Hedgehog Posted May 11, 2018 Share Posted May 11, 2018 Control Logic Question, Friendly forces and allied parties So, in the below screen shot Does "Friendly" forces include Allied Party forces? If it does it's kinda F**ked my plan up. Is there a way to determine "Own party only" forces? 0 Quote Link to comment Share on other sites More sharing options...
Gibsonm Posted May 11, 2018 Share Posted May 11, 2018 Simple question. Did you try it? Put two "allied" units in the region and see what happens? You can use the Mission Debugger (under the File menu) to determine if a Condition has been met or not. 0 Quote Link to comment Share on other sites More sharing options...
Members Ssnake Posted May 12, 2018 Members Share Posted May 12, 2018 Personally, I don't think it does, but the only way to be sure is to have a test region where you spawn an allied green unit, and have an event tied to "friendly forces in region X" which would then display a success message. If the message never comes before you drive with your own blue vehicle into the region, you will know. Please tell us, here. 0 Quote Link to comment Share on other sites More sharing options...
Splash Posted May 12, 2018 Share Posted May 12, 2018 An allied party's units will satisfy a Blue condition for "Friendly" forces. 0 Quote Link to comment Share on other sites More sharing options...
Hedgehog Posted May 16, 2018 Author Share Posted May 16, 2018 (edited) Test: Are Allied parties counted as "friendly forces" Actual result = Yes. (Bollocks) Findings attached. (Test Screen Shot Zip) Green unit allied to Blue enters Blue test, condition "Operational Friendly forces in test blue region > 1" = TRUE Articles 5 & 8 prove this for Blue and Green parties respectivly Request to eSim Add "Own Party Only" Units option to condition logic and event logic setup dialog Reason. (Why I would like this option) Enables "allied" units to become hostile/enemy to "own party" units entering adjacent territory. Blue unit enters Green Area. Green becomes hostile to Blue (Using "Own Party" condition above and the "Allied if" / "Enemy if" dialog) Blue remains Allied to Green Blue Surviving units leave Green Area. Green becomes Allied to Blue. Represents unauthorised boundry crossing being met with "Friendly Fire" However this condition would not respect AO boundaries. I.E. If Blue unit A crosses boundary and Blue unit B does not but both Blue unit A & Blue unit B are visible to Green unit A. Blue Unit B could be engaged by Green unit A, if Blue Unit A crosses boundary. (See Graphic Below) Or a more controlled option would be if only units crossing the boundary into the forbidden area are to be engaged, but that would need changes to TC spotting / fire control logic. Test Screen Shot.zip Edited May 16, 2018 by Hedgehog 0 Quote Link to comment Share on other sites More sharing options...
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