laser is pointed, without using any of it's sensors. Bagel, I've been toying with the same idea for some time and just now found this thread. I've had some progress using Sefe's neat Guided SAM Missile script 1.1 to launch a Hellfire outside sensor range but the problem is that the trajectory of the AG missile is quite flak so it usually miss the target. Looks something like this... AH64   *********            *********                    *********                             *********                                   IMPACT! What I would like to do is to have the Hellfire missile going in a more LOAL (Lock-On-After-Launch) profile.                        * * *                       *     *                      *       *                 ****          *            ****               * AH64     ***                    *    ******                       *                                *                              IMPACT! Anyone good at trigonometry  /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
walker 0 Posted September 8, 2003 Hi KeyCat The CoC UA in partnership with DKM, SEB, UK Forces, BAS and several others may be able to do what you want. There are some extras in it not even the beta team have seen yet. Kind Regards walker Share this post Link to post Share on other sites
KeyCat 131 Posted September 8, 2003 Sounds interesting Walker Maybe a stupid Q but any ETA on the CoC UA? /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites
walker 0 Posted September 8, 2003 (KeyCat @ Sep. 08 2003,16:53) said: Sounds interesting Walker  Maybe a stupid Q but any ETA on the CoC UA? /Christer (a.k.a KeyCat) Hi KeyCat Nope is the short answere and below is the standard long answere with reasons. It is CoC policy not to give release dates; as they are rarely met and are a purely notional fiction. By its very nature the development of cutting edge products is a discovery process and we can no more give a date for completion than a doctor can give a date for the cure for the common cold. We only tell people what we have done so far and what we are working on. To that end we place all the public info on the current state of our projects and the latest releases and news on all CoC development in our forum. http://www.thechainofcommand.net/cgi-bin/ikonboard/ikonboard.cgi Here is quick rundown on the UA and other systems The CoC UA system This is a joint venture in conjunction with UK Forces, BAS, DKM and SEB at version 1 release. The 2nd release versions will include other MODs who have already asked to be involved in the joint venture but version 1 is closed for new MODs. The system will within the limitations of OFP be an accurate representation of modern indirect fire methods. It will enact modern methods of artillery calls for fire. We have advisors who use and employ these systems for real and who whithin the constraints of what is published information, ensure accuracy of the simulation. The UA is currently at Beta Testing of missions level. We have many well known mission designers doing missions for the system; of which there are several, including MP missions. Dinger has even started writing some of the Documentation. We have high standards for this so it will take time. We also need to do some skinning for certain addons and some suprises. CE 3 and CE Lite Projects It is intended that CE3 will be Multi Player capable. We will be releasing a CE Lite Edition version that will have limited MP capabilities. It is intended that CE Lite Edition will be the next release of CE. CE3 requires additional modules some of which have been and will be released as separate products before final integration. This is part of our testing and development process. Other Projects Such modules include CoC Network Services (Early version released), CoC LibAnn Neural Net, . CoC Enemy/Allied Stack System and its derivatives, CoC Logistics Database. There are addons required for, or to be integrated with, some of these systems many requiring cooperation with other MOD teams. Some of the modules are functions and are described here. http://www.thechainofcommand.com/docs/ CE3 also requires creation of internal CoC tools such as debuggers, preprocessors, editing tools, binary and hex tools, save game state and monitor game state tools etc. Some of these are for public release others will because of their pre-beta nature probably never get to the release stage. At the end each project has to be documented, manuals and examples written; betas tested and approved then the whole shebang published with mirrors to account for Bandwidth Limitations and publicised. Finaly the team have to sit around on the day of release ready to pick up and correct any bugs that creep past our beta test procedures. The Team The Team also work on other projects such as missions or as a consulting service to other MODs and organisations. Our team includes serving and former military sevrvice members who adhere to the highest possible standards of realism when working on their projects. We are also advised by members of various levels of the Western Military up to staff level. As well as all this the team have Real Lives some are in education many working on a Degree or their Doctoral Thesis, most have jobs or are researchers. Some have families to look after. None of us are currently paid for our work at the CoC. So as you see the project is very complex and you perhaps now understand why giving release dates or completion percentage would be foolish of me. Yours Sincerely Ian Glen Walker Project Leader For The Chain of Command™ http://www.main.thechainofcommand.net/ Share this post Link to post Share on other sites
KeyCat 131 Posted September 9, 2003 [b said: Quote[/b] ]So as you see the project is very complex and you perhaps now understand why giving release dates or completion percentage would be foolish of me. Indeed complex! I fully understand your position... Anyway thanks for the run down of all your projects and I'm looking forward to the stuff you are working on whenever it becomes available. Guys like you in CoC, BAS, DKM, RHS, FDF, UKF etc. etc. will make sure we utilize current OFP engine to it's limits (and probably beyond) until OFP 2 comes out When I'm done with next version of GL II I will see if I can find some time to get my head into some trigonometry and modify Sefe's script to give the Apache's some usefull stand-off capabilities. /Christer (a.k.a KeyCat) Share this post Link to post Share on other sites