Interception and force landing - ED Forums


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Old 12-26-2012, 03:11 PM   #1
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Default Interception and force landing

I wonder if anybody tried to create an ordinary air interception mission. On the ordinary interception I mean the GCI/AWACS detect boogies, and it sends an alpha alert to the fighters/interceptors on stand-by. They take off, intercept the boogie, and in case of no radio contact the fighters will forcing to land the boogie on some airfield. Now I tried to create a mission like that, but I'm struggling with the force landing task. I found two ways of making the force landing option.
1. My original intention was, to change waypoint of the boogie, if the fighters are in the moving zone of the boogie (yak-40) - which sets a flag on, but I cannot get it working, because I don't know how can I change the waypoint with the given flag set to true in the conditions. The other question with this way: RTB on bingo means the plane will return to the place where it took off, or will it return to the place where it's landing is set.

2.The other "workaround" I saw, that I create two yak40 units, and if the fighters are in the moving zone, it deactivates the unit with the original waypoints, and then activates a new yak-40, which has a landing point on the given airdrome. The problem with this workaround is that it would be nice to spawn the new plane to the very same place, where I deactivated the old one. So I suppose a getpos(x,y,z) and a setpos(x,y,z) is needed to do it nicely. The other problem I have, when I get close to the boogie, it starts manoeuvring like a fighter, and tries to outmanoeuvre my Su-27 That way, he will not get to the next waypoint, just keeps on manoeuvring.

Any help/ideas are appreciated.

- KGB -
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Old 12-26-2012, 03:23 PM   #2
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Triggered action, Switch waypoint.
Always remember. I don't have a clue what I'm doing
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Old 05-02-2014, 10:59 PM   #3
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Hi All,

I am looking at doing a similar mission but it's a little more complicated and I don't know if it's possible.

I want to make a mission where the players start off on a carrier.

The players are alerted to an aircraft approaching their countries boarders and are ordered to intercept.

Take off locate invader aircraft and intercept, get into formation and make contact.

Three possible options affect outcome.

1. Invader Refuses to change course and continues flying towards border ... where Invader would need to be shot down before passing border.
2. Invader changes course and flies home
3. Invader is escorted to military airfield and forced to land.

I want the Invader decision to be random so it changes every time it's played. If not I can set up a few Invaders to spawn at certain times.

I hope I have explained it clearly.

Carrier with Allies on, get warning of Invader and Intercept. Depending on Invaders response to interception depends on outcome of mission and whether player passes or fails.

Thanks in advance!
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Old 07-06-2014, 10:37 AM   #4
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Old 07-06-2014, 11:24 AM   #5
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you blokes have seen this thread yeah?
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Old 07-06-2014, 10:30 PM   #6
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At the beginning of the mission, use trigger for Flag set random value (apparently some people report biasing of results, but you'll still get something random).

Use the result of the flag to set the AI action. So basically in the triggers you have for making the AI do one of the three things, use as a condition the value of the flag.
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Old 07-08-2014, 11:10 AM   #7
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This might help:

There will always be bugs. If everything is a priority nothing is.
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