View Full Version : Air strikes
colin
10-25-2002, 10:04 PM
I want to simulate an air strike for the blue side
My criteria is for a limited number of strikes (3) that come on line 30 min. after combat starts and last for 10 min. the strikes would be laid onto the target just like a normal Arty strike. This is to simulate the time it takes for the aircraft to arrive on scene and loiter time over the target. Any advice? Thanks
AlphaSierra
10-25-2002, 10:34 PM
When you create the scenario and you place your arty strikes you have to refer to an event for the strikes to be carried out.
flight time for artyshell ~30sec
Strike duration 1 min 30 sec
If you have repeted artystrikes it's ~3 min 50 sec between strikes
With this in mind you can creat an awsom airstrike :D
Hackworth
10-27-2002, 12:38 AM
You can implement the strike with the conditions 1. when trigger "whateveryouwannacallit" is set and 2. after trigger "whateveryouwannacallit" is set incremental time > 30 minutes. That will trigger your strike where and when you want them and the player can specify which area to strike (create triggers for the 3 different areas to be hit).
colin
10-28-2002, 08:11 PM
I am still unclear on this. What I want is for the dashed arty strike boxes to appear as soon as a friendly comes under fire. The timer starts at 30 mins, 34 mins 36 mins ,etc, etc This way the blue leader can move the boxes onto the target as required until the boxes turn “hard” and the strike is set.
This will account for the flight time and simulate the loiter time.
I am still trying to get events straight in my head, I seem to become stupider as I get older! :casstet:
In a little while I will have a scenario finished that I would like to send to someone for review and advice. Any volunteers? :D
Ssnake
10-28-2002, 09:41 PM
Well, I think that this is not quite possible. What you can do is use triggers and preplanned artillery. So, the player may use trigger 1 to call in artillery (make an event that relies to Trigger 1 being set, and add some radio message to it, e.g. "This is Hammer, request for air support is approved, ETA +30, over")
After the 30 minute delay the fighter would announce its approach (Event 2), so the player can then use the other triggers to designate the general target area. What you do then is to create a mosaic of artillery objects tied to small user defined areas, and the condition for the artillery would then be ...if (Event 2) is (true) AND
[(trigger X) is (active)] AND [(enemy)(forces) in (Region X) > (threshold value)]Note that I used (enemy(forces) as opposed to (known enemy)(forces). This is based on the assumption that the jet will spot the enemy, even if they are hidden from direct observation; you may add a dice roll to randomize this so that the jet will detect the enemy only with a likelihood of 80% or so.
The point is to separate the player's target area designation from the actual impact of the jet strike. Trigger X must be set as a prerequisite to release the artillery strike, while the individual artillery strikes are tied to a mosaic of smaller sub-regions to pinpoint the exact location of the enemy.
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