#3896536 - 01/17/14 12:44 AM
Re: Eno's Firehouse and Crew's Hollo Pointe server lounge
[Re: eno75]
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eno75
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Interesting feedback from grimes about alarm states and ROE. I don't know how much of it is simply due to changes in sam/ARM behavior in 1.2.7 or if its an ugly bug where ARMs have a chance of exploding for clients. If unsure always try it out in singleplayer.
ROE and Alarm state are completely separate, but they do impact one another.
Alarm state set to auto basically means that AI will actively look for targets if targets are near. In effect it is the good old 'cheating all seeing eye" of the AI. This is not entirely the case because AI still need to detect a target with whatever sensors it has on board to actually engage said target. Alarm state red simply forces the AI to search regardless if anything is near. In the case of sams, this means emitting radar. If on auto and no targets are near the radar will typically shut down.
ROE depends on what the alarm state is. If alarm state is green the AI pretty much won't react to anything regardless of ROE. If the alarm state is Red, the 3 ROE settings will have different results. ROE Hold fire will prevent AI from actively tracking and attempting to engage a target, but will still be searching or be aware a target exists. It will never "aim" at or lock targets. ROE Return Fire: Same as hold fire but will switch to fire at will if shot at. ROE Fire At Will: AI will actively track and attempt to shoot at detected targets.
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#3897033 - 01/17/14 07:00 PM
Re: Eno's Firehouse and Crew's Hollo Pointe server lounge
[Re: eno75]
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Might need to put a small zone around the FARP to monitor for helicopters (MIST unit in zone script) to prevent the AI from coming in that way. It's a thought. That ^^^ is a fantastic idea for AI spawns. I have been using the new toggle feature in the mist unit_in_zone scripts, so a flag will work well to delay the next spawn until the FARP is clear. I will need to de-activate the first AI heli group because sometimes one of those units will stick to the FARP and I wouldn't want a new AI heli spawning on top of a previous AI heli. Couple of questions this raises: 1. In the mist script we can specify [red][helicopter] or [blue][helicopter]. Can the color be left off to specify any helicopter with just [helicopter]? 2. Can this script detect the difference between an AI unit and a Client, like this? [ai][blue][helicopter] or [client][red][helicopter]? I'll post these ?s over at DCS. WC
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#3897037 - 01/17/14 07:03 PM
Re: Eno's Firehouse and Crew's Hollo Pointe server lounge
[Re: eno75]
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Thing is I know we continue to have a problem even at airfields when we land to rearm and park in the spawn zone of other aircraft. I've stopped using 'Take off from Runway' in favor of 'Parking Hot' or whatever it's called -- for both AI and Clients. I think that helps because with the 'Runway' option there's no control over the Client's spawning parking spot. WC
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#3897041 - 01/17/14 07:08 PM
Re: Eno's Firehouse and Crew's Hollo Pointe server lounge
[Re: Wrecking Crew]
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1. In the mist script we can specify [red][helicopter] or [blue][helicopter]. Can the color be left off to specify any helicopter with just [helicopter]? Hee hee I can answer my own question. The mist guide says use [all][helicopter]. Happy fricken Friday! WC
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#3897579 - 01/18/14 06:05 PM
Re: Eno's Firehouse and Crew's Hollo Pointe server lounge
[Re: eno75]
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#3897643 - 01/18/14 07:54 PM
Re: Eno's Firehouse and Crew's Hollo Pointe server lounge
[Re: eno75]
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eno75
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#3897681 - 01/18/14 08:43 PM
Re: Eno's Firehouse and Crew's Hollo Pointe server lounge
[Re: eno75]
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^^^ fricken Gelen Airbase... 3/4 of the time I run off the far end --- BEANS and crew -- I saw that entry in the logs about the spawn incident or whatever it was. Looks like a mission program mistake, nothing intentional. I also saw that the mister B. guy got Kicked by one of our admins -- he was not in the Ban list; come on back Mr. B. I'll look at the mission parking... WC
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#3897789 - 01/18/14 11:57 PM
Re: Eno's Firehouse and Crew's Hollo Pointe server lounge
[Re: eno75]
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I think Anapa Airbase issues are taken care of now in the Huey Apocalypse mission -- The A-10C parking slots 1-10 or so are sooo close together that there's no wiggle room. But then you go to the parking slots around 24-29 and they are spaced at a better separation. So there shouldn't be any more surprise spawn collisions like what happened to BEANS and Mr B. --- I also got some other stuff done. Last night the C-130 in Herky Jerk was heading to KC but an enemy Mig showed up and the Herky Bird went everywhere but home, so I made an ROE adjustment. I've been thinking that The Highway was too difficult these days -- kinda was taking the fun out. So I moved the BUKs in closer and reduced the AAA at the few road outposts and thinned the armor in the enemy highway groups. Where there had been some Red vehicle groups with BTR-80s those got replaced with less-threatening armor. And where any group had multiple armor units I replaced the 2nd units with Fire Engines. Some Su-25As got added. The P-51Ds were removed. Somebody had asked to add Su-27s but they did not fit in with the coalition countries in The Highway. --- Flew four long missions last night until about midnight. Two times The Highway, then Paradise and Herky Jerk. All four were going really well with a very full house but all four threw a DCS Stopped Working message at the server -- still on v126. WC
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Exodus
by RedOneAlpha. 04/18/24 05:46 PM
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