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Author Topic: ECM Radar/IR Jamming  (Read 657 times)

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calm_terror

  • Guest
ECM Radar/IR Jamming
« on: 14 Feb 2005, 06:52:28 »
I need an real workign IR ECM jamming script not those ones like DKM made they don't actually work.
I need an script that completely blinds the IR/radar of all units with in range..
it has to be usable from an plane.

can this be done?

HuNtA

  • Guest
Re:ECM Radar/IR Jamming
« Reply #1 on: 14 Feb 2005, 22:46:42 »
no, beacuse the radar is config defined, and as far as I know, you cant change the config from a script.

Sorry.

Dubieman

  • Guest
Re:ECM Radar/IR Jamming
« Reply #2 on: 18 Feb 2005, 20:49:55 »
There are prolly some setcaptive or other command ways around it unless the radar is an intergral part of the mission/cutscene. :P

calm_terror

  • Guest
Re:ECM Radar/IR Jamming
« Reply #3 on: 19 Feb 2005, 00:58:45 »
nah setcaptive then makes the ai not fire at all
with ecm and jamming the gun systems cna still fire on line of sight

Dubieman

  • Guest
Re:ECM Radar/IR Jamming
« Reply #4 on: 20 Feb 2005, 17:09:22 »
Well the last thing I can think of is using an invisible target to simulate inaccurate fire close to your aircraft. :P

Offline Roni

  • Members
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  • Play the Game !
Re:ECM Radar/IR Jamming
« Reply #5 on: 22 Feb 2005, 00:56:41 »
Hi c_t

If the mission isn't that big you could put a little script on each radar or IR-weapon armed unit that stops them from firing if the target's ECM flag is up.  Then just put an addAction on the target that sets this flag for a brief period (say 4-6 seconds) while spitting out flares or playing a sound of some sort.

For example - you could have four Strela dudes and a radar armed Shilka, all with the script "ECMCheck.sqs" running from their init fields.  The target (say a stealth fighter or black ops Cessna) would have the addAction "ECM.sqs".  

ECM.sqs would simply set a varaiable called ECMActive to true, play some sound or whatever, wait 4 + random 4 seconds, then set the variable to false.

ECMCheck.sqs would simply check every 0.5 second - if ECMActive was true at that time then it would setCombatMode "Blue" (never fire), otherwise setCombatMode "Red".

Note that the faster you make ECMCHeck loop the more effective the ECM will be beacuse there will always be a brief period when the shooter is clear to fire even though the ECM is active.

As the old saying goes - this is a feature, not a flaw !   ::)

Just one possible solution . . .  :-\