mad rabbit 0 Posted October 12, 2004 Is it possible to setBehaviour/CombatMode of individual units within a group differently from each other and/or the leader? Goal: I am trying to get 2 x F/A-18C Hornet AMRAAM to escort their leader, a C130 with cargo, in formation to the airport for a LAPE. Â All units are spawned at a game logic position and Requirements: 1) Must stay in leaders group as the leader inherits the waypoints from a CVed-deleted unit at the initialization of the map. 2) F/A-18C Hornets need to "break-off" and engage any incoming air and therefore need to be set to "YELLOW" and "COMBAT". -> Would be nice if they return to formation after engaging?! 3) Leader (C130) must stay in "BLUE" and "CARELESS" as switching over to "RED"+"COMBAT" effects his flight path (dip down for a LAPE). 4) Leader must stay as C130 (Pilot + Gunner) so that F/A-18C Hornet AMRAAMs are following/escorting it, and not vice-versa (this would also effect the C130s flight path when the F/A-18C Hornet AMRAAM break off to attack). Current Problem: Changing the behvaiour/combatMode of any unit within the group effects all units within that group. Â This is regardless of rank and occurs regardless of what order the individual units are altered i.e. C130 (leader) before F/A-18C Hornet AMRAAM (escorts) or vice-versa. I have tried varying combinations of ranks and sequences in which I order the behaviour/combatMode. Current Solution Attempt: I'm gonna try spawning the C130, setting him to "BLUE" and "CARELESS" then spawn the F/A-18C Hornet AMRAAMs and set them to "RED" and "COMBAT". Â Then I'll get the escorts (F/A-18C Hornet AMRAAMs) to join the same group as the C130 and see if that works. Â This is as opposed to the when I started this and I spawned the F/A-18C Hornet AMRAAMs pilots with the C130 group (which is really the original waypoint inherting group) in their init then moved them into the F/A-18C Hornet AMRAAMs. Summary: I'll try setting up the C130 LAPE (Low Altitude Parachute Extraction) flight path to incorporate if the C130 was flying under "RED"+"COMBAT", however I really don't want to this as it was hell to set it up nicely under "BLUE"+"CARELESS" in the 1st place. I'm pretty sure that even though the WP is set to "LIMITED" in terms of speed mode when flying over the drop-zone, this has no effect once the C130 switches to "COMBAT". Â I've monitored it and as soon as the C130 is in "COMBAT" it overshoots it's drop-zone. Â Again, I could alter the C130 flight path to incorporate this increase in speed and just have the whole group set permenantly in "RED"+"COMBAT" but this would be 'tacky'/bad as the C130 would move way too fast for a LAPE. If anyone has tried this before or knows a way around all 'this' (setBehaviours/combatMode probs)it would be helpful. P.S. if anyone is interested in what a LAPE is, I found the link below informative: LAPE info Share this post Link to post Share on other sites
mad rabbit 0 Posted October 12, 2004 SOLVED: Just in case anyone wanted to know: Quote[/b] ]1) Spawn C130 pilot (leader) into groupC130 and moveInto C130 2) Set C130 behaviour to "CARELESS" & combatMode to "WHITE/GREEN" 3) Spawn escort1 pilot into groupTemp (dummy group) 4) Set escort1 Pilot behaviour to "COMBAT" & combatMode to "YELLOW" 5) Join escort1 pilot to groupC130 (therefore now in C130/leader group) and moveInto escort1 F/A-18C Hornet 6) Repeat (3) to (5) for escort2 pilot Simplified process excluding setVelocities, waits/pauses, CV steps included etc. - The escort combatModes (and behaviour) are now seperate to that of their leader the C130 - The C130 will direct the escorts to enage any enemy air interception without deviating from its inherited WP course. - The C130 flight path (speed and approach) and therefore LAPE in my application are also uneffected, again regardless of enemy air interception (unless of course C130 is shot down) and redirection of escorts =========== I hope this benefits the community if it wasn't already known Let me know if you want a sample mission. Share this post Link to post Share on other sites