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How to Control Air Units


kaoqumba

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To expand on that.

 

It was only a month or two ago that we were given the ME waypoint option of making AI aircraft land, refuel, rearm, and then take off again, finally letting a mission designer set up (hypothetically) infinite flight loops.

 

CA hasn't seen that much in the way of updates in… well… a while, so this very new functionality has not filtered back to the commander features available in CA. Indeed, there are a ton of options available in the ME that would make sense for a CA commander to have at hand, but which aren't even though they've been around for ages, so it's hardly surprising that the rearm/refuel isn't there yet. Hell, it's quite likely that many mission designers haven't even noticed this new feature.

 

With a bit of luck and dev pleading, CA might see a bit of an overhaul, adding in more waypoint actions and tasks as things a commander can apply to units on the fly, but chances are that it will be a while if it ever happens at all.

❧ ❧ Inside you are two wolves. One cannot land; the other shoots friendlies. You are a Goon. ❧ ❧

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To expand on that.

 

It was only a month or two ago that we were given the ME waypoint option of making AI aircraft land, refuel, rearm, and then take off again, finally letting a mission designer set up (hypothetically) infinite flight loops.

 

That work?

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That work?

Yup. It didn't (or at least require some pretty advanced chicken-waggle voodoo to get working) when it first was introduced, but now it's fully functional, at least in terms of doing what it's supposed to be doing.

 

The exact behaviour when aircraft land still needs some tweaking — they all suddenly get equipped with some pretty fancy thrust reverser as handbrake J-turn capabilities that look a bit silly as they taxi out of their parking spots, but that's a minor visual point compared to being able to set it up at all and having it work. :D

❧ ❧ Inside you are two wolves. One cannot land; the other shoots friendlies. You are a Goon. ❧ ❧

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Work perfect for an AI flight. I recommend just triggers orders through F10 communication menu in a CA interaction orders . Please go to Mission Editor forum and ask how make triggers actions through F10 communication menu.

 

e.g. ones in CA slot you can go F10 comm menu and choose actions you did create previously in mission editor. You better leave this flight group in an Orbit flight awaiting your F10 trigger action in F10 menu e.g. you spotted a big group of enemy that over number you, then select in F10 menu your trigger action previously created in mission editor to search and attack the trigger area where you are. In this case you select a task of CAS for only enemy armors or regular troops. Ones this unit spend all payload, then use triggers to direct his next wpt to the landing flight path and so on.

 

This specific unit should not be activated for CA orders so leave unchecked the player can control option for this AI group. Otherwise you will not be able to give triggered actions order by F10 comm menu.


Edited by pepin1234

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