jmarso Posted October 31, 2020 Share Posted October 31, 2020 Getting units to attack the targets they are supposed to attack, and not meander off and try to blow up everything on the map? AI SEAD is the specific problem I'm dealing with, but there are some air to air issues as well. Fighters don't seem to want to limit themselves to their engagement zones. With the SEAD deal, I've tried all of the following: Search and engage in zone, Search and engage group, Attack group, checked the group attack box, tried setting ROE options for Priority Designated and Only Designated, so on and so forth. I set the jettison stores ability to off so they can't dump their ordnance the first time they get shot at, and that works okay. I make sure they have ordnance and sensors appropriate to the task. Still, no matter what I try to set it up, the flight will roll in on something like a ZSU or SAM site, shoot a couple targets in the group, and then off they go to wildly diverse corners of the map looking for targets when their assigned group is still mostly intact. Anyone have this worked out? (In a way that does not involve lua scripting, I might add...) Link to comment Share on other sites More sharing options...
MK-82_1_EACH Posted October 31, 2020 Share Posted October 31, 2020 You could use triggered actions for weapons hold out of zone and then weapons free when in zone. Link to comment Share on other sites More sharing options...
Habu_69 Posted October 31, 2020 Share Posted October 31, 2020 If the attack group's main task is SEAD, they will attack any AD unit they detect, regardless of waypoint tasks. Link to comment Share on other sites More sharing options...
jmarso Posted October 31, 2020 Author Share Posted October 31, 2020 If the attack group's main task is SEAD, they will attack any AD unit they detect, regardless of waypoint tasks. I tried changing their tasking to CAS and the same thing happened. Link to comment Share on other sites More sharing options...
Vanguard Posted October 31, 2020 Share Posted October 31, 2020 Mind sharing the .miz so we can have a look and see if we can find a solution? Even a watered down version of it if it's something secret you're cooking up. Link to comment Share on other sites More sharing options...
jmarso Posted October 31, 2020 Author Share Posted October 31, 2020 I'm going to tinker with it a bit more, and then I may post it here if I can't get it working to my satisfaction. Link to comment Share on other sites More sharing options...
Habu_69 Posted November 1, 2020 Share Posted November 1, 2020 I tried changing their tasking to CAS and the same thing happened. I believe the point is that the main group task generally over-rides waypoint tasks, so a CAS main task commands the group to attack detected ground units. Work around this limitation by choosing a main task (some experimenting may be needed), then give the group initial weapons hold and no reaction to threat waypoint tasks.When near the desired targets, assign appropriate ROE, threat and attack waypoint tasks. This is sort of a black science. Link to comment Share on other sites More sharing options...
nighteyes2017 Posted November 1, 2020 Share Posted November 1, 2020 What you could do is make the targets that they are not supposed to attack invisible. This wil not actually make them invisible off course, but it will make the AI not see that target and so not attack it. Link to comment Share on other sites More sharing options...
jmarso Posted November 2, 2020 Author Share Posted November 2, 2020 Thanks, guys. I try some of that stuff. The ME does have its quirks! Link to comment Share on other sites More sharing options...
jmarso Posted November 2, 2020 Author Share Posted November 2, 2020 The trick of making the units you don't want attack invisible works pretty well. 1 Link to comment Share on other sites More sharing options...
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