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Offline greg147

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    • Royal Air Assault Battalion
Long range Stingers
« on: 23 Sep 2005, 21:46:39 »
Hi all,

Though some testing of a mission i'm making, I've noticed that AA soldiers only engage choppers from under about 500m. So is there a way to make them fire at choppers over that distance, for example 1000m?

Failing that I suppose I will have to create an AA missile in mid air, but I have no idea how to do it. Any help on how to do that would be appreciated aswell.  ;)

Thanks
Royal Air Assault Battalion - [L/Cpl] Greg
RAAB

Kyle Sarnik

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Re:Long range Stingers
« Reply #1 on: 23 Sep 2005, 22:51:15 »
Hi all,

Though some testing of a mission i'm making, I've noticed that AA soldiers only engage choppers from under about 500m. So is there a way to make them fire at choppers over that distance, for example 1000m?

Failing that I suppose I will have to create an AA missile in mid air, but I have no idea how to do it. Any help on how to do that would be appreciated aswell.  ;)

Thanks

Well how are AI supposed to lock on to something that they can't see? And the only way to increase the range is in the config for the missile ammo. Or, you can wait for my AA pack to be finished.

bored_onion

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Re:Long range Stingers
« Reply #2 on: 23 Sep 2005, 22:59:37 »
Quote
Failing that I suppose I will have to create an AA missile in mid air, but I have no idea how to do it. Any help on how to do that would be appreciated aswell.

voila. the community never fails us. take a look at the guided sam missile script by sefe on this search page from the editors depot


Offline greg147

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    • Royal Air Assault Battalion
Re:Long range Stingers
« Reply #3 on: 23 Sep 2005, 23:09:00 »
Thanks for the script bored_onion, i'll try it now.   :)

Or, you can wait for my AA pack to be finished.

No can do I'm afraid. Its going to be a no addon campaign.  ;)
Royal Air Assault Battalion - [L/Cpl] Greg
RAAB

Offline Wadmann

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Re:Long range Stingers
« Reply #4 on: 23 Sep 2005, 23:13:49 »
When the Tomahawk cruise missles first came out, I was trying to get the AAA and SAMs to engage them at extended ranges if the radar sites were still working in a mission of mine. If the radar had been destroyed, the air defense depended entirely on the AI to fire at the incoming missles.

I used a trigger activated by the incoming missles about 1000 m out IIRC in conjunction with the reveal command and a dotarget and dofire command to get my air defense to fire on the missle at longer ranges than just letting the AI do the work. It did not work 100%, but the result was good enough for my mission.

Give it a try and let us know if it extends the engagement range of the Stingers. If you need it to work 100% of the time, either wait for KS's pack or maybe use the createvehicle command. How to get it to hit the target would take some experimenting on my part. I am sure other could clue you in if you choose this route.

Wadmann
Check out my Camouflage Collection! New items added 31 July 2005.

Offline greg147

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    • Royal Air Assault Battalion
Re:Long range Stingers
« Reply #5 on: 23 Sep 2005, 23:41:13 »
@ the SAM scripts
Sefes SAM script makes my computer crash each time I try it, and the one provided in the coments of that script doesn't work for AA missiles  :P

@Wadmann
I gave your idea I try, obviously I'm using it wrong though  :-[
The reveal/dotarget/dofire triggers are about 700m off, but the AA guy doesn't attack my chopper until after I've passed over him.

Was there anything I missed out?
« Last Edit: 23 Sep 2005, 23:41:33 by greg147 »
Royal Air Assault Battalion - [L/Cpl] Greg
RAAB

Kyle Sarnik

  • Guest
Re:Long range Stingers
« Reply #6 on: 24 Sep 2005, 00:27:01 »
@ the SAM scripts
Sefes SAM script makes my computer crash each time I try it, and the one provided in the coments of that script doesn't work for AA missiles  :P

@Wadmann
I gave your idea I try, obviously I'm using it wrong though  :-[
The reveal/dotarget/dofire triggers are about 700m off, but the AA guy doesn't attack my chopper until after I've passed over him.

Was there anything I missed out?


Yes, the MANPADs launchers have a hard time locking on, simply because infantry units don't have any radar, and it takes them a while to actualy get a lock. It happens to players too, where you can't lock on to the aircraft until its been in visual range for a few seconds.

Offline Raptorsaurus

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Re:Long range Stingers
« Reply #7 on: 24 Sep 2005, 17:52:25 »
Try my super guided missile script.  It is based on sefe's but I added some functions that make the trajectory computations more efficient.  If you want help addapting those scripts/functions to your mission, just let me know.  I just recently did a script that forces men with Carl Gustov launchers to engage Shilkas that are more than 1000 m away.  It uses invisible targets to make them fire in the direction of the shilkas, but then it takes over the missiles and guides the missile right to the Shilkas.  The hit percentage is about 99.9%, but If you want less accuracy that can be done.  Since the AA launchers have more built in range, the invisible targets will not be needed.  As mentioned above.  A reveal command along with dotarget and dofire will get the AA guys to fire, then for improved accuracy a mission taylored version of the super guided missile script can be employed.  The guided missile script can even be adjusted to force the missile to miss the target (if you want a cool, "close call" scene in a cutscene).

Offline greg147

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    • Royal Air Assault Battalion
Re:Long range Stingers
« Reply #8 on: 24 Sep 2005, 20:04:44 »
@Raptorsaurus
You script was one of the ones I tried. On the demo mission, the Shilka just looked blankly at the both cobra and the A10 when I radioed for it to attack them. It killed the Abrams, but wouldn't attack anything in the air  :P

I don't know if this happens for anyone else. I can take a fraps video of it if you want ot see whats going on.
Royal Air Assault Battalion - [L/Cpl] Greg
RAAB