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Controlling AI SSMs

 
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Controlling AI SSMs - 6/27/2017 11:40:57 PM   
kevinkins


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Placing a battery inside a inactive land strike mission and the missiles immediately fire at a hostile AB w/i range. How to keep them on the ground? I thought an inactive mission would override global RoE settings. I can keep them on the ground with a RoE hold setting on the SSM unit. But I would like to activate the SSM mission on an AI trigger.

Edit: ScenEdit_SetEMCON('Unit', 'SSM Bn (Musudan-1)', 'weapon_control_status_land=0')
Does not throw an error but does not change the RoE for the specific unit from hold to free.

Kevin

< Message edited by kevinkin -- 6/28/2017 12:03:42 AM >
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RE: Controlling AI SSMs - 6/28/2017 12:08:27 AM   
ExNusquam

 

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IIRC, the correct format for adjusting WCS via LUA is:

ScenEdit_SetDoctrine({side="Example", name="SSM Bn (Musudan-1"}, {weapon_control_status_land= "0"})

(in reply to kevinkins)
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RE: Controlling AI SSMs - 6/28/2017 12:24:22 AM   
kevinkins


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Thanks. That syntax works.

Does anyone have a non lua solution? I was able to hold missiles on the ground based on a mission activation time in another scenario I posted - "Baltic Ballet". Not sure why these guys are disregarding the inactive setting.

Thanks

Kevin

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RE: Controlling AI SSMs - 6/28/2017 1:29:01 AM   
Gunner98

 

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The Active/inActive mission should work to control them. Perhaps give the unit a weapons Hold at the start and the mission a weapons free?

B

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RE: Controlling AI SSMs - 6/28/2017 3:34:27 AM   
kevinkins


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Maybe there is are inconsistencies in how each SSM type interacts with the mission editor. Or maybe there is a important lank strike mission setting. But a/c react to mission activate triggers consistently. Missiles are a bit of the mystery programming them for the AI side.

Kevin

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RE: Controlling AI SSMs - 6/29/2017 2:32:03 PM   
mikmykWS

 

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Maybe I'm missing something but prior to lua this is how I held fire.

Create a zone that changes posture to hostile.
Assign the ssm batteries to strike missions that fire on hostiles.

Second way is a patrol mission with a prosecution zone and firing at in range contacts turned off. This will force the battery to only shoot at whats in the zone.

Mike

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RE: Controlling AI SSMs - 6/29/2017 2:39:47 PM   
Fer_Cabo

 

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Hi Mike, bear in mind that Kevinkin wants to make that part of an Event that, once triggered makes his missile launchers attack (but not before)

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RE: Controlling AI SSMs - 6/29/2017 2:42:37 PM   
mikmykWS

 

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Ah ok.

You can activate the mission when you want either via lua or the mission editor itself.

Mike



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RE: Controlling AI SSMs - 6/29/2017 3:22:10 PM   
kevinkins


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Is my present scenario design, an inactive mission does not hold the SSM Bn (Musudan-2) from firing. But I can do so by setting the initial land ROE to Hold and then use lua to switch the ROE per the event firing. However in another design, the SSM Bn (SS-26 Stone [9K720 Iskander-M] TEL) held fire while the mission was inactive until an event activated the mission. No need to fiddle with the ROE setting. Thanks for zone tip.

Edit: I will do a small separate controlled study once I finish the scenario w/ the Musudan-2.

Kevin

< Message edited by kevinkin -- 6/29/2017 3:28:56 PM >

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RE: Controlling AI SSMs - 6/30/2017 5:14:02 AM   
ComDev

 

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Inactive missions should hold weapons, no?

Do you have a savegame on this?

Thanks!

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Developer "Command: Modern Air/Naval Operations" project!

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RE: Controlling AI SSMs - 6/30/2017 2:59:21 PM   
kevinkins


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I am putting together a separate test to make sure I am not going crazy. Will post the results.

Kevin

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RE: Controlling AI SSMs - 6/30/2017 3:05:38 PM   
Cik

 

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restricting mission activation times always worked for me in controlling SSMs.


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