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Old 04-03-2013, 09:21 AM   #1
chromium
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Default Resupply logic questions for ground units

Hi,

As I understand, ground units resupply happen in two main ways:

1. By proximity to a warehouse;
2. By proximity to a truck (let's say M818 or Ural-375);

and affect mostly Tanks and Arty (low Ammo) than IFVs (guns have much more shells).

So, I have those question:

A. Reload is continous and infinite as the cargo truck is in proximity of the firing unit? Or it's more like a "switched conditions", so that I need to route away and then ruote in again the truck to the firing unit?
B. Reload will work if the cargo truck is AI OFF?
C. Is there a possibililty to turn on and off the rearm & reload capability of the trucks?

Thanks in advance.
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Old 04-03-2013, 02:47 PM   #2
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Watching this one! Got a neat idea! Didn't even realize reload applied.
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Old 04-03-2013, 03:00 PM   #3
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(let's say M818 or Ural-375) and one more Ural-375 PBU
GT.category = "Unarmed";
GT.warehouse = true
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Old 04-03-2013, 03:12 PM   #4
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Quote:
Originally Posted by Keshman View Post
(let's say M818 or Ural-375) and one more Ural-375 PBU
GT.category = "Unarmed";
GT.warehouse = true
Good point, I could have a look at the other truck also. I bet that Ural-4320 also has this capability.

Obviously it's a limited function, but still enforce ground commander to think about resupply... I just need to know in which way has to be planned and what workload could be created for the ground commander.

ie. I could think at fixed resupply positions, in which ground units must take contact with resupply convoy, that countinously move from resupply position to warehouse location to create a resupply chain.

If resupply ability can be "stopped" or "halted" in some way, a supply chain could be easy buinded within the trigger system (unit inside zones) or better with scripting engine (LOS funcions).

If not, I can always force the transport to go and come back from the resupply point at defined timing to simulate the same thing.
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The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.
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Old 04-05-2013, 01:54 PM   #5
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Any suggestion?
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The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.
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Old 04-06-2013, 01:53 AM   #6
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Quote:
Originally Posted by chromium View Post

A. Reload is continous and infinite as the cargo truck is in proximity of the firing unit? Or it's more like a "switched conditions", so that I need to route away and then ruote in again the truck to the firing unit?
B. Reload will work if the cargo truck is AI OFF?
C. Is there a possibililty to turn on and off the rearm & reload capability of the trucks?
A. Its continuous and occurs every 60 seconds regardless if the unit is out of ammo. Units within 100m of trucks effectively have infinite ammo.
B. Unknown. I assume not as the unit "still exists" in the gameworld.
C. Not currently. It is plausible that the resource system will eventually be adapted to work with ground vehicles, but for now the warehouses act as a resupply point. However it is an option that should probably be implemented, I'll forward the request.
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Old 04-06-2013, 10:55 AM   #7
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Thanks for the clarification Grimes

Res. manager has a great potential not only for campaigns but also for short mission making: think about the possibility to set a group "low ammo" at the start of the mission: you will really need some resupply tasks for ground commander and OPFOR could really be encouraged to plan some interdiction activity on the supply chain.

A. This point is't really much a problem, should be up to the mission designer to set appropriate groups composition separating firing platoons from supply platoons.

B. I will test this ASAP and report here.

C. Whitout thinking of a switch to be manually triggered (Add design workload) it could be much more simplier if the reload capability of a supply group could be intended as a "single event" for every truck-unit in the supply convoy (or for every group to simplify), not repeatable. Then, this single reload capability should be added again when the supply convoy gets at 100 mt or less from a warehouse.

Some tuning is always possibile (as fuel, or rearm capability only for ammo loaded warehouse, etc etc), but at this point we probably don't need them so deeper .
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The thing is, helicopters are different from planes. An airplane by it's nature wants to fly, and if not interfered with too strongly by unusual events or by a deliberately incompetent pilot, it will fly. A helicopter does not want to fly. It is maintained in the air by a variety of forces in opposition to each other, and if there is any disturbance in this delicate balance the helicopter stops flying; immediately and disastrously.
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Old 04-06-2013, 12:08 PM   #8
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I think the ground units re-arming feature was implemented more as a feature for Combined Arms than it was for the warehouse system. Warehouses for aircraft is obviously slightly more "deep" as it tracks weapon, aircraft, and fuel data at different warehouses, whereas re-arming is like standing next to a dispenser in TF2 and that weapons aren't actually tracked. For the most part it is indeed a very useful feature as it can prioritize warehouses/resupply trucks for mission design objects or for re-arming units in prolonged missions more efficiently. Also the aircraft resource management does impact things as ground forces should be able to rearm when near airbases, farps, or static warehouses. However at the same time it does throw a wrench in some missions that have combat vehicles parked near warehouses, effectively giving those AI units infinite ammo if they stay there.
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Old 04-08-2013, 08:12 AM   #9
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Sorry to bother you with some questions,

How do actually this resupply works? I had put trucks in the same column with the armor but it doesn't seem to work... I tried to take control of a tank and pressed Alt+' for rearming and it says (by a message in upper left corner) that reload cannot be done or something.

What is "GT.warehouse = true" means? I looked for it in ME but failed to find it.

Thanks.
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Old 04-08-2013, 08:35 AM   #10
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You must expend ammunition and be within a certain distance in order for the vehicle to be re-armed from a warehouse.
Different warehouses have different max distances to get re-armed from
If I recall the numbers are something like:
100m For mobile warehouses (M-818, Ural 375, Ural 375 PBU)
250-500m for warehouses/FARPs
1000m for airbases

GT.warehouse is simply an entry in the database files that defines if a specific unit type is a warehouse. Aside from finding out specifically which vehicles have this property, it is of no importance to the end user.
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