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HateDread

Modifying Attack Aircraft Behaviour

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Hey all,

Was wondering how I could set the enemy planes to attack like you see in combat videos from the Middle East - flying up very high, and dropping bombs/launching missiles. This is followed by the flak being fired at the sky/clouds, and SAMs launching left right and center, and all that yummy goodness in night vision.

Problem is, at the moment, aircraft dive in when they attack. I need a realistic engagement style - up high, above the clouds, raining down death.

Also, how do I force an artillery strike on a position? Do I just need to spawn shells, or an actual artillery piece and get it to fire? Either way - how?

Cheers.

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Anyone?

I tried flyinheight on both the plane and its Search and Destroy and Guard waypoints, but it defaults to swooping, and circling, at very low altitudes and at low speeds, killing the immersion.

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You can't really modify the attack behaviour without creating your own FSM, and even then I don't know if you'd be able to override the built-in behaviour.

You can somewhat fake it by disabling the AI and then scripting its movement and weapon releases etc... this might be viable for high altitude bombing runs against known positions, but would be a lot of work to make it into a general AI that can engage any targets and react appropriately to threats.

For artillery, you can just spawn shells at the target (easiest, most reliable/repeatable), but you can also set up artillery strikes from actual artillery pieces. See this page for more info:

http://community.bistudio.com/wiki/Artillery_Module

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So I don't clutter the forum, I just thought I'd quickly ask in here...

How do I group AI/define AI group in the init line? So that I can move the entire group into cargo with one line, etc. Searched and searched for an answer :/

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{_x moveincargo vehicle} foreach group;

vehicle = name of the vehicle

group = name of the group

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group 1 = group unit;

You can replace 'unit' with the name of the unit you want to get the group of, for example I would put:

group 1 = group this;

in the init field of the leader of a group. group1 would then be the leader's group.

Edited by Andy455

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